Fyreslayers – Auric Runefather

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FYRESLAYERS WARSCROLL
Auric Runefather
4"
5
5+
2
Glorious lodge leaders and warriors both, the Auric Runefathers take to battle with the fury of Grimnir burning in their very veins. So fearsome are these grizzled and venerable kings that enemies have been known to flee rather than trade blows with a Runefather’s greataxe. Each one carries a mountain of responsibility upon their broad shoulders, ensuring their lodge receives a steady flow of ur-gold through which it can release the essence of their dead god. A Runefather’s rule is measured by foes they have defeated and ur gold gathered during their reign. Many of the riches and artefacts they accrue are sealed in vaults to which they alone bear the key. As a leader that has proven themselves the most worthy Runeson of their many siblings and who has won glory a hundred times over, Runefathers are formidable warlords, their battle-lust tempered with experience. The lordly presence of a Runefather, surrounded by the bravest and most capable warriors of the lodge, inspires the warbands of the fyrd to fight even harder. Only the commands of a Runefather can halt the wild fury of Berzerkers and boost the morale of their warriors even in the most gruelling battles of attrition.
FYRESLAYERS WARSCROLL
Auric Runefather
MELEE WEAPONS
AtkHitWndRndDmg
Latchkey Grandaxe
Latchkey Grandaxe43+3+23
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Grimnir’s Chosen, Any FYRESLAYERS

Once Per Battle (Army), Deployment Phase
ROYAL RETINUE: Auric Runefathers go to battle flanked by the most skilled warriors in the lodge, who are sworn to protect him from harm.

Declare: Pick a friendly non-HERO FYRESLAYERS INFANTRY unit within this unit’s combat range to be the royal retinue.

Effect: For the rest of the battle, while the royal retinue is wholly within 6" of this unit, add 1 to hit rolls for attacks made by the royal retinue and this unit has WARD (4+).

End of Any Turn
COMMANDING PRESENCE: The presence of a Runefather in the Fyreslayer battleline bolsters the warriors’ already considerable will, ensuring that the doughty duardin will hold their ground and slog it out with any foe.

Effect: Add the current battle round number to the control scores of friendly FYRESLAYERS INFANTRY units wholly within 12" of this unit for the rest of the turn.

KEYWORDS
WARMASTER, 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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3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Grimnir’s Chosen.

Infantry Hero
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

The WARMASTER keyword is used in the following Fyreslayers warscrolls:

© Vyacheslav Maltsev 2013-2024