Fyreslayers – Bloodthirsty Shiver

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REGIMENT OF RENOWN
Bloodthirsty Shiver
The Idoneth refer to a formation of two Allopexes as a Bloodthirsty Shiver – and for good reason. Perfected by the warlike Fuethán enclave and sought after by many forces of Order, this deadly pairing is fast, resilient and brimming with raw killing power. In their wake, the ethersea is stained red with the blood of the foe.
REGIMENT OF RENOWN
Bloodthirsty Shiver
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 300

Your Hero Phase
HUNT OF THE BLOODTHIRSTY SHIVER: Advancing in tandem, the Akhelian Allopexes either evade the foe in skilled formation or close in to deliver the killing bite.

Effect: If both units in this Regiment of Renown are within each other’s combat range, pick 1 of the following effects to apply until the start of your next turn:

Evasive Approach: While both units in this Regiment of Renown are within each other’s combat range, subtract 1 from hit rolls for attacks that target them.

Ferocious Attack: While both units in this Regiment of Renown are within each other’s combat range, their Allopex’s Ferocious Bites have Crit (2 Hits).

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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.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
© Vyacheslav Maltsev 2013-2025