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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.

Books

BookKindEditionVersionLast update
  FyreslayersBattletome21.0July 2019

Designers’ Commentary

Battletome: Fyreslayers

 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?
 A
Yes.
 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?
 A
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?
 A
Yes.
 Q: A Magmadroth’s Volcanic Blood ability says it is only triggered by wounds and doesn’t mention mortal wounds. Is this intentional?
 A
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).
 A
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?
 A
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?
 A
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?
 A
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?
 A
Yes, as long as no other restrictions apply.
 Q: Is a Magmic Invocation a prayer?
 A
No.

Allies

ORDERALLIES
FyreslayersDispossessed, Ironweld Arsenal, Kharadron Overlords, Stormcast Eternals

Battle Traits

Ur-gold Runes

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.

Each ur-gold rune can only be activated once in each battle, and no more than one can be activated at the same time. Once you have used a rune, you can choose a new one to use in your next hero phase, but you cannot use the same one again.

Rune of Fury: You can re-roll hit rolls of 1 for attacks made by friendly FYRESLAYERS units.
Enhanced Effect: Add 1 to the Attacks characteristic of melee weapons used by friendly FYRESLAYERS units.

Rune of Searing Heat: If the unmodified wound roll for an attack made by a friendly FYRESLAYERS unit is 6, add 1 to the Damage characteristic of the weapon for that attack.
Enhanced Effect: Roll a dice for each enemy unit within 3" of any friendly FYRESLAYERS units when this rune is activated; on a 2+ that enemy unit suffers 1 mortal wound.

Rune of Awakened Steel: Improve the Rend characteristic of melee weapons used by friendly FYRESLAYERS units by 1.
Enhanced Effect: Improve the Rend characteristic by a further 1.

Rune of Fiery Determination: Add 1 to the Bravery characteristic of friendly FYRESLAYERS units.
Enhanced Effect: Friendly FYRESLAYERS units do not have to take battleshock tests.

Rune of Relentless Zeal: Add 2" to the Move characteristic of friendly FYRESLAYERS units.
Enhanced Effect: Add 2 to charge rolls for friendly FYRESLAYERS units.

Rune of Farsight: Add 1 to hit rolls for attacks made with Fyresteel Throwing Axes by friendly FYRESLAYERS units.
Enhanced Effect: Add 1 to wound rolls for attacks made with Fyresteel Throwing Axes by friendly FYRESLAYERS units.

Lodges

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.

VOSTARG
GREYFYRD
HERMDAR
LOFNIR

Command Traits

Inheritance of Grimnir

AURIC RUNEFATHERS and AURIC RUNESONS only.

D6COMMAND TRAIT
1

Fury of the Fyreslayers

In this noble duardin is fiery aggression given form.

Add 1 to charge rolls for friendly FYRESLAYERS units wholly within 18" of this general.

2

Honour of the Ancestors

This leader will never take a step back, for he knows one day his ancestors shall judge his deeds.

Do not take battleshock tests for friendly FYRESLAYERS units wholly within 12" of this general.

3

Spirit of Grimnir

The very presence of this leader sets ur-gold ablaze.

If this general is on the battlefield, when you roll to activate an ur-gold rune, it has the enhanced effect on the roll of a 5+ instead of on a 6.

4

Blood of the Berzerker

‘Attack, attack and attack again’ is this leader’s mantra.

Once per battle in the combat phase, after this general has fought in that phase for the first time, if they are within 3" of an enemy unit, they and their mount (if they have one) can immediately make a pile-in move and then attack with all of the melee weapons they are armed with for a second time.

5

Iron Will of the Guardian

This hard-bitten warrior can shrug off even the worst blows.

Add 1 to save rolls for attacks that target this general.

6

Destroyer of Foes

This regal Fyreslayer smites with a fury that would please Grimnir himself.

Add 1 to the Damage characteristic of this general’s melee weapons.


Magmic Empowerments

AURIC RUNEMASTERS and AURIC RUNESMITERS only.

D6COMMAND TRAIT
1

Fyremantle

The air shimmers and sparks fly around this Zharrgrim priest.

Subtract 1 from hit rolls for attacks made by enemy units while they are within 3" of this general.

2

Wisdom and Authority

By tempering emotions and offering sage advice, this priest can better guide his lodge to victory.

At the start of the first battle round, you receive D3 additional command points.

3

Oathsayer

Bold oaths can put steel in the spines of those who hear them.

Add 1 to the Bravery characteristic of friendly DUARDIN units while they are wholly within 18" of this general.

4

Ash-beard

So great is this priest’s mastery of magmic energies that he smoulders eternally.

This general knows 2 prayers from the Zharrgrim Blessings table instead of 1.

5

Fyresteel Weaponsmith

This Zharrgrim priest makes peerless weapons, igniting his fyresteel with his own battle-spirit.

Improve the Rend characteristic of this general’s weapons by 1.

6

Master Priest

This priest is able to stir ur-gold runes that others thought already drained.

Once per battle, at the start of your hero phase, if this general is on the battlefield, you can activate one ur-gold rune that has already been activated, instead of one that has not yet been activated.


Artefacts of Power

Heirlooms of the Lodge

AURIC RUNEFATHERS and AURIC RUNESONS only.

D6ARTEFACT OF POWER
1

Magnetised Runes

Tempered with a strange lodestone, this hero’s ur-gold runes are literally drawn towards combat.

Add 2 to charge rolls made for the bearer.

2

Draught of Magmalt Ale

A single draught of this fiery beverage sends shivers of energy surging through a Fyreslayer from toes to crest.

Once per battle, at the start of the combat phase, the bearer can drink this potion. If they do so, double the Attacks characteristic of all of the melee weapons they are armed with until the end of that phase.

3

Drakeslayer

This fine throwing axe is said to have felled a firewyrm with a single strike.

Once per battle, in your shooting phase, instead of making an attack with the bearer’s Fyresteel Throwing Axe, you can say they are throwing Drakeslayer. If you do so, pick an enemy MONSTER within 8" of the bearer and roll a dice. On a 6, that MONSTER suffers 3D6 mortal wounds.

4

Obsidian Glowhelm

This lustrous helm absorbs the burning glow of nearby runes and projects their power across the battlefield.

At the start of your hero phase, roll a dice if the bearer is on the battlefield. On a 4+ you receive 1 additional command point.

5

Shimmering Blade

Forged by the warsmiths of Thungur in Lunarest, this weapon gleams with large quantities of Hyshian crystal.

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.

6

Axe of Grimnir

This axe is rumoured to have been forged with a mysterious shard of metal recovered in the wake of the duardin god’s fall.

You can re-roll hit rolls for attacks made by the bearer.


Artefacts of Wrath and Doom

GRIMWRATH BERZERKERS and DOOMSEEKERS only.

D3ARTEFACT OF POWER
1

Beastslayer

Imbued with the doughty spirit of Grimnir, this weapon can make short work of even the largest of creatures.

Pick one of the bearer’s melee weapons. If the hit roll for an attack made with that weapon that targets an enemy MONSTER scores a hit, that attack inflicts 2 hits on the target instead of 1. Make a wound and save roll for each hit.

2

Bracers of Ember-iron

A precursor to fyresteel, emberiron is strong but heavy. For those who can bear their weight, these bracers wrought in the ancient metal are tough and durable.

Add 1 to save rolls for attacks that target the bearer.

3

Rune of Blazing Fury

A last burst of ur-gold energy is bound within this axe-blade.

Once per battle, at the start of the combat phase, you can awaken the Rune of Blazing Fury. If you do so, you can re-roll hit and wound rolls for attacks made by the bearer until the end of that phase.


Artefacts of the Forge-temple

AURIC RUNEMASTERS and AURIC RUNESMITERS only.

D6ARTEFACT OF POWER
1

Salamander Cloak

The elemental fires of the Mother of Salamanders still burn in each of the scales that make up this cloak.

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 5+ that wound or mortal wound is negated.

2

Ash-cloud Rune

By chanting the name of this rune, its bearer can call down a column of choking soot that clogs the flow of magic.

The bearer can attempt to unbind two spells in the enemy hero phase in the same manner as a WIZARD.

3

Volatile Brazier

Although temperamental, the blasts of heat from this brazier can infuse Zharrgrim priests with augmented magmic powers.

The bearer can attempt to summon 2 magmic invocations in the same turn.

4

Ancestor Helm

This helm strikes fear into the enemy’s hearts, for grim stories are told of its bearers and the bloody toll of their deeds through the ages.

If an enemy unit fails a battleshock test within 12" of the bearer, add D3 to the number of models that flee.

5

Emberstone Rune

Fuelled by realmstone, this sigil can spark new flames of magmic power.

Add 1 to invocation rolls made for the bearer.

6

Droth-helm

This ancient helm was said to be worn by the first Zharrgrim priest to ever tame a Magmadroth.

You can re-roll hit rolls for attacks made with Claws and Horns by friendly MAGMADROTHS within 6" of the bearer.


Icons of Grimnir

BATTLESMITHS only.

D3ARTEFACT OF POWER
1

Icon of the Ancestors

The gloried past comes alive before the stern face of this duardin icon.

The range of this Battlesmith’s Icon of Grimnir and None Shall Defile the Icon abilities is 18" instead of 12".

2

Icon of Grimnir’s Condemnation

The eyes of this icon blaze with such fury they can cause spells to fizzle out immediately.

The bearer can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD. In addition, if the bearer unbinds a spell, roll a dice. On a 2+ the caster suffers 1 mortal wound.

3

The Nulsidian Icon

This icon can siphon the arcane energies of spells and diffuse them into the bedrock of the realm.

Each time a friendly FYRESLAYERS unit wholly within 12" of the bearer is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+ ignore the effects of that spell or endless spell on that unit.


Magmic Invocations

Fyreslayers army can summon magmic invocations, each of which is represented on the battlefield by a model.

The warscrolls for three magmic invocations are included in this battletome. Magmic invocation models in your army are not set up on the battlefield at the start of the game. Instead, a FYRESLAYERS PRIEST from your army can summon each to the battlefield. To attempt to do so, you must roll a dice for that PRIEST; this is called an invocation roll. Each magmic invocation warscroll explains the invocation roll required and how the model is set up.

Unless noted otherwise, a magmic invocation model cannot be attacked or affected by spells or abilities; it is treated as a friendly model by all armies for any other rules purposes. In order to attempt to summon a magmic invocation, you must have a model for that magmic invocation available that is not already in your army and on the battlefield. For example, if you have two Zharrgron Flame-spitter models in your army, and both are on the battlefield, you cannot attempt Summon Zharrgron Flame-spitter again until at least one of them has been removed from the battlefield. A FYRESLAYERS PRIEST cannot attempt to summon more than one magmic invocation in the same turn (even if they are different models). In addition, if a FYRESLAYERS PRIEST attempts to summon a magmic invocation and the invocation roll is not successful, then no other FYRESLAYERS PRIEST can attempt to summon the same magmic invocation in that hero phase.

Designer’s Note: Most magmic invocations allow you to use an ability if there is a ‘friendly FYRESLAYERS PRIEST’ nearby. Note that if both players’ armies have a FYRESLAYERS PRIEST within range, then they can both use the ability when it is their turn to do so, not just the player whose PRIEST performed the invocation.

Temperamental Nature

At the end of each battle round you must make a temperamental nature roll for each magmic invocation on the battlefield that you set up. To make a temperamental nature roll, roll a dice. Add 1 to the roll if there are any friendly FYRESLAYERS PRIESTS within 6" of that magmic invocation. On a 1-3, that magmic invocation is removed from the battlefield.

Magmic Invocations in Pitched Battles

Magmic invocations have Pitched Battle profiles and a points cost. By paying the magmic invocation’s points cost, the player can use (and re-use) one magmic invocation model of the appropriate type in the battle. A player cannot take the same magmic invocation more than once for their army, but can take any number of different magmic invocations (for example, you could not take two Zharrgron Flame-spitter magmic invocations).

Prayers

In 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.

Zharrgrim Blessings

D6PRAYER
1

Molten Infusion

Fresh streams of searing energies refocus and refuel the power of any magmic invocations.

At the start of your hero phase, 1 friendly model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 1-2, the prayer is not answered. On a 3+ the prayer is answered. If this prayer is answered, pick a magmic invocation model within 12" of this PRIEST. At the end of this battle round, do not make a temperamental nature roll for that magmic invocation.

2

Searing Heat

The priest gestures towards the enemy, causing steam to rise from armour plates, leather to harden and crack, and weapon hafts to become scalding hot.

At the start of your hero phase, 1 friendly model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 1-2, the prayer is not answered. On a 3+ the prayer is answered. If this prayer is answered, pick an enemy unit within 18" of this PRIEST. Subtract 1 from hit rolls for attacks made by that unit until the start of your next hero phase.

3

Prayer of Ash

Borne on a gust of hot forgewinds, a circle of ash settles around the priest’s allies, protecting them from harm.

At the start of your hero phase, 1 friendly model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 1-3, the prayer is not answered. On a 4+ the prayer is answered. If this prayer is answered, pick a friendly unit wholly within 18" of this PRIEST. Add 1 to save rolls for attacks that target that unit until the start of your next hero phase.

4

Ember Storm

A hurricane of glowing cinders fills the air, driving Fyreslayers towards the foe with impetuous swiftness.

At the start of your hero phase, 1 friendly model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 1-2, the prayer is not answered. On a 3+ the prayer is answered. If this prayer is answered, pick a friendly unit of VULKITE BERZERKERS or HEARTHGUARD BERZERKERS wholly within 18" of this PRIEST. That unit can run and still charge later in that turn.

5

Prayer of Grimnir’s Fury

A red rage fills the hearts of those blessed by this furious benediction.

At the start of your hero phase, 1 friendly model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 1-2, the prayer is not answered. On a 3+ the prayer is answered. If this prayer is answered, pick a friendly HERO that is not mounted on a MAGMADROTH and is within 3" of an enemy unit and within 12" of this PRIEST. Make a pile-in move with that HERO, and then attack with all the melee weapons that HERO is armed with.

6

Gilded Claws

The priest sets the runes pressed into a Magmadroth’s hide ablaze, as its claws gleam with a golden edge.

At the start of your hero phase, 1 friendly model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 1-2, the prayer is not answered. On a 3+ the prayer is answered. If this prayer is answered, pick a friendly MAGMADROTH wholly within 12" of this PRIEST. You can re-roll wound rolls for attacks made with that unit’s Claws and Horns until the start of your next hero phase.


Magmadroth Traits

If a Fyreslayers army includes any HEROES mounted on Magmadroths, one of those HEROES can have a Magmadroth trait. Declare which HERO has the Magmadroth trait and then choose or roll for a Magmadroth trait from the table. You can choose one extra HERO to have a Magmadroth trait for each warscroll battalion in your army. The same HERO cannot have more than one Magmadroth trait.
MAGMADROTHS only.

D6MOUNT TRAIT
1

Cinder-crest Youngblood

Brash and quick to anger, this young Magmadroth leaves a trail of destruction in its wake.

When you use this model’s Lashing Tail ability, subtract 1 from the dice roll that determines if the target unit suffers D3 mortal wounds. If this model made a charge move in the same turn, subtract 2 from the dice roll instead.

2

Flame-scale Youngblood

This impetuous Magmadroth crashes into the enemy’s lines, crushing its prey under its bulk.

After this model has made a charge move, pick 1 enemy unit within 1" of this model and roll a number of dice equal to the charge roll for that charge move. For each 6, that enemy unit suffers 1 mortal wound.

3

Fire-claw Adult

Once this Magmadroth is roused to fiery anger, its claws ignite in a blaze of flame.

If the unmodified wound roll for an attack made with this mount’s melee weapons is 6, that attack has a Rend characteristic of -3.

4

Lava-tongue Adult

This fiercely territorial Magmadroth is known to spit especially devastating gouts of magma over its foes at the least provocation.

When you use this model’s Roaring Fyrestream ability, subtract 1 from the dice roll that determines if the target unit suffers mortal wounds. If this model is wholly within your territory or within 6" of an objective, subtract 2 from the dice roll instead.

5

Coal-heart Ancient

Though this Magmadroth’s scales are still fiercely hot, its colour has deepened with age and it has grown impervious to all but the sharpest of blades.

Worsen the Rend characteristic of melee weapons that target this model by 1, to a minimum of 0.

6

Ash-horn Ancient

This venerable Magmadroth is the matriarch of the lodge’s pack, guiding her kin since they were but spawnlings.

You can re-roll save rolls of 1 for attacks that target this model and friendly MAGMADROTHS within 6" of this model.


Lodges

These rules can be used by units in a Fyreslayers army that have been given the appropriate keyword (see the Lodges Battle Trait).

Greyfyrd

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.

ABILITIES
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.

COMMAND ABILITY
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.

COMMAND TRAIT
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.

Hermdar

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.

ABILITIES
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.

COMMAND ABILITY
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.

COMMAND TRAIT
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.

Lofnir

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.

ABILITIES
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.

COMMAND ABILITY
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.

COMMAND TRAIT
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.

Vostarg

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.

ABILITIES
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.

COMMAND ABILITY
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.

COMMAND TRAIT
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.

Battleplans

Battleplan

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.

This battleplan tells the tale of one such oath. Despite a besieged city having naught to offer, a band of Fyreslayer heroes have sworn to protect it. For thirty days and thirty nights have these proud warriors beaten back the enemy. Enraged by failure, the enemy warlord now marches on the city in person. For the few remaining heroes of the lodge, to slay the enemy leader will honour their oath, and allow them to return to their magmahold at last.

THE ARMIES
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.

SET-UP
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.

FIRST TURN
The Besieger takes the first turn in the first battle round.

D6Weather
1The Shademoon: The besieging warriors decry this dark portent as a sign of their coming doom.
Subtract 2 from the Bravery characteristic of units in the Besieger’s army.
2Cloying Mists: Thick tendrils of fog mask the battlefield.
Models are not visible to each other if the distance between them is more than 12".
3-4Amethyst Rain: A chill Shyishan wind brings a deluge of dark rain.
Subtract 1 from run and charge rolls.
5-6Grey Skies: A calm and overcast day.
No effect.
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.

GLORIOUS VICTORY
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.


Battleplan

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.

This battle tells the tale of an intrepid Fyreslayer warband who dream of reigniting a master forge, restoring a lost magmahold to its former glory and perhaps claiming some ur-gold for their own.

THE ARMIES
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
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.

SET-UP
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.

FIRST TURN
The Fyreslayers player takes the first turn in the first battle round.

DARKEST DEPTHS
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.

GLORIOUS VICTORY
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

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.

Fyreslayers Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
CHAMPION TABLE
ChampionFollowers
Auric Runefather on Magmadroth2 units
Auric Runeson on Magmadroth2 units
Auric Runefather4 units
Auric Runeson4 units
RETINUE FOLLOWERS TABLE
D6Followers
1-210 Vulkite Berzerkers
3-45 Auric Hearthguard
5-65 Hearthguard Berzerkers
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-4Auric Runesmiter on Magmadroth
5-6Auric Runeson on Magmadroth

Followers Rewards Table

D6REWARD
1

Oathbound Warriors

This kinband have vowed to lay low all enemies of the lodge.

In the combat phase, after this unit has fought in that phase for the first time, when it is your turn to pick a unit to fight with later in the same phase, if it is within 3" of any enemy units and wholly within 12" of your champion, it can be picked to fight for a second time.

2

Blades of Fury

The runes etched into these blades flare with power as they strike the foe.

Once per battle, at the start of the combat phase, you can add 1 to the Attacks characteristic of all melee weapons this unit is armed with until the end of that phase.

3

Vendetta

A duardin grudge is never forgotten, especially until it has been properly settled.

At the start of the first battle round, pick an enemy unit. Add 1 to hit rolls for attacks made by this unit that target that enemy unit.

4

All-out Defence

Each warrior stands defiant, ready to strike down any who approach.

In your hero phase, you can declare that this unit is adopting a defensive formation. If you do so, this unit cannot run or make charge moves until your next hero phase. However, you can re-roll save rolls for attacks that target this unit until the start of your next hero phase.

5

Grim Tenacity

Nothing can shake the stern resolve of these dour warriors.

Do not take battleshock tests for this unit.

6

Hardened Veterans

These battle-scarred warriors of the lodge have defeated countless enemies in battle.

Once per turn, you can re-roll 1 hit roll or 1 wound roll for an attack made by this unit, or 1 save roll for an attack that targets this unit.


Champion Rewards Table

2D6REWARD
2

Hot-blooded

Fury rages through this champion’s blood like molten lava.

If this champion is on the battlefield, add 1 to charge rolls for friendly FYRESLAYERS units.

3

Enmity

Your champion never forgets a grudge and will ruthlessly destroy those who have dared to insult their lodge.

Note down the name of the warband you fought the last battle against. Add 1 to hit and wound rolls made by your champion for attacks that target models from that warband for the rest of the campaign.

4

Heroic Battle Cry

A rousing cry from your champion ignites the battle-spirit of their allies, inspiring them to fight with renewed ferocity.

Once per battle, in your hero phase, your champion can make a heroic battle cry. If they do so, add 1 to hit rolls for attacks made by your champion and friendly units from your warband until the start of your next hero phase.

5

The Bigger They Are

The warriors of the lodge call this champion ‘Monster-slayer’, and sing songs of the many hulking beasts that have fallen before the might of his axe.

Add 1 to all hit and wound rolls for attacks made by your champion that target an enemy unit with a Wounds characteristic of 7 or more.

6

Master-forged Blade

It is said the Runemaster spent seven days and nights deep in the lodge’s forge-temple before presenting your champion with this gleaming weapon.

Pick one of your champion’s weapons. Improve the Rend characteristic of that weapon by 1.

7

Extraordinary Endurance

In the heat of battle this champion shrugs off even the most grievous of wounds.

Add 1 to your champion’s Wounds characteristic.

8

Intractable

This warrior is renowned for his grit and resolve, inspiring his allies to stand firm.

Add 1 to the Bravery characteristic of your champion. In addition, add 1 to the Bravery characteristic of any friendly units while they are wholly within 12" of your champion.

9

Stubborn Defiance

The ur-gold runes embedded into this champion’s flesh blunt the blades of nearby enemies.

In your hero phase, pick 1 unit from your warband that is wholly within 12" of your champion. That unit cannot make normal moves, charge moves or pile in until your next hero phase. However, you can add 1 to save rolls for attacks that target that unit until the start of your next hero phase.

10

Furious Charge

This champion is known to leap with reckless abandon straight into enemy lines, swinging his weapon with deadly power.

Add 1 to wound rolls for attacks made by your champion if they made a charge move in the same turn.

11

Second Wind

Even wounded and faced with the direst odds, this champion finds an inner strength deep within.

Once per battle, in your hero phase, you can heal D6 wounds that have been allocated to your champion.

12

Killing Blow

With the enemy in their sights, your champion puts all their might into a single devastating swing with their weapon, straight for the enemy’s head.

Once per battle, at the start of the combat phase, you can say your champion is attempting a killing blow instead of attacking normally. If you do so, pick an enemy model within 1" of your champion and roll a dice. On a 4 or 5, the target model suffers D3 mortal wounds. On a 6, the target model is slain.

Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Battle Traits
An army that shares common goals and ideals is much deadlier than a ragtag force of unlikely allies. To represent this, armies that share the same allegiance often benefit from powerful additional abilities called battle traits.
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.

The PRIEST keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The FYRESLAYERS keyword is used in following Fyreslayers warscrolls:

Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The AURIC RUNEFATHER keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth

The AURIC RUNESON keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.

The AURIC RUNEMASTER keyword is used in following Fyreslayers warscrolls:

Leader

The AURIC RUNESMITER keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth

The GRIMWRATH BERZERKER keyword is used in following Fyreslayers warscrolls:

None

The DOOMSEEKER keyword is used in following Fyreslayers warscrolls:

None
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.

The MAGMADROTH keyword is used in following Fyreslayers warscrolls:

Leader, Behemoth

The BATTLESMITH keyword is used in following Fyreslayers warscrolls:

Leader

The FYRESLAYERS and PRIEST keywords are used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth

The VULKITE BERZERKERS keyword is used in following Fyreslayers warscrolls:

Battleline
Leader

The HEARTHGUARD BERZERKERS keyword is used in following Fyreslayers warscrolls:

None
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.

The HERO keyword is used in following Fyreslayers warscrolls:

None
Leader
Leader, Behemoth

The HERO and MAGMADROTH keywords are used in following Fyreslayers warscrolls:

Leader, Behemoth

The GREYFYRD and HERO keywords are used in following Fyreslayers warscrolls:

None
Leader
Leader, Behemoth

The HERMDAR keyword is used in following Fyreslayers warscrolls:

None
Battleline
Leader
Leader, Behemoth
Scenery Warscroll

The HERMDAR and VULKITE BERZERKERS keywords are used in following Fyreslayers warscrolls:

Battleline

The HERMDAR and HEARTHGUARD BERZERKERS keywords are used in following Fyreslayers warscrolls:

None

The HERMDAR and HERO keywords are used in following Fyreslayers warscrolls:

None
Leader
Leader, Behemoth

The LOFNIR keyword is used in following Fyreslayers warscrolls:

None
Battleline
Leader
Leader, Behemoth
Scenery Warscroll

The LOFNIR and PRIEST keywords are used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth

The LOFNIR and MAGMADROTH keywords are used in following Fyreslayers warscrolls:

Leader, Behemoth

The LOFNIR, MAGMADROTH and HERO keywords are used in following Fyreslayers warscrolls:

Leader, Behemoth

The VOSTARG and HERO keywords are used in following Fyreslayers warscrolls:

None
Leader
Leader, Behemoth

The FYRESLAYERS and HERO keywords are used in following Fyreslayers warscrolls:

None
Leader
Leader, Behemoth
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
© Vyacheslav Maltsev 2013-2019