Seraphon – Saurus Oldblood

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SERAPHON WARSCROLL
Saurus Oldblood
5"
7
4+
2
Oldbloods are veterans of a species bred solely for war, survivors of untold battles and the unrelenting annihilators of those who would defy their creator-gods. Taller and broader than their kin, their rough scales are criss-crossed with scars and old wounds, and they radiate a primal authority that all other Seraphon, save for the slann, intuitively defer to. Though not scholars of war, their instincts have been honed by centuries of killing; as a result, an Oldblood innately understands when to strike or when to roar for his warriors to close ranks and form an impenetrable wall of fangs and claws. Like all saurus, Oldbloods can speak, though their grasp of the Seraphon tongue is largely limited to military matters – ‘attack’, ‘defend’, ‘flank’ – as well as concepts such as ‘shelter’, ‘meat’ and ‘itchy’. They much prefer to conduct matters with their weapons and, accordingly, have access to a wealth of esoteric armaments held in the vaults of the Old Ones. Though they have no understanding as to how these relics function, the monomaniacal saurus favour devices capable of intense destruction, such as spears that crackle with Azyrite energy and gauntlets that hurl cosmic fire.
SERAPHON WARSCROLL
Saurus Oldblood
MELEE WEAPONS
AtkHitWndRndDmg
Relic Celestite Weapon
Relic Celestite Weapon53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Favoured Spawning, Any SAURUS

Once Per Battle, Any Combat Phase
WRATH OF THE SERAPHON: The Oldblood directs nearby saurus to act upon their savage instincts.

Effect: For the rest of the turn, add 1 to wound rolls for combat attacks made by friendly SAURUS INFANTRY units while they are wholly within 12" of this unit.

Reaction: You declared a FIGHT ability for this unit
PREDATORY EXEMPLAR: Oldbloods lead through instinctual ferocity, trusting their saurus kin to follow in their wake.

Effect: Pick a friendly non-HERO SAURUS INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

KEYWORDS
HERO, INFANTRY
ORDER, SERAPHON, SAURUS

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This HERO can join an eligible regiment as a Favoured Spawning.

Infantry Hero
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

The INFANTRY and SAURUS keywords are used in the following Seraphon warscrolls:

The non-HERO SAURUS and INFANTRY keywords are used in the following Seraphon warscrolls:

© Vyacheslav Maltsev 2013-2024