Fyreslayers – Auric Runemaster

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FYRESLAYERS WARSCROLL
Auric Runemaster
4"
5
5+
2
Auric Runemasters are revered high priests of a lodge’s Zharrgrim. It is they who craft the ur-gold runes that are hammered into Fyreslayer flesh, granting the bearer a sliver of the power of Grimnir. Auric Runemasters are attuned to their deity like no other and their ability to detect deposits of ur-gold is unmatched. Unlike a Runesmiter, a Runemaster has tempered their fiery nature and draws upon their connection to Grimnir’s divine power to offer invaluable counsel to their Runefather. Not even the most rash of lodge leaders would make decisions on matters of ur-gold or war without first consulting their Runemaster. The role of spiritual advisor, however, does not mean that a Runemaster is a peaceful individual. Rather, they are able to think with a rational head while channelling emotions into manifestations of blazing magmic energy. Each Runemaster carries a brazier-staff lit by the flames of his magmahold’s master forge. By slamming the base of their staff upon the ground, the battlefield cracks asunder and magma surges up to consume the foe. The Runemaster can also conjure walls of white-hot incandescence from the molten depths to block the advance of invaders.
FYRESLAYERS WARSCROLL
Auric Runemaster
MELEE WEAPONS
AtkHitWndRndDmg
Brazier Staff
Brazier Staff33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Grimnir’s Chosen, Any FYRESLAYERS

Passive
HIGH PRIEST OF THE ZHARRGRIM: The Zharrgrim order of every Fyreslayer lodge is led by an Auric Runemaster, a revered individual attuned to their deity like no other.

Effect: Each time a PRAYER chanted by this unit is answered, this unit gains a magmic power token.

Reaction: You declared an Ur-gold Rune ability
MASTER OF THE RUNES: Drawing upon the divine power released by sacred battle, Runemasters are able to awaken the full potential of their ur-gold runes.

Effect: Remove 3 of this unit’s magmic power tokens. If you do so, apply the effect below that corresponds to the UR-GOLD RUNE ability that was used:

Rune of Fury: For the rest of the battle round, add 1 to wound rolls for combat attacks made by friendly FYRESLAYERS units while they have STRIKE-FIRST.

Rune of Fiery Determination: Add 1 to save rolls for friendly FYRESLAYERS units for the rest of the battle round.

Rune of Relentless Zeal: Add 1 to run rolls and charge rolls for friendly FYRESLAYERS units for the rest of the battle round.

Rune of Searing Heat: Add 1 to the Rend characteristic of melee weapons used by friendly Fyreslayers units for the rest of the battle round.

Rune of Farsight: Increase the range of the ‘Rune of Farsight’ ability to 16".

KEYWORDS
HERO, PRIEST (2), INFANTRY, WARD (6+)
ORDER, FYRESLAYERS, DUARDIN
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
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

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.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The PRIEST keyword is used in the following Fyreslayers warscrolls:

© Vyacheslav Maltsev 2013-2024