From flame-filled holds and deep mountain vaults, the Fyreslayers march out to war. Brash and unforgiving, they charge into battle shouting fierce war cries and wielding finely honed axes, the power of the mighty warrior-god Grimnir flowing into them from glittering golden runes hammered into their ruddy flesh.This page contains all of the rules you need to field your Fyreslayers miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.
|Q:||If I use the Hermdar command ability (Skull-breakers and Oath-takers) to fight at the start of my combat phase, can I use the Lords of the Lodge (Oathbound Guardians) ability and pick that unit as the first unit I fight with during that phase, in effect allowing the unit to fight twice in a row?|
|Q:||The Warrior Kinband’s Berserk Kindred ability allows you to use the Vulkite Berzerkers’ Berserk Fury ability twice in the same battle. Can I use it twice in the same combat phase?|
Yes, but doing so will not have any additional effect – slain models will still only be able to pile in and attack once before they are removed from play
|Q:||Am I correct in thinking that Runeson ‘A’ can charge enemy ‘E’, triggering the damage from Molten Battering Ram, and then Runeson ‘B’ – who also had the buff on – can also charge enemy (E), triggering the damage from Molten Battering Ram again?|
|Q:||A Magmadroth’s Volcanic Blood ability says it is only triggered by wounds and doesn’t mention mortal wounds. Is this intentional?|
Yes. The ability is not triggered by mortal wounds.
|Q:||Sometimes an ability will allow you to ignore the effects of a spell. For example, the Icon of Grimnir ‘Nulsidian Icon’ says the effects of a spell or endless spell are ignored on a 4+. Are the effects of an enemy spell ignored if it doesn’t target my own unit but instead is one that my opponent casts on his own unit to buff it (e.g. Inferno Blades to give his own unit extra damage).|
No. The spell has to directly affect the unit.
|Q:||The core/matched play rules say that allies cannot use or benefit from allegiance abilities. There seems to be quite a number of situations where the question of what ‘benefit from’ means. Could you explain please?|
Certainly. It means that battle traits do not apply to and cannot be used by allied units. In addition, it means that allied units cannot receive allegiance abilities that you choose (or roll for) for certain types of unit in your army, such as command traits, artefacts of power or spells from spell lores. Note that, in the second case, allied units can be affected by such allegiance abilities when they are used (or would otherwise take effect) during the battle, as long as no other restrictions apply. For example, you could not choose an allied WIZARD to know a spell from a spell lore, but an allied unit could be affected by the spell if it was cast. In addition, any scenery rules for faction-specific terrain features apply to allied units during the battle.
|Q:||Further to the question above, for spells/endless spells with persistent effects, or indeed multiple effects, how many times do you roll to ignore the effects? Do you just roll once when the spell is cast or the endless spell set up?|
No, you roll each time the spell directly affects your unit, for that specific occurrence of the effect.
|Q:||How does an ability that negates wounds work in cases of overkill (i.e. when a model is slain but there are still wounds remaining to be allocated)? Should the rolls be made consecutively until the hero is slain and then stop? For example, Auric Hearthguard have the Sworn Protectors ability, which can negate a wound suffered by a friendly HERO and transfer it to the Hearthguard. Would I stop rolling to negate and transfer wounds as soon as the HERO was slain?|
Yes to both the question and the example. Wounds and mortal wounds are allocated one at a time until a model is slain. If the last model in a unit is slain, then any remaining wounds or mortal wounds cannot be allocated and are ignored.
|Q:||If a PRIEST knows more than one prayer, can it attempt to chant each of them?|
Yes, as long as no other restrictions apply.
Ur-gold is a source of strength for the Fyreslayers. In battle a warrior’s runes are awakened, filling the duardin with the blazing power of Grimnir.At the start of your hero phase, you can activate one of the following six ur-gold runes. To do so, state which rune will be activated and roll a dice. On a 1-5, the rune has the standard effect. On a 6 it also has the enhanced effect. The effect(s) of the rune lasts until the start of your next hero phase.
Across the Mortal Realms dwell the different lodges of the Fyreslayers, each with their own distinct culture and traditions.If your army is a Fyreslayers army, you can give it a lodge keyword. All FYRESLAYERS units in your army gain that keyword. If a model already has a lodge keyword, it cannot gain another one, but this does not prevent other units in your army from having a different lodge keyword. You can either choose one of the lodges listed below, or choose another lodge you’ve read about or created yourself. If you choose one from the list below, all units with that keyword benefit from the extra abilities listed for that lodge on the page indicated. If you choose a different lodge, simply pick the lodge that most closely matches the nature of your own lodge.
Inheritance of GrimnirAURIC RUNEFATHERS and AURIC RUNESONS only.
Magmic EmpowermentsAURIC RUNEMASTERS and AURIC RUNESMITERS only.
Heirlooms of the LodgeAURIC RUNEFATHERS and AURIC RUNESONS only.
Artefacts of Wrath and DoomGRIMWRATH BERZERKERS and DOOMSEEKERS only.
Artefacts of the Forge-templeAURIC RUNEMASTERS and AURIC RUNESMITERS only.
Icons of GrimnirBATTLESMITHS only.
PrayersIn addition to any other prayers they can chant, each PRIEST in a Fyreslayers army knows one blessing from the Zharrgrim Blessings. You can either choose or roll for the prayer each PRIEST knows. Each Zharrgrim Blessing can only be chanted once per turn, regardless of how many PRIESTS know that prayer.
Over the ages, the warriors of the Greyfyrd lodge have fought both for and against nearly every other faction and race in the Mortal Realms. They are battle-hardened, grim and notoriously bitter. Those of the Greyfyrd rather infamously have no qualms whatsoever about warring for any who can meet their fee.
Spoils of Victory: Famed mercenaries, the Greyfyrd lodge have countless treasures and artefacts stored within their vaults, and many heroes worthy of wielding them.
You can choose 2 additional GREYFYRD HEROES from your army to have artefacts of power.
Expert Cohesion: The heroes of Greyfyrd have fought alongside each other for many years, and have developed the uncanny ability to anticipate each other’s actions in battle, allowing them to fight as one.
You can use this command ability in the combat phase when a friendly GREYFYRD HERO is picked to fight. Other friendly GREYFYRD HEROES that are not mounted on a MAGMADROTH and are within 3" of that HERO can fight immediately afterwards, before your opponent gets the option to pick a unit to fight. Any model that does so cannot fight again in that combat phase unless an ability or spell allows them to fight more than once.
A GREYFYRD general must have this command trait instead of one listed in Command Traits section.
Battle-scarred Veteran: This warrior is known not only to have survived battles against the direst of odds, but to relish the challenge of fighting hordes of foes.
Add 1 to the Attacks characteristic of this general’s melee weapons while there are 5 or more enemy models within 3" of this general.
ARTEFACT OF POWER
The first GREYFYRD HERO to receive an artefact of power must be given the Helm of Obsidia.
Helm of Obsidia: Gifted to the Greyfyrd lodge after they held out against the Chaos forces besieging the Ninefold Kingdoms of Obsidia, this helm grants its bearer a portion of its legendary resilience.
Add 2 to the Wounds characteristic of the bearer.
Those of the Hermdar lodge have carved out a powerful reputation as the slayers of tyrants and overthrowers of oppression. As they hire themselves out as mercenaries less often, the Hermdar must scour the realms in search of ur-gold that their fyrds can seize and hold.
Seize by Force: The warriors of Hermdar lodge assault enemy positions with a fiery determination.
HERMDAR units wholly within enemy territory or wholly within 12" of an objective do not take battleshock tests.
Skull-breakers and Oath-takers: Those of Hermdar are renowned for the fury of their counter-attacks.
You can use this command ability at the start of the combat phase. Pick 1 friendly HERMDAR VULKITE BERZERKERS unit or 1 friendly HERMDAR HEARTHGUARD BERZERKERS unit wholly within 12" of a HERMDAR HERO. That unit fights at the start of that combat phase, before the players pick any other units to fight with in that combat phase. It cannot fight again in that phase unless an ability or spell allows it to fight more than once.
A HERMDAR general must have this command trait instead of one listed in Command Traits section.
Warrior Indominate: This stoic warrior stands as solid and unmoveable as a mountain.
Subtract 1 from wound rolls for attacks that target this general and friendly HERMDAR units wholly within 12".
ARTEFACT OF POWER
The first HERMDAR HERO to receive an artefact of power must be given the Tyrant Slayer.
Tyrant Slayer: The blood of countless warlords stains this mighty weapon of red-hot fyresteel.
Pick one of the bearer’s melee weapons. You can re-roll wound rolls for attacks made with that weapon that target an enemy HERO. In addition, if the unmodified hit roll for an attack made with that weapon that targets an enemy HERO is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.
The Lofnir are zealous pyromaniacs from Ghur. They are fierce and merciless oath-keepers who believe that a battle is only over when every single foe has been given to the flames. In addition to calling out praises to Grimnir, the Zharrgrim priests and warriors of the lodge call upon his ancient nemesis, Vulcatrix.
Venerators of Vulcatrix: The warriors of Lofnir hold great esteem for Vulcatrix and her offspring.
Each MAGMADROTH in a LOFNIR army, instead of only 1, can be given a Magmadroth trait.
In addition, if you are fighting a Pitched Battle, you can include 1 additional Behemoth in your army, as long as every Behemoth in your army is a MAGMADROTH.
Torrent of Magma: As a Lofnir Zharrgrim priest shouts fiery oaths at his foes, blazing streaks of molten rock rain down upon the enemy, reducing them to smouldering ash.
You can use this command ability in your shooting phase. If you do so, pick an enemy unit within 12" of a friendly LOFNIR PRIEST. Until the end of that phase, add 1 to hit and wound rolls for attacks made with Magmapikes by friendly units that target that enemy unit. The same unit cannot be picked to be affected by this command ability more than once per phase.
A LOFNIR general must have this command trait instead of one listed in Command Traits section.
Explosive Charge: At their leader’s command, Lofnir Magmadroths loose mighty roars and erupt forwards in a ferocious charge towards the enemy.
Add 1 to charge rolls for friendly LOFNIR MAGMADROTHS within 12" of this general.
ARTEFACT OF POWER
The first LOFNIR MAGMADROTH HERO to receive an artefact of power must be given the Igneous Battlethrone.
Igneous Battle-throne: Carved from magmatic rock and embedded with sacred runes of Grimnir, this throne’s aura protects the bearer and his mount from harm.
Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 6+ that wound or mortal wound is negated.
The largest, most prolific and most honoured of Fyreslayer lodges is that of the Vostarg. They are considered relentless and aggressive even by the standards of Grimnir’s followers. Although none can equal their record of victories or, more importantly, their hoard of ur-gold, it is still never enough, as the lodge always strives for more.
Fearsome Surge: With eyes blazing and sparks flying from their beards, the warriors of the Vostarg rush forwards in their eagerness to smite the foe.
Add 1 to charge rolls for VOSTARG units. In addition, in your movement phase in the first battle round, if you declare a friendly VOSTARG unit will run, do not make a run roll. Instead, add 6" to the Move characteristic of all models in that unit for that phase.
Honour Our Ancestors: The Vostarg’s past is full of triumphs and glory, and they feel a driving pressure to match those peerless deeds of yore.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly VOSTARG HERO. Until the end of that phase, add 1 to hit rolls for attacks made by that HERO and friendly units of VULKITE BERZERKERS and HEARTHGUARD BERZERKERS wholly within 12" of that HERO. You cannot use this command ability more than once per phase.
A VOSTARG general must have this command trait instead of one listed in Command Traits section.
Fiery Endurance: While any foe still stands, there can be no respite from the fury of Grimnir.
Friendly VOSTARG units wholly within 12" of this model at the start of your movement phase can run in that movement phase and still charge later in the same turn.
ARTEFACT OF POWER
The first VOSTARG HERO to receive an artefact of power must be given the Vosaxe.
Vosaxe: Forged with legendary Vostargi obsidian, this formidable weapon is a mighty heirloom of the Vostarg.
At the start of the battle, pick one of the bearer’s melee weapons. Improve that weapon’s Rend characteristic by 1. In addition, if the unmodified hit roll for an attack made with that weapon is 6, add 1 to the Damage characteristic of that weapon for that attack.
Honour Our Oaths
It is not always the pursuit of ur-gold that sees a Fyreslayers army muster for war, for they have many hated enemies. Lodges also march out from their magmaholds to uphold oaths, no matter how ancient. Such vows are bonds of iron, and duardin will risk their lives to honour them.
Each player picks an army as described in the core rules. One player is the Fyreslayers player and their opponent is the Besieger. The Fyreslayers player must use a Fyreslayers army and each unit in their army must be a FYRESLAYERS HERO.
Each army has a unique command ability, as follows.
FYRESLAYERS COMMAND ABILITY
Blaze of Glory: Each of these heroes continues fighting long after their wounds should have killed them.
The Fyreslayers player can use this command ability when a friendly FYRESLAYERS HERO is slain within 3" of an enemy unit. If you do so, before that model is removed from play, it can immediately make a pile in move and then attack with all of the melee weapons it is armed with. If the model has already fought in that combat phase, it can do so a second time. Once its attacks have been resolved, remove the model from play as normal.
BESIEGER COMMAND ABILITY
Display of Dominance: The warriors under this warlord’s command fear the Fyreslayers’ champions, and tell tales of their ferocity and martial prowess. To lift the severed head of one in battle shows they are but mortals, to be crushed like any other foe.
The Besieger can use this command ability in the combat phase if any attacks made by their general resulted in an enemy HERO being slain that phase. If they do so, until the end of that phase, they can re-roll hit rolls for attacks made by friendly units wholly within 18" of your general.
MIGHTY HEROES OF GRIMNIR
The surviving warriors of the lodge are the most fearsome of all. Each has carved a glorious legacy, and bears the most powerful artefacts.
Each FYRESLAYERS HERO in the Fyreslayers player’s army may take an artefact of power, and each MAGMADROTH in the Fyreslayers player’s army may take a Magmadroth trait.
The Fyreslayers player sets up their army first. The Fyreslayers player’s units must be set up wholly within their territory. The Besieger then sets up their army wholly within their territory and more than 24" from enemy units.
The Besieger takes the first turn in the first battle round.
BIDING THEIR TIME
The city lies besieged, and for those within there can be no escape. It is up to the invading warlord now to choose the right time to strike.
At the start of the first battle round, the Besieger rolls on the weather table above to determine the weather that affects the battle. The Besieger can re-roll the dice any number of times; however, each time they do so the Fyreslayers player receives 1 command point.
BREAKING THE DEFENCE
The last few Fyreslayers guard the ruined gates to the city. Beyond, treasures lie ready to be plundered.
Mark a point at the centre of the Fyreslayers player’s long table edge, to indicate the broken city gates. At the start of the Besieger player’s hero phase, any units from the Besieger player’s army that are wholly within 6" of that point and more than 3" from any enemy units can enter the city. Remove the models in those units from play, but do not count them as being slain.
The Besieger player wins a major victory if their general enters the city. If the Besieger player’s general is slain, the Fyreslayers player wins a major victory. If neither player has won by the end of the fifth battle round, the battle ends. In this case, if any of the Besieger player’s units have entered the city, they win a minor victory, otherwise the Fyreslayers player wins a minor victory.
Ignite the Master Forge
Deep in Shyish, amidst the foreboding peaks of the Greyspears, can be found many abandoned magmaholds. These forsaken places have lain in ruin since the Time of Tribulations, when it is said the malign spirits of the Nighthaunts fell upon them, snuffed out their great forges and slaughtered those who dwelt there. Who now resides in these tombs, none can say, but with hushed whispers Fyreslayers speak of the riches that remain untouched within the lost forge-temples and great vaults.
Each player picks an army as described in the core rules. One player is the Fyreslayers player and their opponent is the Desecrator player. The Fyreslayers player must use a Fyreslayers army. In addition, you will need a Magmic Battleforge to represent the forge-temple’s master forge.
Each army has a unique command ability, as follows.
FYRESLAYERS COMMAND ABILITY
Redeem Our Ancestors: Now is the chance to settle a grudge that has gone unanswered for generations. With a bellowing war cry, this hero charges his foe.
You can use this command ability at the start of the combat phase. Pick a friendly FYRESLAYERS HERO within 12" of the master forge. You can re-roll wound rolls for attacks made by friendly FYRESLAYERS units wholly within 12" of that HERO until the end of that phase.
DESECRATOR COMMAND ABILITY
These Tunnels are Ours!: With a terrible howl that echoes up through hidden tunnels and chambers, this warlord summons reinforcements into the fray.
You can use this command ability at the end of your movement phase. Pick a friendly unit (that is not a HERO) that has been destroyed. Set up that unit at full strength anywhere on the battlefield more than 9" from any enemy units.
The battlefield represents a desecrated Fyreslayer magmahold. Place four objectives as shown on the map below. These markers each represent a forge fire brazier. A Magmic Battleforge is placed in the centre of the battlefield to represent the master forge of the magmahold. During this battle, do not use the scenery rules on the Magmic Battleforge’s warscroll.
The Desecrator player sets up their army first. The Desecrator player’s units must be set up wholly within their territory and more than 12" from enemy territory. The Fyreslayers player then sets up their army wholly within their territory. Note that the Fyreslayers army cannot include a Magmic Battleforge of its own.
The Fyreslayers player takes the first turn in the first battle round.
The magmahold lies in ruin. Its once proud halls and tunnels are partially collapsed and dangerous creatures lurk in the shadows.
This battle uses the Darkest Depths rules.
FORGE FIRE BRAZIERS
Each of these braziers contains a fragment of the forge-temple’s spark. Once rekindled, they will lend strength to the master forge.
At the start of the Fyreslayer player’s hero phase, they can make one attempt to rekindle each forge fire brazier if there are any friendly FYRESLAYERS PRIESTS within 3" of that forge fire brazier. Roll a dice. On a 2+, that forge fire brazier is rekindled for the rest of the battle.
IGNITING THE MASTER FORGE
If the master forge’s flames can be ignited once more, the Fyreslayers will have fulfilled their oath, honouring their ancestors and restoring glory to the magmahold.
At the start of the Fyreslayer player’s hero phase, they can make one attempt to ignite the master forge if there are any friendly FYRESLAYERS HEROES within 3" of it. Roll a dice. On a 6+, the master forge is ignited. Add 1 to this roll for each forge fire brazier that has been rekindled. Subtract 1 from this roll for each enemy PRIEST or WIZARD within 6" of the master forge.
The battle ends and the Fyreslayers player wins a major victory if the master forge is ignited. If the master forge is not ignited by the end of the fifth battle round, the battle ends and the Desecrator player wins a major victory.
Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.In order to play Path to Glory campaigns you have to follow rules described here.
Followers Rewards Table
Champion Rewards Table
The PRIEST keyword is used in following Fyreslayers warscrolls:
The FYRESLAYERS keyword is used in following Fyreslayers warscrolls:
The AURIC RUNEFATHER keyword is used in following Fyreslayers warscrolls:
The AURIC RUNESON keyword is used in following Fyreslayers warscrolls:
The AURIC RUNEMASTER keyword is used in following Fyreslayers warscrolls:
The AURIC RUNESMITER keyword is used in following Fyreslayers warscrolls:
The DUARDIN keyword is used in following Fyreslayers warscrolls:
The GRIMWRATH BERZERKER keyword is used in following Fyreslayers warscrolls:
The DOOMSEEKER keyword is used in following Fyreslayers warscrolls:
The MAGMADROTH keyword is used in following Fyreslayers warscrolls:
The BATTLESMITH keyword is used in following Fyreslayers warscrolls:
The FYRESLAYERS and PRIEST keywords are used in following Fyreslayers warscrolls:
The VULKITE BERZERKERS keyword is used in following Fyreslayers warscrolls:
The HEARTHGUARD BERZERKERS keyword is used in following Fyreslayers warscrolls:
The HERO keyword is used in following Fyreslayers warscrolls:
The HERO and MAGMADROTH keywords are used in following Fyreslayers warscrolls:
The GREYFYRD and HERO keywords are used in following Fyreslayers warscrolls:
The HERMDAR keyword is used in following Fyreslayers warscrolls:
The HERMDAR and VULKITE BERZERKERS keywords are used in following Fyreslayers warscrolls:
The HERMDAR and HEARTHGUARD BERZERKERS keywords are used in following Fyreslayers warscrolls:
The HERMDAR and HERO keywords are used in following Fyreslayers warscrolls:
The LOFNIR keyword is used in following Fyreslayers warscrolls:
The LOFNIR and PRIEST keywords are used in following Fyreslayers warscrolls:
The LOFNIR and MAGMADROTH keywords are used in following Fyreslayers warscrolls:
The LOFNIR, MAGMADROTH and HERO keywords are used in following Fyreslayers warscrolls:
The VOSTARG keyword is used in following Fyreslayers warscrolls:
The VOSTARG and HERO keywords are used in following Fyreslayers warscrolls:
The FYRESLAYERS and HERO keywords are used in following Fyreslayers warscrolls: