FyreslayersWarscrolls

None


4"
2
5+
7
WARSCROLL

Auric Hearthguard

The Auric Hearthguard carry ornate magmapikes, weapons that fire flaming gobbets of lava. It is the sworn duty of the Auric Hearthguard to protect the forge-temple and the lodge’s priesthood, a task they execute with grim determination.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magmapike
Magmapike18"24+3+-11
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magmapike
Magmapike1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 30      Points: 120/600
Battlefield Role: None
Notes: Battleline in Fyreslayers army if general is an Auric Runemaster.

DESCRIPTION

A unit of Auric Hearthguard has any number of models, each armed with Fyresteel Throwing Axes and a Magmapike.

KARL: 1 model in this unit can be a Karl. Add 1 to the Attacks characteristic of that model’s Magmapike missile weapon.

ABILITIES

Molten Rockbolts: Magmapike bolts not only burn the foe, but stick to them before solidifying.
Add 1 to the Damage characteristic for attacks made by Magmapike missile weapons that target MONSTERS. In addition, if any wounds are inflicted on a MONSTER by Magmapike missile weapons, roll a dice. On a 4+, until the end of that unit’s next turn, halve that unit’s Move characteristic and subtract 1 from hit rolls for attacks made by that unit.

Sworn Protectors: Auric Hearthguard are fiercely protective of their leaders.
Roll a dice each time you allocate a wound or mortal wound to a friendly FYRESLAYERS HERO that is not mounted on a MAGMADROTH and is within 3" of any friendly units with this ability. On a 4+ that wound or mortal wound is negated, and you must choose a friendly unit with this ability that is within 3" to suffer 1 mortal wound after all wounds or mortal wounds have been allocated to that friendly HERO.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, AURIC HEARTHGUARD


4"
5
4+
8
WARSCROLL

Doomseeker

It is said of the Doomseeker that his axe scorches the air with every swing, that he spits glowing cinders with every war cry, and that the wrath of the forge burns in his glare. This is no dishonourable mercenary, but a religious crusader whose word is his bond.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Runic War-iron
Runic War-iron1"33+4+-1
Doomseeker Axe
Doomseeker Axe1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: None

DESCRIPTION

A Doomseeker is a single model armed with a Runic War-iron, Doomseeker Axe and Fyresteel Throwing Axes.

ABILITIES

Oathbound: A Doomseeker chooses his quarry and shouts vows to Grimnir, fell oaths to either destroy the enemy or die trying to do so.
At the start of the first battle round, pick 1 enemy unit that this model has sworn to destroy. At the end of the combat phase, if this model is within 3" of that unit, this model can make a pile-in move and then attack with all the melee weapons it is armed with.

Runic Power: As a Doomseeker gets closer to his fate, he calls upon the power of all his many urgold runes, ensuring either victory or that he goes down in a final blaze of glory.
Add 1 to the Damage characteristic of this model’s melee weapons if it has 1 wound allocated to it. Add 2 to the Damage characteristic of this model’s melee weapons instead if it has 2 or more wounds allocated to it.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HERO, DOOMSEEKER


4"
6
4+
9
WARSCROLL

Grimwrath Berzerker

The power of Grimnir burns strongest in the hearts of the Grimwrath Berzerkers. Covered in glowing runes of ur-gold, they are avatars of destruction and endurance, hurling themselves through battle in a living storm of blood and flame.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyrestorm Greataxe
Fyrestorm Greataxe1"43+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: None

DESCRIPTION

A Grimwrath Berzerker is a single model armed with a Fyrestorm Greataxe and Fyresteel Throwing Axes.

ABILITIES

Unstoppable Berzerker: Pain is nothing to a Grimwrath Berzerker, and even should he be dealt a fatal wound, he will do his utmost to ensure many foes join him in death.
Roll a dice each time you allocate a wound or mortal wound to this model. Add 1 to the roll if there are any enemy units within 3" of this model. On a 6+ that wound or mortal wound is negated.

Battle-fury: As a Grimwrath Berzerker hews left and right with his greataxe, felling scores of foes, he enters a state of single-minded frenzy.
At the end of the combat phase, if this model is within 3" of an enemy unit, roll a dice. On a 2+ make a pile in move with this model, and then attack with all the melee weapons this model is armed with.

Dead, But Not Defeated: Tales abound of mortally wounded Grimwrath Berzerkers fighting on, determined to wreak destruction upon whichever fools had the temerity to seal their fate.
If this model is slain, before it is removed from play, it can make a pile in move and then attack with all of the melee weapons it is armed with.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HERO, GRIMWRATH BERZERKER


4"
2
5+
8
WARSCROLL

Hearthguard Berzerkers

Hearthguard Berzerkers are the chosen champions of the Runefather. Masterful warriors, they wade into battle, their broadaxes hewing apart the foe while their flamestrike poleaxes set enemies alight with smouldering braziers.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Berzerker Broadaxe
Berzerker Broadaxe2"23+3+-12
Flamestrike Poleaxe
Flamestrike Poleaxe2"23+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 120/400
Battlefield Role: None
Notes: Battleline in Fyreslayers army if general is an AURIC RUNEFATHER.

DESCRIPTION

A unit of Hearthguard Berzerkers has any number of models, each armed with Fyresteel Throwing Axes. In addition, the unit is armed with one of the following weapon options: Berzerker Broadaxe; or Flamestrike Poleaxe.

KARL: 1 model in this unit can be a Karl. Add 1 to the Attacks characteristic of that model’s melee weapons.

ABILITIES

Duty Unto Death: Hearthguard Berzerkers are sworn to protect their lodge and its masters to their dying breath.
Roll a dice each time you allocate a wound or mortal wound to this unit. Add 2 to the roll if there are any friendly FYRESLAYERS HEROES within 10" of this unit. On a 6+ that wound or mortal wound is negated.

Smouldering Braziers: With each swing of a flamestrike poleaxe, the brazier chained to it arcs toward the foe, sparks and fire trailing in its wake.
If the unmodified hit roll for an attack made with a Flamestrike Poleaxe is 6, that attack inflicts 2 mortal wounds on the target in addition to any normal damage.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HEARTHGUARD BERZERKERS


4"
8
4+
10
WARSCROLL

Gotrek Gurnisson

Even before the destruction of the world-that-was, Gotrek Gurnisson was the greatest monster slayer of his age. Now, armed with the legendary axe Zangrom-Thaz and bearing the Master Rune of Krag Blackhammer, he has become a veritable demigod of battle.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Zangrom-Thaz
Zangrom-Thaz1"63+3+-23
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 520
Battlefield Role: None
Notes: Unique.

You can include Gotrek Gurnisson as an allied unit in any army that is a faction front the Order Grand Alliance. If you do so, you cannot include any other allied units in the army. You can include Gotrek Gurnisson in a Pitched Battle or Meeting Engagement army even if his points cost exceeds the amount allowed for allied units.

DESCRIPTION

Gotrek Gurnisson is a named character that is; single model. He is armed with Zangrom-Thaz.

ABILITIES

Avatar of Grimnir: Gotrek has survived countless battles and trials over the years, to become an almost unstoppable avatar of the duardin warrior-god Grimnir.
If the damage inflicted by an attack, spell or ability that targets or affects this model is greater than 1, change it to 1. In addition, if a spell or ability would slay this model, this model suffers 1 mortal wound instead. However, if this model is included in your army, it cannot be set up in reserve (it must be set up on the battlefield), and you cannot use spells or abilities on this model that would allow you to set it up again after the battle has begun.

Krag Blackhammer’s Master Rune: This ur-gold rune has enhanced Gotrek’s already prodigious natural abilities manyfold, allowing him to swiftly strike down even the most powerful of foes.
You can re-roll hit and wound rolls for attacks made by this model. In addition, if the unmodified hit roll for an attack made by this model is 6, that attack inflicts D6 mortal wounds on the target in addition to any normal damage.

Unstoppable Battle Fury: Once Gotrek has started to fight, he continues to do so with a relentless fury that abates only when all his opponents lie slain.
At the end of the combat phase, if this model is within 3" of an enemy unit, this model can fight again.

Shoulder Plate of Edassa: On his left shoulder - the side that was once protected by Felix Jaeger - Gotrek wears a section ofplate armour forged in the image of a roaring lion. Through some form of spiritual protection or perhaps just pure luck, the ornate artefact seems to protect its wearer from a great deal of harm.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 3+, that wound or mortal wound is negated.

KEYWORDS
ORDER, DUARDIN, HERO, GOTREK GURNISSON


Battleline


4"
2
5+
7
WARSCROLL

Vulkite Berzerkers

Fyreslayers are natural warriors, skilled with axe and fearless in battle. Gifted with urgold runes, they become even more formidable as the power and fiery rage of Grimnir courses through their bodies.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Handaxe
Fyresteel Handaxe1"23+3+-1
Fyresteel War-pick
Fyresteel War-pick1"23+4+-11
PITCHED BATTLE PROFILE

Unit Size: 10 - 30      Points: 140
Battlefield Role: Battleline

DESCRIPTION

A unit of Vulkite Berzerkers has any number of models, each armed with Fyresteel Throwing Axes. In addition, the unit is armed with one of the following weapon options: Fyresteel Handaxe and Bladed Slingshield; Fyresteel War-pick and Bladed Slingshield; or pair of Fyresteel Handaxes.

KARL: 1 model in this unit can be a Karl. Add 1 to the Attacks characteristic of that model’s melee weapons.

HORN OF GRIMNIR: 1 in every 5 models in this unit can have a Horn of Grimnir. Add 1 to charge rolls for units that include any Horns of Grimnir.

ABILITIES

Berserk Fury: No Fyreslayer will easily accept death’s embrace while his kin are still fighting.
Once per battle, at the start of the combat phase, you can choose to unleash this unit’s berserk fury. If you do so, until the end of that phase, if a model from this unit is slain, before that model is removed from play, that model can make a pilein move and then attack with all of the melee weapons it is armed with.

Fyresteel Handaxes: Wielding two weapons with blurring speed, Vulkite Berzerkers unleash a flurry of furious blows.
You can re-roll hit rolls for attacks made with a pair of Fyresteel Handaxes.

Bladed Slingshield: Some Vulkite Berzerkers carry razor-sharp shields that they hurl at the enemy as they charge.
After a unit armed with Bladed Slingshields makes a charge move, pick 1 enemy unit and roll a dice for each model from the charging unit within 8" of that enemy unit. For each 6, the enemy unit suffers 1 mortal wound. In addition, add 1 to save rolls for attacks made with melee weapons that target a unit armed with Bladed Slingshields if the target unit did not make a charge move in the same turn.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, VULKITE BERZERKERS


Leader


4"
6
4+
8
WARSCROLL

Auric Runefather

Foes that meet the burning gaze of an Auric Runefather feel their will being sapped away before that fiery rage. It is this same grim scrutiny that drives the Fyreslayer fyrds to fight all the harder in the presence of their mighty lord.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Latchkey Grandaxe
Latchkey Grandaxe3"33+3+-13
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

An Auric Runefather is a single model armed with a Latchkey Grandaxe and Fyresteel Throwing Axes.

ABILITIES

Stare Down: A Runefather’s stern gaze can bring doubt to the mind of the most stalwart warrior.
In your hero phase, pick an enemy unit within 3" of this model. Subtract D3 from that unit’s Bravery characteristic until the start of your next hero phase.

Weapon-breaker: A latchkey grandaxe’s unique design allows the wielder to catch an enemy’s weapon between its metal teeth before breaking it with a forceful twist of the arm.
At the end of the combat phase pick an enemy HERO within 3" of this model and roll a dice. On a 6, pick one of the melee weapons that model is armed with. Subtract 1 from hit rolls for attacks made with that weapon for the rest of the battle. You cannot pick the same weapon to be affected by this ability more than once per battle.

COMMAND ABILITIES

Lodge Leader: A Runefather inspires fierce pride in the warriors he leads to battle.
You can use this command ability at the start of the charge phase. If you do so, pick a friendly model with this command ability. Add 1 charge rolls for friendly FYRESLAYERS units wholly within 12" of that model until the end of that phase.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HERO, AURIC RUNEFATHER


4"
6
4+
8
WARSCROLL

Auric Runemaster

With a gesture, the Auric Runemaster can call forth geysers of magma to incinerate his foes. Always seeking hidden ur-gold, a single word from the high priest sends Fyreslayers plunging into the enemy’s ranks to seize the precious metal.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brazier-staff
Brazier-staff2"14+3+-1D3
Runic Iron
Runic Iron1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

An Auric Runemaster is a single model armed with a Brazier-staff, Runic Iron and Fyresteel Throwing Axes.

ABILITIES

Holy Seeker: The Auric Runemaster searches the enemy ranks for the telltale glimmer of ur-gold, and gives a triumphant cry when it is found.
In your hero phase, you can pick 1 enemy unit within 12" of this model and roll 2 dice. If you roll at least one 6, for the rest of the battle, you can re-roll hit rolls of 1 for attacks made by friendly FYRESLAYERS units that target that unit. If you roll two or more 6s, for the rest of the battle, you can re-roll hit and wound rolls of 1 for attacks made by friendly FYRESLAYERS units that target that unit instead.

Volcano’s Call: With staff held aloft, the Auric Runemaster coaxes a stream of magma to bubble up from the ground.
At the start of your hero phase, this model can chant this prayer. 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 terrain feature within 18" of this model. Roll a dice for each model within 1" of that terrain feature. For each roll of a 6, that model’s unit suffers 1 mortal wound. In addition, until your next hero phase, that terrain feature has the ‘Deadly’ scenery rule in addition to any other scenery rules it may have.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HERO, PRIEST, AURIC RUNEMASTER


4"
5
5+
7
WARSCROLL

Auric Runesmiter

The booming invocations of an Auric Runesmiter fill the lodge’s warriors with blazing vigour, but can also stir the molten earth. Rivers of magma part at their behest, creating tunnels that the Fyreslayers can use to outflank their foes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Latch-axe
Latch-axe1"14+3+-2
Runic Iron
Runic Iron1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

An Auric Runesmiter is a single model armed with a Latch-axe and Fyresteel Throwing Axes. In addition, it can either be armed with a Runic Iron or carry a Forge Key.

ABILITIES

Magmic Tunnelling: A Runesmiter standing upon stone can command it to allow him passage.
Instead of setting up this model on the battlefield, you can place this model to one side and say that it is set up underground as a reserve unit. If you do so, when you would set up another friendly FYRESLAYERS unit, instead of setting up that unit on the battlefield, you can say that it is joining this model underground as a reserve unit. 1 unit can join this model in this way. At the end of your movement phase, you can set up this model anywhere on the battlefield, more than 9" from any enemy units; then set up any unit that joined this model wholly within 12" of this model and more than 9" from any enemy units. Any reserve units underground that are not set up on the battlefield before the start of the fourth battle round are destroyed.

Runic Empowerment: With a sonorous chant, the Runesmiter infuses the ur-gold runes set into the flesh of his Fyreslayer kin with power.
At the start of your hero phase, this model can chant this prayer. 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 FYRESLAYERS unit wholly within 12" of this model, or wholly within 18" of this model if this model is armed with a Forge Key. You can re-roll wound rolls for attacks made by that unit until the start of your next hero phase.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HERO, PRIEST, AURIC RUNESMITER


4"
5
4+
7
WARSCROLL

Auric Runeson

Fearless and bold, Auric Runesons show their devotion to Grimnir with daring assaults and furious charges. Where the fighting is at its thickest, or the largest foes lumber though the press of combat, there will the Runesons be found.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wyrmslayer Javelin
Wyrmslayer Javelin12"14+3+-1D3
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ancestral War-axe
Ancestral War-axe1"33+4+-D3
Wyrmslayer Javelin
Wyrmslayer Javelin3"13+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

An Auric Runeson is a single model armed with Fyresteel Throwing Axes. In addition, it is armed with one of the following weapon options: Ancestral War-axe or Wyrmslayer Javelins.

ABILITIES

Vying for Glory: Runesons seek their father’s favour in battle by outdoing their brothers.
You can re-roll hit rolls for attacks made by this model if there are any other friendly AURIC RUNESONS within 6" of this model.

Wyrmslayer Javelins: These weapons punch deep into the hides of the largest of creatures.
Add 2 to the Damage characteristic for attacks made with this model’s Wyrmslayer Javelins that target a MONSTER.

COMMAND ABILITIES

Dauntless Assault: Runesons seek out the most fearsome enemies to challenge in battle.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly model with this command ability. Add 1 to wound rolls for attacks made by friendly FYRESLAYERS units wholly within 12" of that model until the end of that phase.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HERO, AURIC RUNESON


4"
5
4+
7
WARSCROLL

Battlesmith

With furious bravery, the Battlesmiths keep their sacred icons aloft, rallying their warrior kin with the image of their grim-faced god. As they fight, the Battlesmiths recite the histories of the lodge, inspiring nearby Fyreslayers.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ancestral Battle-axe
Ancestral Battle-axe1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Battlesmith is a single model armed with an Ancestral Battle-axe and Fyresteel Throwing Axes.

ABILITIES

Icon of Grimnir: The Battlesmith raises his icon of Grimnir and recounts tales of past glories, inspiring his allies and setting their ur-gold runes ablaze so that they might fight till the bitter end.
In your hero phase, you can say that this model is raising its icon of Grimnir. If it does so, add 1 to save rolls for attacks that target friendly FYRESLAYERS units wholly within 12" of this model until the start of your next hero phase. However, if you do so, until the start of your next hero phase, friendly FYRESLAYERS units wholly within 12" of this model cannot retreat. A unit cannot benefit from this ability more than once per phase.

None Shall Defile the Icon: The holy icon of Grimnir is one of the strongest connections the Fyreslayers have to their absent god, and they will not see it lost.
If this model is slain, before it is removed from play, friendly FYRESLAYERS units wholly within 12" of this model can swear to protect the fallen icon. If a unit does so, that unit cannot make normal moves and charge moves for the rest of the battle, but you can re-roll hit and wound rolls for attacks made with melee weapons by that unit.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HERO, TOTEM, BATTLESMITH


4"
6
4+
8
WARSCROLL

Fjul-Grimnir

The deeds of Fjul-Grimnir are spoken of by generations of Vostarg warriors. For them, he is the epitome of that which the Sons of Grimnir should aspire to, a fearless warrior who has sacrificed his body and soul in pursuit of honour and ur-gold.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Latchkey Grandaxe
Latchkey Grandaxe3"33+3+-13
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Leader
Notes: Unique. Fjul-Grimnir and The Chosen Axes must be taken as a set for a total of 200 points. Although taken as a set, each is a separate unit.

DESCRIPTION

Fjul-Grimnir is a named character that is a single model. He is armed with a Latchkey Grandaxe.

ABILITIES

Grimnir’s Blessing: Fjul-Grimnir and his Chosen Axes are fated for great deeds, and while they stand together there is no foe that can lay them low.
Roll a dice each time you allocate a wound or mortal wound to Fjul-Grimnir while this model is within 3" of a friendly Chosen Axes unit. On a 5+ that wound or mortal wound is negated.

Stare Down: A Runefather’s stern gaze can bring doubt to the mind of the most stalwart warrior.
In your hero phase, pick an enemy unit within 3" of this model. Subtract D3 from that unit’s Bravery characteristic until the start of your next hero phase.

Weapon-breaker: A latchkey grandaxe’s unique design allows the wielder to catch an enemy’s weapon between its metal teeth before breaking it with a forceful twist of the arm.
At the end of the combat phase, pick an enemy HERO within 3" of this model and roll a dice. On a 6, pick one of the melee weapons that model is armed with. Subtract 1 from hit rolls for attacks made with that weapon for the rest of the battle. You cannot pick the same weapon to be affected by this ability more than once per battle.

COMMAND ABILITIES

Honour Our Oaths: Fjul-Grimnir has battled for decades to uphold an ancient Vostarg oath.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly model with this command ability. Until the end of that phase, add 1 to hit rolls for attacks made by friendly VOSTARG units while they are wholly within 12" of that model. The same unit cannot be picked to be affected by this command ability more than once per phase.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, VOSTARG, HERO, AURIC RUNEFATHER, FJUL-GRIMNIR


4"
2
5+
7
WARSCROLL

The Chosen Axes

The Chosen Axes are the hand-picked champions of the mighty Runefather Fjul- Grimnir. Bellowing oaths and trailing sparks, these dauntless warriors launch themselves into battle alongside their beloved leader, smashing aside all in their path.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Handaxes
Fyresteel Handaxes1"23+3+-1
Fyresteel Great Axe
Fyresteel Great Axe1"23+4+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 200
Battlefield Role: Leader
Notes: Unique. Fjul-Grimnir and The Chosen Axes must be taken as a set for a total of 200 points. Although taken as a set, each is a separate unit.

DESCRIPTION

The Chosen Axes is a unit that has 3 models. Tefk Flamebearer and Mad Maegrim are both armed with a pair of Fyresteel Handaxes. Vol Orrukbane is armed with a Fyresteel Great Axe.

TEFK FLAMEBEARER: The leader of this unit is Tefk Flamebearer. Add 1 to the Attacks characteristic of Tefk Flamebearer’s Fyresteel Handaxes.

ABILITIES

Chosen Kin: Fjul-Grimnir is a demanding Runefather, and chooses only the most ferocious and fearless warriors to fight at his side.
Add 1 to wound rolls for attacks made by this unit while FJUL-GRIMNIR is within 3" of this unit. Do not take battleshock tests for this unit while it is within 3" of FJUL-GRIMNIR.

Berserk Fury: No Fyreslayer will easily accept death’s embrace while his kin are still fighting.
Once per battle, at the start of the combat phase, you can choose to unleash this unit’s berserk fury. If you do so, until the end of that phase, if a model from this unit is slain, before that model is removed from play, that model can make a pile in move and then attack with all of the melee weapons it is armed with.

Fyresteel Handaxes: Wielding two weapons with blurring speed, Vulkite Berzerkers unleash a flurry of furious blows.
You can re-roll hit rolls for attacks made with a pair of Fyresteel Handaxes.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, VOSTARG, VULKITE BERZERKERS, CHOSEN AXES


Leader, Behemoth


14
4+
8
WARSCROLL

Auric Runefather on Magmadroth

An Auric Runefather atop the back of a flame-spewing Magmadroth thunders into battle, hacking down enemies with his latchkey grandaxe while his steed tears apart foes by the dozen with its searing talons and blazing maw.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
Roaring Fyrestream
Roaring Fyrestream12"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Claws and Horns
Claws and Horns1"4+3+-12
Blazing Maw
Blazing Maw1"14+2+-2D3
Latchkey Grandaxe
Latchkey Grandaxe3"33+3+-13
DAMAGE
Wounds SufferedMoveRoaring FyrestreamClaws and Horns
0-312"D66
4-610"D65
7-98"2D64
10-127"2D63
13+6"3D62
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 270
Battlefield Role: Leader, Behemoth

DESCRIPTION

An Auric Runefather on Magmadroth is a single model armed with a Latchkey Grandaxe and Fyresteel Throwing Axes.

MOUNT: This model’s Magmadroth attacks with its Claws and Horns, Blazing Maw and a Roaring Fyrestream.

ABILITIES

Roaring Fyrestream: Throwing back its head, a Magmadroth can spew a wave of flaming bile that sears through armour as though it were wax.
Do not use the attack sequence for an attack made with a Roaring Fyrestream. Instead, make the dice roll shown on the damage table above. If the roll is equal to or less than the number of models in the target unit, that unit suffers D3 mortal wounds. If the roll is equal to or less than the number of models in the target unit, and the target unit is within 6" of this model, the target unit suffers D6 mortal wounds instead.

Lashing Tail: Magmadroths can use their muscular spiked tails to pulverise scores of lesser prey with a single swipe.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. If the roll is less than the number of models in that unit, it suffers D3 mortal wounds.

Volcanic Blood: Magmadroths pulse with the throbbing heat of the volcanic caverns where they make their fyrenests.
Roll a dice each time a wound is allocated to this model that was inflicted by a melee weapon. On a 4+ the attacking unit suffers 1 mortal wound.

Stare Down: A Runefather’s stern gaze can bring doubt to the mind of the most stalwart warrior.
In your hero phase, pick an enemy unit within 3" of this model. Subtract D3 from that unit’s Bravery characteristic until the start of your next hero phase.

Weapon-breaker: A latchkey grandaxe’s unique design allows the wielder to catch an enemy’s weapon between its metal teeth before breaking it with a forceful twist of the arm.
At the end of the combat phase, pick an enemy HERO within 3" of this model and roll a dice. On a 6, pick one of the melee weapons that model is armed with. Subtract 1 from hit rolls for attacks made with that weapon for the rest of the battle. You cannot pick the same weapon to be affected by this ability more than once per battle.

COMMAND ABILITIES

Steadfast Advance: With a fiery glance down from his throne atop a mighty Magmadroth, a Runefather can compel his kin to march into battle against a thousand times their number to earn their fee in gold.
You can use this command ability at the start of your hero phase. If you do so, pick a friendly model with this command ability. Until the start of your next hero phase, do not take battleshock tests for friendly FYRESLAYERS units while they are wholly within 18" of that model.

KEYWORDS
ORDER, DUARDIN, MAGMADROTH, FYRESLAYERS, MONSTER, HERO, AURIC RUNEFATHER


14
4+
7
WARSCROLL

Auric Runesmiter on Magmadroth

Sparks fly as the Runesmiter awakens the ur-gold runes of his Fyreslayer kin. It is his sacred duty to see the spirit of Grimnir stirred from slumber within the lodge’s warriors, a task he carries out in the midst of raging combat.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
Roaring Fyrestream
Roaring Fyrestream12"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Claws and Horns
Claws and Horns1"4+3+-12
Blazing Maw
Blazing Maw1"14+2+-2D3
Latch-axe
Latch-axe1"13+3+-2
Runic Iron
Runic Iron1"23+4+-1
DAMAGE
Wounds SufferedMoveRoaring FyrestreamClaws and Horns
0-312"D66
4-610"D65
7-98"2D64
10-127"2D63
13+6"3D62
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 250
Battlefield Role: Leader, Behemoth

DESCRIPTION

An Auric Runesmiter on Magmadroth is a single model armed with a Latch-axe and Fyresteel Throwing Axes. In addition, it is armed with one of the following weapon options: Runic Iron or Forge Key.

MOUNT: This model’s Magmadroth attacks with its Claws and Horns, Blazing Maw and a Roaring Fyrestream.

ABILITIES

Roaring Fyrestream: Throwing back its head, a Magmadroth can spew a wave of flaming bile that sears through armour as though it were wax.
Do not use the attack sequence for an attack made with a Roaring Fyrestream. Instead, make the dice roll shown on the damage table above. If the roll is equal to or less than the number of models in the target unit, that unit suffers D3 mortal wounds. If the roll is equal to or less than the number of models in the target unit, and the target unit is within 6" of this model, the target unit suffers D6 mortal wounds instead.

Lashing Tail: Magmadroths can use their muscular spiked tails to pulverise scores of lesser prey with a single swipe.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. If the roll is less than the number of models in that unit, it suffers D3 mortal wounds.

Volcanic Blood: Magmadroths pulse with the throbbing heat of the volcanic caverns where they make their fyrenests.
Roll a dice each time a wound is allocated to this model that was inflicted by a melee weapon. On a 4+ the attacking unit suffers 1 mortal wound.

Grand Ritual of Awakening: The Runesmiter consecrates a small nugget of ur-gold over the runic altar, then consumes it to unleash a wave of energy.
Once per battle, during your hero phase, you can say this model has consumed a nugget of ur-gold. If you do so, add 1 to save rolls for attacks that target friendly FYRESLAYERS units wholly within 12" of this model until the start of your next hero phase.

Runic Empowerment: With a sonorous chant, the Runesmiter infuses the ur-gold runes set into the flesh of his Fyreslayer kin with power.
At the start of your hero phase, this model can chant this prayer. 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 FYRESLAYERS unit wholly within 12" of this model, or wholly within 18" of this model if this model is armed with a Forge Key. You can re-roll wound rolls for attacks made by that unit until the start of your next hero phase.

KEYWORDS
ORDER, DUARDIN, MAGMADROTH, FYRESLAYERS, MONSTER, HERO, PRIEST, AURIC RUNESMITER


14
4+
7
WARSCROLL

Auric Runeson on Magmadroth

Hot-headed and eager to prove his bravery, the Auric Runeson charges into battle with a booming war cry. Like a blazing fist, the Fyreslayer noble and his Magmadroth burn a flaming hole in the ranks of the enemy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wyrmslayer Javelin
Wyrmslayer Javelin12"14+3+-1D3
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
Roaring Fyrestream
Roaring Fyrestream12"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Claws and Horns
Claws and Horns1"4+3+-12
Blazing Maw
Blazing Maw1"14+2+-2D3
Ancestral War-axe
Ancestral War-axe1"33+4+-D3
Wyrmslayer Javelin
Wyrmslayer Javelin3"13+3+-11
DAMAGE
Wounds SufferedMoveRoaring FyrestreamClaws and Horns
0-312"D66
4-610"D65
7-98"2D64
10-127"2D63
13+6"3D62
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 230
Battlefield Role: Leader, Behemoth

DESCRIPTION

An Auric Runeson on Magmadroth is a single model armed with Fyresteel Throwing Axes. In addition, it is armed with one of the following weapon options: Ancestral War-axe or Wyrmslayer Javelins.

MOUNT: This model’s Magmadroth attacks with its Claws and Horns, Blazing Maw and a Roaring Firestream.

ABILITIES

Roaring Fyrestream: Throwing back its head, a Magmadroth can spew a wave of flaming bile that sears through armour as though it were wax.
Do not use the attack sequence for an attack made with a Roaring Fyrestream. Instead, make the dice roll shown on the damage table above. If the roll is equal to or less than the number of models in the target unit, that unit suffers D3 mortal wounds. If the roll is equal to or less than the number of models in the target unit, and the target unit is within 6" of this model, the target unit suffers D6 mortal wounds instead.

Lashing Tail: Magmadroths can use their muscular spiked tails to pulverise scores of lesser prey with a single swipe.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. If the roll is less than the number of models in that unit, it suffers D3 mortal wounds.

Volcanic Blood: Magmadroths pulse with the throbbing heat of the volcanic caverns where they make their fyrenests.
Roll a dice each time a wound is allocated to this model that was inflicted by a melee weapon. On a 4+ the attacking unit suffers 1 mortal wound.

Vying for Glory: Runesons seek their father’s favour in battle by outdoing their brothers.
You can re-roll hit rolls for attacks made by this model if there are any other friendly AURIC RUNESONS within 6" of this model.

Wyrmslayer Javelins: These weapons punch deep into the hides of the largest of creatures.
Add 2 to the Damage characteristic for attacks made with this model’s Wyrmslayer Javelin that target a MONSTER.

COMMAND ABILITIES

Molten Battering Ram: Runesons atop Magmadroths are even more wreckless and impetuous, crashing their beasts into enemy lines while beckoning others to follow.
You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly MAGMADROTH that is within 12" of a friendly model with this command ability. After that unit makes a charge move in that charge phase, you can pick 1 enemy unit within 1" of that model and roll a dice. On a 2+ that enemy unit suffers D6 mortal wounds. The same unit cannot be picked to be affected by this command ability more than once per phase.

KEYWORDS
ORDER, DUARDIN, MAGMADROTH, FYRESLAYERS, HERO, MONSTER, AURIC RUNESON


Behemoth


14
3+
10
WARSCROLL

Carmine Dragon

The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soul-sheering Blast
Soul-sheering Blast12"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raking Claws
Raking Claws2"4+3+-22
Amethyst Fangs
Amethyst Fangs3"33+-2D6
DAMAGE
Wounds SufferedMoveRaking ClawsAmethyst Fangs
0-316"82+
4-614"73+
7-911"64+
10-129"55+
13+6"46+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 440
Battlefield Role: Behemoth

DESCRIPTION

A Carmine Dragon is a single model armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.

FLY: This model can fly.

ABILITIES

Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
Roll a dice each time you allocate a mortal wound to this unit. On a 5+, that mortal wound is negated.

Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purpleglowing pile of ash.
Do not use the attack sequence for an attack made with a Soul-sheering Blast. Instead roll a dice. On a 5+, the target unit suffers D6 mortal wounds.

Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model 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 on this model.

KEYWORDS
ORDER, DRAGON, MONSTER, CARMINE DRAGON


Warscroll Battalion


Warscroll Battalion

Forge Brethren

ORGANISATION
A Forge Brethren battalion consists of the following units:
 • 1 AURIC RUNESMITER
 • 3 units of Auric Hearthguard
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

ABILITIES

Bulwark of Molten Stone: Shrouded in the shimmering heat of the forge-temple, the Forge Brethren direct their magmapikes to form blazing barricades of lava with sustained volleys of fire, before returning to blasting their enemies to ash.
At the start of the enemy hero phase, you can pick 1 friendly unit wholly within 18" of any units of AURIC HEARTHGUARD from this battalion. If you do so, add 1 to save rolls for attacks that target that unit until the start of your next hero phase.


Warscroll Battalion

Grand Fyrd

When the war anvils ring to the sound of a great battle, the Runefather will form a Grand Fyrd, gathering up the warriors of his lodge into a mighty host of berserk fighters to sweep away his foes. With so many warriors honouring Grimnir with such frenetic energy, the golden glow of ur-gold blazes with a bright new intensity.
ORGANISATION
A Grand Fyrd consists of the following battalions:
 • 1 Lords of the Lodge
 • 2 Warrior Kinbands
 • 1 Forge Brethren
 • 0-1 Doomseekers
 • 0-1 Grimwrath Berzerkers
PITCHED BATTLE PROFILE

Unit Size: -      Points: 60
Battlefield Role: Warscroll Battalion

ABILITIES

Blazing Runes: Amidst the collective surge of aggression of a Grand Fyrd, the ur-gold runes of the Fyreslayers are more easily stoked to full power, burning with the might of Grimnir.
If your army includes this warscroll battalion, 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.


Warscroll Battalion

Lords of the Lodge

ORGANISATION
A Lords of the Lodge battalion consists of the following units:
 • 1 AURIC RUNEFATHER
 • 1 Auric Runemaster
 • 1 Battlesmith
 • 1 unit of Hearthguard Berzerkers
PITCHED BATTLE PROFILE

Unit Size: -      Points: 150
Battlefield Role: Warscroll Battalion

ABILITIES

Oathbound Guardians: Led by the will of the Runefather and guided by the wisdom of the Runemaster, the Lords of the Lodge burn with a rage tempered by sacred oaths of war.
If a unit of HEARTHGUARD BERZERKERS from this battalion is wholly within 12" of a HERO from the same battalion at the start of the combat phase, then after that 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, it can be selected to fight for a second time.


Warscroll Battalion

Warrior Kinband

ORGANISATION
A Warrior Kinband consists of the following units:
 • 1 AURIC RUNESON
 • 3 units of Vulkite Berzerkers
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Berserk Kindred: Filled with the fierce fighting spirit of Grimnir, the Warrior Kinband hurls itself at the foe. In their fury, they wield their glinting fyresteel axes so quickly that they appear as a blazing blur.
You can use the Berserk Fury ability for 1 VULKITE BERZERKERS unit from this battalion twice in the same battle if that unit is wholly within 12" of an AURIC RUNESON from the same battalion the second time the Berserk Fury ability is used.


Magmic Invocation


MAGMIC INVOCATION WARSCROLL

Molten Infernoth

An elemental manifestation that personifies the blazing wrath of Vulcatrix, a Molten Infernoth can be drawn to battle by the summons of a Zharrgrim priest. Bursting out of the realm’s crust, the ferocious entity lumbers across the battlefield inspiring Fyreslayers while blasting the enemy with raging torrents of lava.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 50
Battlefield Role: Magmic Invocation

DESCRIPTION

A Molten Infernoth is a single model.

MAGMIC INVOCATION

Summon Molten Infernoth: The Zharrgrim priest’s eyes ignite with fire as he calls for a gargantuan beast of lava to rise from the earth.
At the start of your hero phase, 1 friendly FYRESLAYERS PRIEST can attempt to perform this magmic invocation. If they do so, make an invocation roll by rolling a dice. On a 3+ the invocation roll is successful. If the invocation roll is successful, set up this model wholly within 12" of that FYRESLAYERS PRIEST.

ABILITIES

Burning Tide: The Molten Infernoth wades through solid earth, lumbering its way across the battlefield in search of prey.
When this magmic invocation is set up, the player who set it up can immediately make a move with it. In addition, at the start of each of their subsequent hero phases, the player who set this magmic invocation up can make a move with it if it is still on the battlefield. When you move this magmic invocation, it can move up to 2D6".

Erupting Inferno: The Infernoth’s fiery visage casts gobbets of molten metal at any creature that is nearby.
After this model has moved, roll 12 dice for each unit that is within 3" of it at the end of its move. For each 6, that unit suffers 1 mortal wound. FYRESLAYERS units are not affected by this ability.

Fiery Wrath of Vulcatrix: As this roaring elemental crashes into the enemy, Fyreslayers are filled with a burning zeal for battle.
Add 1 to the Bravery characteristic of FYRESLAYERS units while they are wholly within 18" of this model.

KEYWORDS
MAGMIC INVOCATION, MOLTEN INFERNOTH


MAGMIC INVOCATION WARSCROLL

Runic Fyrewall

At the command of a Zharrgrim priest, a Runic Fyrewall can be raised from the fiery chasms far beneath his sootstained feet. Glinting with runes, this scintillating barrier of gold and flame bars the enemy’s path, and protects the flanks of the Fyreslayers’ fyrds as they press ever forward.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Magmic Invocation

DESCRIPTION

A Runic Fyrewall is a single model.

MAGMIC INVOCATION

Summon Runic Fyrewall: Ur-gold runes are scattered along with hot ash across the ground in front of the priest, before erupting into a roaring wall of fire.
At the start of your hero phase, 1 friendly FYRESLAYERS PRIEST can attempt to perform this magmic invocation. If they do so, make an invocation roll by rolling a dice. On a 3+ the invocation roll is successful. If the invocation roll is successful, set up this model wholly within 18" of that FYRESLAYERS PRIEST.

ABILITIES

Roaring Rune-fire: Ur-gold runes are scattered along with hot ash across the ground in front of the priest, before erupting into a roaring wall of fire.
A model cannot see another model if an imaginary straight line, 1mm wide, drawn from the centre of its base to the centre of the other model’s base passes within 1" of this model.

Awakened Runes: The flames of a Runic Fyrewall spark any ur-gold runes embedded in nearby Fyreslayers, causing them to blaze with power.
Re-roll save rolls of 1 for attacks that target FYRESLAYERS units wholly within 12" of this model.

Impervious to Heat: The flames of Runic Fyrewalls are harmless to spawn of Vulcatrix.
MAGMADROTHS can pass across this model in the same manner as a model that can fly.

KEYWORDS
MAGMIC INVOCATION, RUNIC FYREWALL


MAGMIC INVOCATION WARSCROLL

Zharrgron Flame-spitter

By concentrating their magmic powers, a Runemaster or Runesmiter can summon forth fiery heat from the bowels of the realm. With a rumble and a crack, an angry geyser opens up in the earth, bombarding the foe with molten death.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 60
Battlefield Role: Magmic Invocation

DESCRIPTION

A Zharrgron Flame-spitter is a single model.

MAGMIC INVOCATION

Summon Zharrgron Flame-spitter: The earth cracks and splits before dissolving into a volatile pool of bubbling lava that spits great globs of liquid rock skywards.
At the start of your hero phase, 1 friendly FYRESLAYERS PRIEST can attempt to perform this magmic invocation. If they do so, make an invocation roll by rolling a dice. On a 3+ the invocation roll is successful. If the invocation roll is successful, set up this model wholly within 6" of that FYRESLAYERS PRIEST.

ABILITIES

Magma Blast: At the beck of a Zharrgrim priest, the Zharrgron Flame-spitter hurls forth a fiery orb that arcs across the sky before detonating in an explosion of flame amidst the enemy lines.
At the start of your shooting phase, if there is a friendly FYRESLAYERS PRIEST within 6" of this model, you can pick an enemy unit within 24" of this model and roll 12 dice. Add 1 to the roll if there are 10 or more models in the unit. Add 2 to the roll instead if there are 20 or more models in the unit. For each 6+, the unit suffers 1 mortal wound.

KEYWORDS
MAGMIC INVOCATION, ZHARRGRON FLAME-SPITTER


Scenery


Scenery

Magmic Battleforge

Formed instantaneously from molten metal, the Magmic Battleforge is a reflection of godly power, a manifestation of Grimnir’s fury fused with the white-hot fires of Vulcatrix. This mystic furnace can be summoned to a battlefield, where its elemental heat can ignite ur-gold runes and stoke the powers of the Zharrgrim.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 0
Battlefield Role: Scenery

DESCRIPTION

A Magmic Battleforge is a single terrain feature. It is an obstacle.

Scenery Rules

Molten Blessing: Drawing upon the powerful elemental energies of the Magmic Battleforge, the Zharrgrim priest casts clouds of cinders adrift on the air, imbuing those of his sacred order with burning power.
At the start of your hero phase, 1 friendly FYRESLAYERS PRIEST within 6" of a Magmic Battleforge can control its magmic energies. If they do so, until the end of that phase, add 1 to prayer rolls for friendly FYRESLAYERS PRIESTS while they are within 18" of that Magmic Battleforge. You cannot use the Molten Blessing ability and the Spending the Forge ability for the same Magmic Battleforge in the same phase.

Spending the Forge: In times of need a Zharrgrim priest may expend all of the Magmic Battleforge’s power, igniting the ur-gold runes of their Fyreslayer kin and infusing the warriors with strength.
Once per battle, at the start of your hero phase, 1 friendly FYRESLAYERS PRIEST within 6" of a Magmic Battleforge can spend all of the forge’s energy instead of using its Molten Blessing ability. If they do so, until the start of your next hero phase, you can re-roll save rolls of 1 for friendly FYRESLAYERS units on the battlefield. However, for the rest of the battle, FYRESLAYERS PRIESTS can no longer use this Magmic Battleforge’s Molten Blessing ability.

KEYWORDS
SCENERY, FYRESLAYERS, MAGMIC BATTLEFORGE
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
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.
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.
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.

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

None
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 MAGMADROTH keyword is used in following Fyreslayers warscrolls:

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

The HERO keyword is used in following Fyreslayers warscrolls:

None
Leader
Leader, Behemoth

The AURIC RUNEFATHER keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth
Allied Units
In a Pitched Battle, the number of points that can be spent on allies from the player’s total points allowance is shown on the Pitched Battle chart above. For example, a player playing a Battlehost game can spend up to 400 of their 2,000 points on allied units. This is in addition to the restrictions that normally apply to taking allied units.

Allied units are not included when working out the number of Battleline units in the army. They do count towards the maximum number of Leader, Behemoth and Artillery units that can be included in the army.
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.

The VULKITE BERZERKERS keyword is used in following Fyreslayers warscrolls:

Battleline
Leader
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.

The AURIC RUNEFATHER keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth

The PRIEST keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth

The AURIC RUNESMITER keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth

The AURIC RUNESON keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth

The AURIC RUNESON keyword is used in following Fyreslayers warscrolls:

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.

The FJUL-GRIMNIR keyword is used in following Fyreslayers warscrolls:

Leader
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The MAGMADROTH keyword is used in following Fyreslayers warscrolls:

Leader, Behemoth

The MONSTER keyword is used in following Fyreslayers warscrolls:

Leader, Behemoth
Behemoth
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.

The AURIC RUNESMITER keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth

The AURIC HEARTHGUARD keyword is used in following Fyreslayers warscrolls:

None

The HEARTHGUARD BERZERKERS keyword is used in following Fyreslayers warscrolls:

None

The VULKITE BERZERKERS keyword is used in following Fyreslayers warscrolls:

Battleline
Leader

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

Leader
Leader, Behemoth

The MAGMIC INVOCATION keyword is used in following Fyreslayers warscrolls:

Magmic Invocation
Obstacles
Some terrain features are obstacles that block attacks to targets that lie beyond them. When this is the case, it will be noted on the warscroll for the terrain feature.

When a missile weapon targets an enemy unit that has all of its models within 1" of an obstacle, then the target unit receives the benefit of cover if the attacking model is closer to the obstacle than it is to the target unit.
© Vyacheslav Maltsev 2013-2020