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FyreslayersAuric Runesmiter on Magmadroth
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Auric Runesmiter on Magmadroth

Sparks fly as the Runesmiter awakens the ur-gold runes of his Fyreslayer kin. It is his sacred duty to see the spirit of Grimnir stirred from slumber within the lodge’s warriors, a task he carries out in the midst of raging combat.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Fyresteel Throwing Axe8"15+5+-1
Roaring Fyrestream12"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Claws and Horns1"4+3+-12
Blazing Maw1"14+2+-2D3
Latch-axe1"13+3+-2
Runic Iron1"23+4+-1
DAMAGE
Wounds SufferedMoveRoaring FyrestreamClaws and Horns
0-312"D66
4-610"D65
7-98"2D64
10-127"2D63
13+6"3D62
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Leader, Behemoth

DESCRIPTION

An Auric Runesmiter on Magmadroth is a single model armed with a Latch-axe and Fyresteel Throwing Axes. In addition, it is armed with one of the following weapon options: Runic Iron or Forge Key.

MOUNT: This model’s Magmadroth attacks with its Claws and Horns, Blazing Maw and a Roaring Fyrestream.

ABILITIES

Roaring Fyrestream: Throwing back its head, a Magmadroth can spew a wave of flaming bile that sears through armour as though it were wax.
Do not use the attack sequence for an attack made with a Roaring Fyrestream. Instead, make the dice roll shown on the damage table above. If the roll is equal to or less than the number of models in the target unit, that unit suffers D3 mortal wounds. If the roll is equal to or less than the number of models in the target unit, and the target unit is within 6" of this model, the target unit suffers D6 mortal wounds instead.

Lashing Tail: Magmadroths can use their muscular spiked tails to pulverise scores of lesser prey with a single swipe.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. If the roll is less than the number of models in that unit, it suffers D3 mortal wounds.

Volcanic Blood: Magmadroths pulse with the throbbing heat of the volcanic caverns where they make their fyrenests.
Roll a dice each time a wound is allocated to this model that was inflicted by a melee weapon. On a 4+ the attacking unit suffers 1 mortal wound.

Grand Ritual of Awakening: The Runesmiter consecrates a small nugget of ur-gold over the runic altar, then consumes it to unleash a wave of energy.
Once per battle, during your hero phase, you can say this model has consumed a nugget of ur-gold. If you do so, add 1 to save rolls for attacks that target friendly FYRESLAYERS units wholly within 12" of this model until the start of your next hero phase.

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, MAGMADROTH, FYRESLAYERS, MONSTER, HERO, PRIEST, AURIC RUNESMITER
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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:

The AURIC RUNESMITER keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth

The FYRESLAYERS keyword is used in following Fyreslayers warscrolls:

The HERO keyword is used in following Fyreslayers warscrolls:

None
Leader
Leader, Behemoth

The MAGMADROTH keyword is used in following Fyreslayers warscrolls:

Leader, Behemoth

The MONSTER keyword is used in following Fyreslayers warscrolls:

Leader, Behemoth

The PRIEST keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2019