Fyreslayers – Scourge of Aqshy Auric Runeson on Magmadroth

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•FYRESLAYERS WARSCROLL•
Scourge of Aqshy Auric Runeson
on Magmadroth
10"
14
4+
5
6+
Heirs to the throne of their lodge, Auric Runesons are fearless duardin warriors who hunger for glory. Many of them are borne to battle by flame- spewing Magmadroths, giant reptiles that are quite at home among Aqshy’s volcanic peaks and lava plains.
•FYRESLAYERS WARSCROLL•
Scourge of Aqshy Auric Runeson
on Magmadroth
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Roaring Fyrestream [Anti-INFANTRY (+1 Rend), Companion]
Roaring Fyrestream
Anti-INFANTRY (+1 Rend), Companion
10"43+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Ancestral Weapons [Anti-MONSTER (+1 Rend)]
Ancestral Weapons
Anti-MONSTER (+1 Rend)
53+3+12
Magmadroth’s Claws and Horns [Companion]
Magmadroth’s Claws and Horns
Companion
64+2+12
Magmadroth’s Blazing Maw [Companion]
Magmadroth’s Blazing Maw
Companion
24+2+23
BATTLE PROFILE

Unit Size: 1      Points: 330
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.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

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
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.

Once Per Turn (Army), Any Combat Phase
SEEING RED: As it reaches boiling point, the hot-blooded Magmadroth lets loose a furious bellow that serves either as a precursor to a violent rampage or as a means to therapeutically vent its rage.

Effect: Spend 1 rage dice. If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7. Then, pick 1 of the following effects:
Channelled Ire: Add 1 to the Attacks characteristic of this unit’s Companion melee weapons for the rest of the turn.
Cathartic Release: Roll a number of dice equal to your fury level. For each 4+, Heal (1) this unit.
Shield of Anger: This unit has WARD (5+) for the rest of the turn.
KEYWORDSRAMPAGE

Deployment Phase
FIRE, BLOOD AND VENGEANCE: Should their sire be imperilled, an Auric Runeson will fly into a berserk rage. Their mount echoes their fury, for the Magmadroth’s own progenitor is likely to be in just as much danger.

Declare: Pick a friendly Auric Runefather on Magmadroth on the battlefield to be the target.

Effect: Add 1 to the Damage characteristic of this unit’s melee weapons, including Companion weapons, while the target is in combat, damaged or destroyed.

KEYWORDS
HERO, MONSTER, WARD (6+)
ORDER, FYRESLAYERS, DUARDIN, MAGMADROTH
FAQ
Q:Can more than one Scourge of Aqshy Auric Runeson on Magmadroth pick the same Auric Runefather on Magmadroth as the target of their ‘Fire, Blood and Vengeance’?
A:
Yes. That Runefather had a big family.
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 may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

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

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).
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
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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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.
Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
© Vyacheslav Maltsev 2013-2026