Fyreslayers – Auric Runesmiter on Magmadroth

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FYRESLAYERS WARSCROLL
Auric Runesmiter
on Magmadroth
10"
14
4+
5
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 most powerful Runesmiters of the Zarrgrim Priesthood will ride to battle upon the backs of Magmadroths. These great salamanders are the descendants of Vulcatrix, the beast that died in battle with Grimnir centuries before. It is said only those who possess exceptional will and prowess can tame these creatures. Those that ride to war atop a Magmadroth command all attention on the battlefield and can single-handedly break apart enemy flanks with sheets of flame and arcing blows – even the superheated blood of the Magmadroth is a volatile threat should the enemy’s blades cut deep.
FYRESLAYERS WARSCROLL
Auric Runesmiter
on Magmadroth
RANGED WEAPONS
RngAtkHitWndRndDmg
Roaring Fyrestream [Anti-INFANTRY (+1 Rend), Companion]
Roaring Fyrestream
Anti-INFANTRY (+1 Rend), Companion
10"43+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Latch-axe
Latch-axe43+3+12
Magmadroth’s Blazing Maw [Companion]
Magmadroth’s Blazing Maw
Companion
24+2+23
Magmadroth’s Claws and Horns [Companion]
Magmadroth’s Claws and Horns
Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any FYRESLAYERS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Magmadroth’s Claws and Horns is 4.

Your Hero Phase
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.

Declare: Pick a friendly FYRESLAYERS unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to wound rolls for the target’s attacks for the rest of the turn.

Once Per Turn (Army), Any Combat Phase
LASHING TAIL: Magmadroths can use their muscular spiked tails to pulverise lesser prey with a single swipe.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll 2D6. If the roll is equal to or less than the number of models in the target unit, inflict D3+3 mortal damage on the target.
KEYWORDSRAMPAGE

Passive
VOLCANIC BLOOD: Born of fire and flame, Magmadroths pulse with the throbbing heat of the volcanic caverns in which they make their fyrenests.

Effect: If you make an unmodified save roll of 1 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
HERO, MONSTER, PRIEST (1), WARD (6+)
ORDER, FYRESLAYERS, DUARDIN, MAGMADROTH
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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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.
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.
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:

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).

The MONSTER keyword is used in the following Fyreslayers warscrolls:

The MAGMADROTH keyword is used in the following Fyreslayers warscrolls:

© Vyacheslav Maltsev 2013-2024