10" 14 4+ 5 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.
In battle, Saurus Oldbloods are death incarnate. Wielding relic weapons taken from the vaults of the Old Ones and sat astride apex predators known as Carnosaurs, they plunge into enemy ranks, hacking and tearing in a terrifying display of primal power. To hear the blood-chilling roar of a Carnosaur is enough to fill the hardiest warriors with mindless fear – but perhaps the beast’s most infamous features are its rending jaws. It is said that once these frenzied creatures scent blood, their bite carries with it enough strength to rip the head clean off a gargant. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Sunbolt Gauntlet [Shoot in Combat] | ||||||||
| Sunbolt Gauntlet Shoot in Combat | 12" | D6 | 3+ | 3+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Carnosaur’s Massive Jaws [Companion] | ||||||||
Carnosaur’s Massive JawsCompanion | 3 | 4+ | 2+ | 2 | 3 | |||
| Sunstone Spear [Charge (+1 Damage)] | ||||||||
| Sunstone Spear Charge (+1 Damage) | 5 | 3+ | 3+ | 1 | 2 | |||
| Carnosaur’s Clawed Forelimbs [Companion] | ||||||||
| Carnosaur’s Clawed Forelimbs Companion | 4 | 4+ | 2+ | 1 | 3 | |||
Passive |
Passive |
Passive |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER |
| ORDER, SERAPHON, SAURUS |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
The SERAPHON keyword is used in the following Seraphon warscrolls:
| ||
| ||
| There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||
| Q: | Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight? |
| A: | No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought. |
| Q: | If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight? |
| A: | If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight. |
| Q: | In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight? |
| A: | The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability. |
The MONSTER keyword is used in the following Seraphon warscrolls:
The ORDER keyword is used in the following Seraphon warscrolls:
The SERAPHON keyword is used in the following Seraphon warscrolls:
| 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. | ||
The SAURUS keyword is used in the following Seraphon warscrolls:
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Passive |
| ||
| In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes. | ||
| Q: | If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian? |
| A: | Yes. |
The HERO keyword is used in the following Seraphon warscrolls:
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Q: | When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move? |
| A: | No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move. |
| Q: | If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll? |
| A: | No. |