Fyreslayers – Vulkyn Flameseekers

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FYRESLAYERS WARSCROLL
Vulkyn Flameseekers
4"
2
5+
1
The monster-taming duardin known as Vulkyn Flameseekers will go to great lengths to acquire the progeny of Vulcatrix, the Ur-Salamander that died in battle with Grimnir. They consider Magmadroth eggs of equal importance to ur-gold. According to their creed, parts of Vulcatrix’s spirit exploded across the realms to combine with seven sacred flames known as the vulkazharr. In recovering the vulkazharr and bathing their Magmadroth eggs in this godly essence, the Flameseekers believe they can create creatures infused with Vulcatrix’s power. It is little surprise that the first practitioners of the Vulkyn creed were duardin of the Lofnir lodge. As denizens of the Realm of Beasts, they understand well the role these behemoths play on the battlefield. They spend more time than any other lodge rearing Magmadroths, often all the way from birth, creating unbreakable bonds between beast and duardin. Vulkyn Flameseekers seek their prizes with single-minded tenacity. They are marked out by drothscale armour that they believe will imbue them with a portion of the Magmadroths’ power. They are formidable warriors all, hardened from a harsh life in the wilderness, and they carry wicked, shovel-like ‘bokaz’ that serve as both weapons and tools of excavation.
FYRESLAYERS WARSCROLL
Vulkyn Flameseekers
MELEE WEAPONS
AtkHitWndRndDmg
Vulkyn Weapons [Anti-MONSTER (+1 Rend)]
Vulkyn Weapons
Anti-MONSTER (+1 Rend)
33+3+11
Emberteeth [Crit (Mortal), Companion]
Emberteeth
Crit (Mortal), Companion
13+3+-2
BATTLE PROFILE

Unit Size: 9      Points: 160
MODELBASE SIZE
5 x Scalebreakers28.5mm
Kyndledroth, Drothmaster, Drothblood Thane and Vulkyn Runefather32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Vulkyn Weapons.
  • 1/9 models is a Kyndledroth and must replace their weapons with Emberteeth.
  • The champion is a Vulkyn Runefather and cannot replace their weapons.

Any Combat Phase
DROTHMASTERS: Vulkyn Flameseekers are skilled at dominating monstrous wild beasts.

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

Effect: Roll a dice. On a 3+, subtract D3 from the Damage characteristic of the target’s Companion melee weapons for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION (1/9), WARD (6+)
ORDER, FYRESLAYERS, DUARDIN
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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.

Faction Rules

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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).
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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
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’).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
© Vyacheslav Maltsev 2013-2024