Fyreslayers – Auric Runefather
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4"
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WARSCROLL

Auric Runefather

Foes that meet the burning gaze of an Auric Runefather feel their will being sapped away before that fiery rage. It is this same grim scrutiny that drives the Fyreslayer fyrds to fight all the harder in the presence of their mighty lord.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Latchkey Grandaxe
Latchkey Grandaxe3"33+3+-13
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single

DESCRIPTION

An Auric Runefather is a single model armed with a Latchkey Grandaxe and Fyresteel Throwing Axes.

ABILITIES

Stare Down: A Runefather’s stern gaze can bring doubt to the mind of the most stalwart warrior.
In your hero phase, pick an enemy unit within 3" of this model. Subtract D3 from that unit’s Bravery characteristic until the start of your next hero phase.

Weapon-breaker: A latchkey grandaxe’s unique design allows the wielder to catch an enemy’s weapon between its metal teeth before breaking it with a forceful twist of the arm.
At the end of the combat phase pick an enemy HERO within 3" of this model and roll a dice. On a 6, pick one of the melee weapons that model is armed with. Subtract 1 from hit rolls for attacks made with that weapon for the rest of the battle. You cannot pick the same weapon to be affected by this ability more than once per battle.

COMMAND ABILITIES

Lodge Leader: A Runefather inspires fierce pride in the warriors he leads to battle.
You can use this command ability at the start of the charge phase. If you do so, pick a friendly model with this command ability. Add 1 charge rolls for friendly FYRESLAYERS units wholly within 12" of that model until the end of that phase.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HERO, AURIC RUNEFATHER
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

The FYRESLAYERS keyword is used in the following Fyreslayers warscrolls:

None
Battleline
Leader
Leader, Behemoth

The FYRESLAYERS keyword is used in the following Fyreslayers warscrolls:

None
Battleline
Leader
Leader, Behemoth

The HERO keyword is used in the following Fyreslayers warscrolls:

None
Leader
Leader, Behemoth

The AURIC RUNEFATHER keyword is used in the following Fyreslayers warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021