Fyreslayers – Auric Runeson on Magmadroth

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FYRESLAYERS WARSCROLL
Auric Runeson
on Magmadroth
10"
14
4+
5
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. Some Runesons will ride to battle upon the backs of flame spitting 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. Many Runesons raise their Magmadroths from infancy, seeing this as another way in which they can prove their worthiness as a potential leader. 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 Runeson
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
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
Ancestral Weapons [Anti-MONSTER (+1 Rend)]
Ancestral Weapons
Anti-MONSTER (+1 Rend)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Grimnir’s Chosen, Any FYRESLAYERS
Notes: This HERO can join an eligible regiment as Vulcatrix’s Chosen.

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.

Passive
VYING FOR GLORY: Runesons seek their father’s favour in battle by slaying the most fearsome enemy creatures.

Effect: Each time this unit destroys a MONSTER, add 1 to the Attacks characteristic of this unit’s Ancestral Weapons for the rest of the battle. This unit can be affected by this ability multiple times and the effects are cumulative.

Once Per Turn (Army), End of Any Turn
DOMINATING ROAR: The Flame-scale Youngbloods ridden by Auric Runesons are fiercely territorial when faced with a monstrous challenger.

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

Effect: If this unit has fewer damage points than the target, subtract 10 from the target’s control score for the rest of the turn.
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, 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.

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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
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.
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.
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’).
Those HEROES can join an eligible regiment as a Vulcatrix’s Chosen.

Monster Hero

The MONSTER keyword is used in the following Fyreslayers warscrolls:

The MAGMADROTH keyword is used in the following Fyreslayers warscrolls:

© Vyacheslav Maltsev 2013-2025