FyreslayersAuric Runesmiter
4"
5
5+
7
WARSCROLL

Auric Runesmiter

The booming invocations of an Auric Runesmiter fill the lodge’s warriors with blazing vigour, but can also stir the molten earth. Rivers of magma part at their behest, creating tunnels that the Fyreslayers can use to outflank their foes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Latch-axe
Latch-axe1"14+3+-2
Runic Iron
Runic Iron1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

An Auric Runesmiter is a single model armed with a Latch-axe and Fyresteel Throwing Axes. In addition, it can either be armed with a Runic Iron or carry a Forge Key.

ABILITIES

Magmic Tunnelling: A Runesmiter standing upon stone can command it to allow him passage.
Instead of setting up this model on the battlefield, you can place this model to one side and say that it is set up underground as a reserve unit. If you do so, when you would set up another friendly FYRESLAYERS unit, instead of setting up that unit on the battlefield, you can say that it is joining this model underground as a reserve unit. 1 unit can join this model in this way. At the end of your movement phase, you can set up this model anywhere on the battlefield, more than 9" from any enemy units; then set up any unit that joined this model wholly within 12" of this model and more than 9" from any enemy units. Any reserve units underground that are not set up on the battlefield before the start of the fourth battle round are destroyed.

Runic Empowerment: With a sonorous chant, the Runesmiter infuses the ur-gold runes set into the flesh of his Fyreslayer kin with power.
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 friendly FYRESLAYERS unit wholly within 12" of this model, or wholly within 18" of this model if this model is armed with a Forge Key. You can re-roll wound rolls for attacks made by that unit until the start of your next hero phase.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HERO, PRIEST, AURIC RUNESMITER
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
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 HERO keyword is used in following Fyreslayers warscrolls:

None
Leader
Leader, Behemoth

The PRIEST keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth

The AURIC RUNESMITER keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020