Seraphon – Saurus Oldblood on Carnosaur

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SPEARHEAD WARSCROLL
Saurus Oldblood
on Carnosaur
10"
14
4+
5
As a saurus ages, their body become even more finely honed for war, and greater degrees of tactical skill are unlocked within them. They become able to orchestrate grand flanking attacks and sudden feints, though they still act upon instinct above all. They also grow to possess the will not only to wield the destructive relics of the Old Ones but to master a Carnosaur – a huge bipedal monster of ancient times. The battle frenzy of a Carnosaur is, if anything, even greater than its saurus rider, and together beast and master can tear apart even the most terrible of adversaries.
SPEARHEAD 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
Relic Celestite Weapon
Relic Celestite Weapon53+3+12
Carnosaur’s Massive Jaws [Companion]
Carnosaur’s Massive Jaws
Companion
34+2+23
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Carnosaur’s Massive Jaws is 1.

Your Hero Phase
ANCIENT WARLORD: An Oldblood commands their saurian brethren with relentless focus and drive.

Declare: Pick a friendly unit wholly within 12" of this unit to be the target. You cannot pick this unit.

Effect: Until the start of your next turn, add 1 to charge rolls for the target.

KEYWORDS
HERO, MONSTER
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Army List
Warscrolls collated

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Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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 2013-2026