Fyreslayers – Auric Runesmiter

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Auric Runesmiter
4"
5
5+
2
The prayers of an Auric Runesmiter are a war cry and their blessings are blazing coronas of flame. Within the thick of the fighting, their chants become burning energy made manifest, for battle is the domain of their ancestral god Grimnir. These members of the Zharrgrim priesthood are responsible for accruing ur-gold, and will take to the fore of battle to deliver their sermons to the warriors fighting to retrieve it. With shouted tales of ancestral heroics, their own battle-joy swells until divine energy sparks out from them in waves. Any warriors around the Runesmiters are inspired by their rumbling chants, filling them with vigour and righteous fury. This causes their ur-gold runes to blaze and sparkle as Grimnir’s essence responds in kind, filling their bearers with fell-handed power. The Runesmiters have a deep knowledge of metal and rock thanks to their affinity with their holy fires. As a result, many have developed other, more elemental powers. They can control magmic forces, summon cinderstorms, and even cloak the claws of Magmadroths in flame. Most crucially, they can command the tide of battle by melting through solid rock and boring temporary tunnels for their Fyreslayer kin to charge through, allowing them to strike from an unexpected quarter.
FYRESLAYERS WARSCROLL
Auric Runesmiter
MELEE WEAPONS
AtkHitWndRndDmg
Latch-axe
Latch-axe43+3+12
BATTLE PROFILE

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

Deployment Phase
MAGMIC TUNNELLING: A Runesmiter standing upon stone can command the rock to allow them passage.

Declare: Pick this unit and up to 1 unit in its regiment if neither unit has been deployed.

Effect: Set up those units in reserve underground. They have now been deployed.
KEYWORDSDEPLOY

Your Hero Phase
EMERGENCE: The ground opens up to reveal the Runesmiter and their entourage.

Declare: Pick this unit if it is underground.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units. Then, set up the other unit that was set up underground with it (if any) wholly within 6" of this unit and more than 9" from all enemy units.

KEYWORDS
HERO, PRIEST (1), 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.
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