Fyreslayers – Auric Runesmiter

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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"14+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 32mm
Notes: Single

An Auric Runesmiter is armed with a Fyresteel Throwing Axe and Latch-axe. It carries 1 of the following: Runic Iron; or Forge Key.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Forge Brethren

Magmic Tunnelling: A Runesmiter standing upon stone can command the rock to allow them passage.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up underground as a reserve unit. Then, instead of setting up another friendly FYRESLAYERS unit, you can place that unit to one side and say that it will join this unit underground as a reserve unit. 1 unit can join this unit underground as a reserve unit.

At the end of your movement phase, you can set up this unit anywhere on the battlefield more than 9" from all enemy units. Then, set up the unit that joined this unit wholly within 12" of this unit and more than 9" from all enemy units.

Runic Empowerment: With a sonorous chant, the Runesmiter draws forth the power of the ur-gold runes set into the flesh of their Fyreslayer kin.
Runic Empowerment is a prayer that has an answer value of 3 and a range of 12" if the chanter is carrying a Runic Iron or 18" if the chanter is carrying a Forge Key. If the chanter is carrying a Runic Iron, you can re-roll the chanting roll. If answered, pick 1 friendly FYRESLAYERS unit wholly within range and visible to the chanter. Add 1 to wound rolls for attacks made by that unit until your next hero phase.

3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.

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20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.

The PRIEST keyword is used in the following Fyreslayers warscrolls:

Leader, Behemoth
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024