Fyreslayers – Auric Flamekeeper

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FYRESLAYERS WARSCROLL
Auric Flamekeeper
4"
5
5+
2
To the martial society of the Fyreslayers, death in battle is considered an honour – and often a certainty. It is for this reason that the solemn Auric Flamekeepers walk amongst their brethren, committing bodies to the flames and retrieving ur-gold runes from their flesh. In this way, the fallen might one day return to fight alongside Grimnir in the Doomgron – the final battle against darkness and malice. Despite their funerary obligations, like any other Fyreslayer, the Flamekeepers are formidable warriors. They take to battle in the most dire of circumstances, where their kin seek to emulate Grimnir’s last stand against his nemesis Vulcatrix. Each Flamekeeper carries a Masterflame Rune, a simmering ember of the First Fire that erupted in the wake of Grimnir’s shattering. Whenever a Fyreslayer warrior falls in proximity to this artefact, the blazing power within them is drawn forth; the ur-gold hammered into their body glows with a blinding light as their flesh and spirit is returned to the flames. A Flamekeeper can channel this force to bolster the runes of their brethren who remain in the fight, imbuing them with a stubborn resolve to annihilate their enemies and setting their fyresteel weapons alight.
FYRESLAYERS WARSCROLL
Auric Flamekeeper
MELEE WEAPONS
AtkHitWndRndDmg
Brazier Axe
Brazier Axe53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any FYRESLAYERS

Once Per Turn (Army), Your Hero Phase
MASTERFLAME RUNE: A Flamekeeper’s sacred symbol of office can harness the power within ur-gold runes of fallen warriors to bestow blessings of Grimnir upon their brethren.

Declare: If any friendly units have been destroyed during the battle, pick a friendly FYRESLAYERS INFANTRY unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. If the roll is equal to or less than the number of FYRESLAYERS units that have been destroyed during the battle, pick 1 of the following effects to apply until the start of your next turn:

Grimnir’s Grit: The target has WARD (5+).

Grimnir’s Resolve: Add 2 to charge rolls for the target.

Grimnir’s Vengeance: Add 1 to the Damage characteristic of the target’s melee weapons.

KEYWORDS
HERO, INFANTRY, WARD (6+)
ORDER, FYRESLAYERS, DUARDIN
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Faction Rules

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14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2024