Fyreslayers – Auric Runeson

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FYRESLAYERS WARSCROLL
Auric Runeson
4"
5
5+
2
The fury of youth blazes in the blood of the Auric Runesons. Fyreslayer tradition maintains that when a Runefather perishes, the most capable of his offspring will inherit rulership of the lodge. An Auric Runeson must prove their worth constantly if they wish to outshine their many siblings. This ruthless hunger for glory leads them to recklessly seek out the part of the battlefield where the fighting is thickest – and their eagerness for the most challenging fights often leads them to plunge into danger with a fearlessness remarkable even for Fyreslayers. Seeking to forge their own legend, many Auric Runesons will strike out alone with a band of their closest followers. On their travels they will earn great bounties of ur-gold and hunt down the most ferocious monsters to slay, often returning to their Runefather with severed heads or stripped hides to display as trophies. Each is trained from youth with the artefact weapons of their ancestors, making each a powerhouse in their own right that will only grow more devastating with age and experience. It is an honour to bear these weapons, and Runesons vie to be worthy of their legendary names.
FYRESLAYERS WARSCROLL
Auric Runeson
MELEE WEAPONS
AtkHitWndRndDmg
Ancestral Weapons [Anti-MONSTER (+1 Rend)]
Ancestral Weapons
Anti-MONSTER (+1 Rend)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Grimnir’s Chosen, Any FYRESLAYERS
Notes: This HERO can join an eligible regiment as Grimnir’s Chosen.

Reaction: You declared a FIGHT ability for this unit
DAUNTLESS ASSAULT: Eager to prove themselves in battle, Auric Runesons are at their best leading from the front lines alongside their allies.

Effect: Pick a friendly non-HERO FYRESLAYERS INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

Passive
FEARLESS CHARGE: Fearless and bold, Auric Runesons show their devotion to Grimnir with daring assaults and furious charges.

Effect: If this unit charged this turn, for the rest of the turn, add 1 to charge rolls for friendly FYRESLAYERS INFANTRY units while they are wholly within 18" of this unit.

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.

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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

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.
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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
© Vyacheslav Maltsev 2013-2025