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FyreslayersAuric Runeson on Magmadroth
14
4+
7
WARSCROLL

Auric Runeson on Magmadroth

Hot-headed and eager to prove his bravery, the Auric Runeson charges into battle with a booming war cry. Like a blazing fist, the Fyreslayer noble and his Magmadroth burn a flaming hole in the ranks of the enemy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Wyrmslayer Javelin12"14+3+-1D3
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
Ancestral War-axe1"33+4+-D3
Wyrmslayer Javelin3"13+3+-11
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: 240
Battlefield Role: Leader, Behemoth

DESCRIPTION

An Auric Runeson on Magmadroth is a single model armed with Fyresteel Throwing Axes. In addition, it is armed with one of the following weapon options: Ancestral War-axe or Wyrmslayer Javelins.

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

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.

Vying for Glory: Runesons seek their father’s favour in battle by outdoing their brothers.
You can re-roll hit rolls for attacks made by this model if there are any other friendly AURIC RUNESONS within 6" of this model.

Wyrmslayer Javelins: These weapons punch deep into the hides of the largest of creatures.
Add 2 to the Damage characteristic for attacks made with this model’s Wyrmslayer Javelin that target a MONSTER.

COMMAND ABILITIES

Molten Battering Ram: Runesons atop Magmadroths are even more wreckless and impetuous, crashing their beasts into enemy lines while beckoning others to follow.
You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly MAGMADROTH that is within 12" of a friendly model with this command ability. After that unit makes a charge move in that charge phase, you can pick 1 enemy unit within 1" of that model and roll a dice. On a 2+ that enemy unit suffers D6 mortal wounds. The same unit cannot be picked to be affected by this command ability more than once per phase.

KEYWORDS
ORDER, DUARDIN, MAGMADROTH, FYRESLAYERS, HERO, MONSTER, AURIC RUNESON
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 AURIC RUNESON keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The MAGMADROTH keyword is used in following Fyreslayers warscrolls:

Leader, Behemoth

The AURIC RUNESON 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
© Vyacheslav Maltsev 2013-2019