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FyreslayersAuric Runemaster
4"
6
4+
8
WARSCROLL

Auric Runemaster

With a gesture, the Auric Runemaster can call forth geysers of magma to incinerate his foes. Always seeking hidden ur-gold, a single word from the high priest sends Fyreslayers plunging into the enemy’s ranks to seize the precious metal.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Fyresteel Throwing Axe8"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Brazier-staff2"14+3+-1D3
Runic Iron1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

An Auric Runemaster is a single model armed with a Brazier-staff, Runic Iron and Fyresteel Throwing Axes.

ABILITIES

Holy Seeker: The Auric Runemaster searches the enemy ranks for the telltale glimmer of ur-gold, and gives a triumphant cry when it is found.
In your hero phase, you can pick 1 enemy unit within 12" of this model and roll 2 dice. If you roll at least one 6, for the rest of the battle, you can re-roll hit rolls of 1 for attacks made by friendly FYRESLAYERS units that target that unit. If you roll two or more 6s, for the rest of the battle, you can re-roll hit and wound rolls of 1 for attacks made by friendly FYRESLAYERS units that target that unit instead.

Volcano’s Call: With staff held aloft, the Auric Runemaster coaxes a stream of magma to bubble up from the ground.
At the start of your hero phase, this model can chant this prayer. If they do so, make a prayer roll by rolling a dice. On a 1-2, the prayer is not answered. On a 3+ the prayer is answered. If this prayer is answered, pick a terrain feature within 18" of this model. Roll a dice for each model within 1" of that terrain feature. For each roll of a 6, that model’s unit suffers 1 mortal wound. In addition, until your next hero phase, that terrain feature has the ‘Deadly’ scenery rule in addition to any other scenery rules it may have.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HERO, PRIEST, AURIC RUNEMASTER
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The FYRESLAYERS keyword is used in following Fyreslayers warscrolls:

Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The FYRESLAYERS keyword is used in following Fyreslayers warscrolls:

The HERO keyword is used in following Fyreslayers warscrolls:

None
Leader
Leader, Behemoth

The PRIEST keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2019