Seraphon – Saurus Oldblood on Carnosaur

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SERAPHON WARSCROLL
Saurus Oldblood
on Carnosaur
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.
SERAPHON WARSCROLL
Saurus Oldblood
on Carnosaur
RANGED WEAPONS
RngAtkHitWndRndDmg
Sunbolt Gauntlet [Shoot in Combat]
Sunbolt Gauntlet
Shoot in Combat
12"D63+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Carnosaur’s Massive Jaws [Companion]
Carnosaur’s Massive Jaws
Companion
34+2+23
Sunstone Spear [Charge (+1 Damage)]
Sunstone Spear
Charge (+1 Damage)
53+3+12
Carnosaur’s Clawed Forelimbs [Companion]
Carnosaur’s Clawed Forelimbs
Companion
44+2+13
BATTLE PROFILE

Unit Size: 1      Points: 330
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Favoured Spawning, Any MONSTER, Any SAURUS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Carnosaur’s Massive Jaws is 2.

Passive
SPEARHEAD OF THE CHARGE: Atop their mighty Carnosaur steeds, Oldbloods lead their saurian brethren into battle.

Effect: If this unit charged this turn, add 1 to charge rolls for friendly SAURUS units while they are wholly within 18" of this unit for the rest of the turn.

Passive
TERROR: This terrifying monstrosity strikes fear into the hearts of its foes.

Effect: Subtract 2 from the control scores of enemy units while they are in combat with this unit.

Once Per Turn (Army), Any Combat Phase
BLOOD FRENZY: A Carnosaur that senses an injured predator will not hesitate to assert its dominance in combat.

Effect: If this unit is in combat with any damaged enemy MONSTERS, roll a dice. On a 3+, this unit has STRIKE-FIRST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER
ORDER, SERAPHON, SAURUS
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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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Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
This HERO can join an eligible regiment as a Favoured Spawning.

Infantry Hero
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

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.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2024