Seraphon – Saurus Astrolith Bearer

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SERAPHON WARSCROLL
Saurus Astrolith Bearer
5"
6
4+
5
Astroliths function as an aetheric nexus amidst the fury of battle. They channel celestial tides of magic in order to empower the spellcraft of nearby Seraphon mages or to ravage the enemy with scorching bolts of heavenly flame. These serpentine totems, lined with star-glyphs and enveloping a floating core of celestite, might once have had a purpose entirely different to that which they now serve. Even the wise slann do not fully comprehend the complexities of their fluctuating symbols which glow and crackle, seemingly at random, with sparking azure light. To the saurus that wields the Astrolith, and to those Seraphon exposed to its glittering presence, this is proof that the Old Ones are watching from afar and realigning events in order to serve the Great Plan. The position of Astrolith Bearer is not one earned through glory; it is assigned to a few destined souls marked from the moment of their spawning. Clad in relic armour and wielding a celestite warclub, they must defend their Astrolith until death, for these icons of the lost gods are few in number and of incalculable importance to the starhosts.
SERAPHON WARSCROLL
Saurus Astrolith Bearer
MELEE WEAPONS
AtkHitWndRndDmg
Celestite Warclub
Celestite Warclub43+3+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SAURUS
Notes: This HERO can join an eligible regiment as a Favoured Spawning.

Reaction: You declared a SPELL ability for a friendly SERAPHON WIZARD wholly within 12" of this unit
CELESTIAL CONDUIT: An astrolith is empowered by celestial magic in the vicinity

Effect: If that spell is successfully cast, for the rest of the turn, add 3 to the control scores of friendly SERAPHON units while they are wholly within 12" of this unit.

Passive
REVIVIFYING ENERGIES: The cosmic energies emanating from an astrolith protect nearby Seraphon, sealing the most grievous wounds in flashes of cerulean light.

Effect: Friendly SERAPHON INFANTRY units have WARD (6+) while they are wholly within 12" of this unit. If a unit already has WARD (6+), it has WARD (5+) instead.

KEYWORDS
HERO, INFANTRY
ORDER, SERAPHON, SAURUS
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

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3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
This HERO can join an eligible regiment as a Favoured Spawning.

Infantry Hero
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

The SERAPHON and WIZARD keywords are used in the following Seraphon warscrolls:

© Vyacheslav Maltsev 2013-2025