Fyreslayers – Scourge of Ghyran Auric Runeson on Magmadroth

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FYRESLAYERS WARSCROLL
Scourge of Ghyran Auric Runeson
on Magmadroth
10"
14
4+
5
6+
The sweltering jungles of Ghyran often suit the desires of lava-blooded Magmadroths, and these gigantic reptiles provide Auric Runesons with a devastating weapon with which to prove their battle-courage. Rearing up on their hind legs, they come crashing down, unleashing a fiery burst that splits the land and sends foes reeling.
FYRESLAYERS WARSCROLL
Scourge of Ghyran 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
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: 310
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 2025-26 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.

Once Per Battle, 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.

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
CALAMITOUS CRASH: The Magmadroth raises its forelegs and brings them smashing down, causing a rippling eruption of earth and flame that sends lesser foes tumbling into magma-filled lacerations in the ground.

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

Effect: Roll a dice. On a 3+, roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

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
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.
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.
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.
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’).
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