Seraphon – Saurus Guard
 ]

This warscroll does not meet the selection criteria (see Filter combo-box or Settings tab).
5"
2
3+
8
WARSCROLL

Saurus Guard

Patient and obstinate, Saurus Guard will not allow any harm to befall the Starmasters while even one of their number draws breath. Each will fight to the very last to defend their master, their polearms mercilessly hacking down the enemy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Polearm
Celestite Polearm2"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 150
Battlefield Role: Battleline
Base size: 32mm

A unit of Saurus Guard has any number of models, each armed with a Celestite Polearm and Powerful Jaws.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Coalesced Eternity Guardians
 • Starborne Eternity Guardians

CHAMPION: 1 model in this unit can be a Saurus Guard Alpha. Add 1 to the Attacks characteristic of that model’s Celestite Polearm.

STANDARD BEARER: 1 in every 5 models in this unit can be a Icon Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Icon Bearers.

MUSICIAN: 1 in every 5 models in this unit can be a War-drummer. Add 1 to run rolls and charge rolls for this unit if it includes any War-drummers.

Selfless Protectors: The Saurus Guard stand as a living shield between the leaders of the Seraphon and their foes.
Before you allocate a wound or mortal wound to a friendly SERAPHON HERO that is not a MONSTER, or instead of making a ward roll for a wound or mortal wound that would be allocated to a friendly SERAPHON HERO that is not a MONSTER, if this unit is within 3" of that friendly SERAPHON HERO, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to that SERAPHON HERO as normal. On a 3+, that wound or mortal wound is allocated to this unit instead.

Saurus Jaws: A bite from this fearsome creature is strong enough to rip a limb off a lesser warrior or tear a massive blood chunk from the flank of a beast.
Each time this unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 1" of this unit and roll 1 dice for each model in this unit within 1" of that unit. These dice rolls are referred to as bite rolls. For each bite roll of 6+, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, SERAPHON, SAURUS, SAURUS GUARD
Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!

The SAURUS keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Leader
Battleline
None
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
© Vyacheslav Maltsev 2013-2024