OldBlood
Erta Wanderer
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ill run the math eny ideas what this should replace?@Erta Wanderer that is some good stuff! I agree with most of it and I do have some alternatives for thought
So carnosaur Mount traits;
Raging frenzy: when in a blood frenzy, the carnosaur’s clawed forelimbs and jaws generate an extra attack on a 6+ to hit. These attacks cannot generate additional attacks.
the mane problem with this is it would also work on eleat units like storm fiends and kurnoths which makes this insanely powerfulBlood chilling roar: d6 models flee in battleshock
most things have way more then 12" range for shooting or they are in melee our guard do this betterAnd for the stegadon
Earth Shaker: Enemy models within 12” have -1 to hit in the shooting phase
all the heroes and most of the foot troops have this alreadyTwo additional alliegence abilities;
Old one’s blessing:A unit or model can ignore mortal wounds or wounds on a 6+
do you mean roll 2 dice and take the lowest? as is this is strictly worse then standered battle shockCold blooded: when rolling for battle shock roll 3 dice and take the lowest 2 values
so im all for the rend on the claws but im trying to avouide a role of on blood roar battle shock is realy hard to abuse and a ability that only wourks 55% of the time just feels bad to play with, rerolling bights with a 3+ is 50% better then what it was but with the next one it's acualy worse a 33% dropAnd for alternative warscrolls, namely a few saurus
Saurus Oldblood on carnosaur
300
move*
bravery 10
wounds 12
save 3+
sunbolt gauntlet 4 18" 4/3/-1/1
Sunstone spear 3 2" 3/3/-1/d3
clawed forelimbs * 2" 3/3/-1/2
carnosaur’s bite * 2" 3/3/-2/3
Damage table
wounds 0-3,4-5,6-7,8-9,10+
move12” 12” 10” 8” 6”
claws4,4,3,3,2
jaws 5,4,4,3,2
abilities
pinned down: 2 claw hits, reroll failed jaw hits
blood frenzy: this model can run and charge in the same turn
blood roar: contest of dice roll, you win or draw d3 models flee
Hand of the Gods: on a 6+ to hit the attack instead inflicts a mortal wound.
Command Ability: 20 inch range seraphon heroes can make 2 extra attacks with a weapon of their choosing
same as above but we already ignore rend -1 also im not suten what the comand ability does is it +1 to the atack profile or do they get to pile in again?The scar veteran
Saurus Scar-Veteran on carnosaur
280
move*
bravery 10
wounds 12
save4 +
Warblade. 6 1”. 3+/3+/-1/1
War Spear. 6. 2” 4+/3+/-1/1
Great Blade 3. 1” 4+/4+/-1/d3
clawed forelimbs * 2" 3+/3+/-1/2
carnosaur’s bite * 2"4+/3+/-2/3
Damage table
wounds0-3,4-5,6-7,8-9,10+
move12”,12”,10”,8”,6”
claws4,4,3,3,2
jaws5,4,4,3,2
abilities
pinned down: 2 claw hits, reroll failed jaw hits
blood frenzy: this model can run and charge in the same turn
blood roar: contest of dice roll, you win or draw d3 models flee
Stardrake Shield: ignore rend -1
Command Ability: select a seraphon unit within 18”. That unit can make an extra attack with a weapon of their choosing.