Fyreslayers
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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

BookKindEditionLast update
  Fyreslayers
  FyreslayersBattletome3February 2024
  Battlescroll: Nullstone Cache
  Battlescroll: Nullstone CacheRulebook3February 2024
  Regiments of Renown
  Regiments of RenownWarscroll3February 2024
  Dawnbringers Book III: The Long Hunt
  Dawnbringers Book III: The Long HuntExpansion3December 2023
  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023
  Cross-Faction Heroes
  Cross-Faction HeroesWarscroll3July 2022
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  The Vostarg Lodge
  The Vostarg LodgeWhite Dwarf2June 2019

Designers’ Commentary

Battletome: Fyreslayers

Q:If a friendly FYRESLAYERS model is slain within 12" of multiple Auric Flamekeepers, does the dice beside all of the Auric Flamekeepers in range increase by 1?
A:
Yes.

Allies

ALLEGIANCE ABILITIES

This section describes the allegiance abilities available to a Fyreslayers army. The rules for using allegiance abilities can be found in section 27.0 of the core rules.


Battle Traits

Lodges

Across the Mortal Realms dwell the different lodges of the Fyreslayers, each with their own distinct culture and traditions.

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All FYRESLAYERS units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Fierce Counter-attack

The oathsworn warriors of the Fyreslayers are as skilled in the art of war as they are stubborn, and it is this indomitable nature that allows them to unleash devastating counter-attacks upon a charging foe.

You can use this command ability at the start of the enemy combat phase. The unit that receives the command must be an AURIC HEARTHGUARD, HEARTHGUARD BERZERKERS, VULKITE BERZERKERS or VULKYN FLAMESEEKERS unit that is within 3" of an enemy unit that made a charge move in the same turn and not within 3" of any enemy units that have not made a charge move in the same turn. The strike-first effect applies to that unit until the end of that phase. A unit cannot receive this command more than once per battle.

Grimwrath Oaths

Before battle, each Grimwrath Berzerker swears a sacred oath to Grimnir that they will fulfil a certain deed in his honour that day.

At the start of the first battle round, you can pick 1 of the following oaths for each friendly GRIMWRATH BERZERKER to swear. The rule for that oath applies until the end of the battle. If your army includes more than 1 GRIMWRATH BERZERKER, you cannot pick the same oath more than once.

‘I will cut down the priests of Grimnir’s enemies!’: If the target is a PRIEST that does not have the FYRESLAYERS keyword, add 1 to hit rolls and wound rolls for attacks made by this unit, and add 1 to the damage inflicted by each of those attacks that is successful.

‘I will guard them with my life!’: Instead of picking 1 friendly AURIC HEARTHGUARD or HEARTHGUARD BERZERKERS unit on the battlefield to be the retinue of an Auric Runefather or Auric Runeson, you can pick this unit to be that units retinue.

‘I will let nothing stand in my way!’: This unit can run and still charge later in the turn. In addition, you can re-roll run rolls and charge rolls for this unit.

‘I will prove Grimnir’s might to our allies!’: Add 1 to hit rolls and wound rolls for attacks made by this unit if it is within 12" of any friendly allied units.

‘I will not be stopped!’: This unit has a ward of 6+. If this unit is within 3" of any enemy units, it has a ward of 5+ instead.

‘I will strike hard and true in Grimnir’s name!’: If the unmodified hit roll for an attack made by this unit is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

Ur-gold Runes

In battle, a Fyreslayer’s ur-gold runes are awakened, filling them with the blazing power of Grimnir.

At the start of your hero phase, you can activate 1 of the following 6 types of ur-gold rune. To do so, state which rune will be activated and make an activation roll by rolling a dice. On a 1-5, the standard effect applies. On a 6, the enhanced effect also applies. The effects last until the start of your next hero phase.

Each ur-gold rune can only be activated once per battle, and no more than 1 rune can be activated at the same time. Once you have used a rune, you can choose a new one to activate in your next hero phase, but you cannot activate the same one again.

RUNE OF FURY
Standard effect: Add 1 to hit rolls for attacks made with melee weapons by friendly FYRESLAYERS units.

Enhanced effect: Add 1 to the Attacks characteristic of melee weapons used by friendly FYRESLAYERS units.

RUNE OF FARSIGHT
Standard effect: 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.

RUNE OF SEARING HEAT
Standard effect: If the unmodified wound roll for an attack made by a friendly FYRESLAYERS unit is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

Enhanced effect: When this rune is activated, roll a dice for each enemy unit within 3" of any friendly FYRESLAYERS units. On a 2+, that enemy unit suffers 1 mortal wound.

RUNE OF AWAKENED STEEL
Standard effect: Improve the Rend characteristic of melee weapons used by friendly FYRESLAYERS units by 1.

Enhanced effect: Improve the Rend characteristic of melee weapons used by friendly FYRESLAYERS units by a further 1.

RUNE OF FIERY DETERMINATION
Standard effect: Friendly FYRESLAYERS units have a ward of 6+.

Enhanced effect: Friendly FYRESLAYERS HEROES have a ward of 5+.

RUNE OF RELENTLESS ZEAL
Standard effect: Add 2" to the Move characteristic of friendly FYRESLAYERS units.

Enhanced effect: Add 2 to charge rolls for friendly FYRESLAYERS units.

Blaze of Fury

In battle, particularly mighty Fyreslayer warriors can call upon the spirit of Grimnir to fill them with fury until their ur-gold runes glow white-hot.

At the start of your hero phase, you can carry out this heroic action with a friendly FYRESLAYERS HERO instead of any other heroic action you can carry out with that HERO.

HEROIC ACTIONS
Blaze of Fury: Pick 1 friendly FYRESLAYERS HERO. Until the end of your turn, the enhanced effect of the ur-gold rune that is activated in this hero phase applies to that HERO regardless of the activation roll. You cannot carry out this heroic action with the same HERO more than once in the same battle.

Command Traits

Inheritance of Grimnir

AURIC RUNEFATHER and AURIC RUNESON only.

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.

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 for the first time in that phase, you can say that they will go berserk. If you do so, this general can fight for a second time in that phase. The strike-last effect applies to this general when they fight for that second time.

Spirit of Grimnir

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

If this general is on the battlefield, when you make an activation roll for the purposes of the Ur-gold Runes battle trait, the enhanced effect applies on a 5+ instead of a 6.

Leader of the Duardrazhal

This warrior welcomes all duardin into their ranks and leads them with a united purpose, each proudly bearing the runes of the Fyreslayers upon their bodies.

If this general is on the battlefield, DUARDIN allied units are treated as if they have the FYRESLAYERS keyword for the purposes of the Ur-gold Runes battle trait.


Magmic Empowerments

FYRESLAYERS PRIEST only.

Ash-beard

So great is this priest's mastery of magmic energies that they smoulder eternally.

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

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 1 ur-gold rune that has already been activated using the Ur-gold Runes battle trait instead of 1 that has not yet been activated.

Avatar of Vulcatrix

It is said that the molten blood of Vulcatrix flows through this priest's veins. Even death cannot keep them from delivering vengeance and wrath upon their enemies.

If this general is slain and there is not a Molten Infernoth invocation under your command on the battlefield, before removing this general from play, you can set up 1 Molten Infernoth within 6" of this general. If you do not have a Molten Infernoth in your army, this new Molten Infernoth is added to your army. After the invocation has been set up, remove this general from play and then apply the effects of the Molten Infernoth’s Burning Tide ability.

If this general is slain and there is a Molten Infernoth invocation under your command on the battlefield, remove this general from play and then apply the effects of the Molten Infernoth’s Burning Tide ability as if the invocation has just been set up.

Artefacts of Power

Heirlooms of the Lodge

AURIC RUNEFATHER and AURIC RUNESON only.

Master Rune of Unbreakable Resolve

Few possess the skills to forge this powerful rune, but to bear it in battle offers protection to a warrior in direst need.

Once per battle, at the start of a phase, you can say that the bearer will use their master rune. If you do so, the bearer has a ward of 3+ until the end of that phase.

The Fiery Ring

This ring is set with a dark ruby that, when activated, unleashes a torrent of fire.

Once per battle, in your shooting phase, you can pick 1 enemy unit within 6" of the bearer and roll a dice. On a 2+, that unit suffers D6 mortal wounds.

Magnetised Runes

Combined with a strange lodestone, the bearers ur-gold runes are literally drawn towards combat.

Add 2 to charge rolls made for the bearer.

The Axe of Grimnir

Rumoured to have been forged from a mysterious metal shard recovered after the duardin god's battle, this axe imbues the bearer with Grimnir’s resolute strength and unstoppable fury.

Pick 1 of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1 and add 1 to the Damage characteristic of that weapon.


Artefacts of the Forge-temple

FYRESLAYERS PRIEST only.

Ash-cloud Rune

The bearer of this rune can call down a column of soot that clogs the flow of magic.

Once per battle, at the start of the enemy hero phase, you can say that the bearer will call down a column of soot. If you do so, until the end of that phase, units wholly within 12" of the bearer are not visible to enemy units attempting to cast a spell.

Volatile Brazier

The blasts of heat from this brazier augment the magmic powers of Zharrgrim priests.

When the bearer attempts to summon an invocation, you can re-roll chanting rolls for the bearer and the range of the prayer is doubled.

Droth-helm

This ancient helm is said to have been worn by the first Zharrgrim priest to tame a Magmadroth.

Add 1 to wound rolls for attacks made with Claws and Horns by friendly MAGMADROTHS wholly within 12" of the bearer.


Relics of the Fyrd

FYRESLAYERS HERO only.

Draught of Magmalt Ale

This fiery beverage sends energy surging through a Fyreslayer.

Once per battle, at the start of the combat phase, you can say that the bearer will drink their magmalt ale. If you do so, double the Attacks characteristic of the bearer’s melee weapons until the end of that phase.

Nulsidian Icon

This icon diffuses arcane energy into the bedrock.

This artefact of power can only be given to a BATTLESMITH. Each time a friendly FYRESLAYERS unit wholly within 12" of the bearer is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit.

The Daemon Slayer

Many a fiend has met its doom on the edge of this axe; the blades glow white-hot as it shatters even the most powerful of arcane wards.

Pick 1 of the bearer’s melee weapons. Ward rolls cannot be made for wounds and mortal wounds caused by attacks made with that weapon

Prayer Scriptures

Zharrgrim Blessings

FYRESLAYERS PRIEST (including Unique units) only.

Prayer of Ash

Borne on a gust of hot forge-winds, a circle of ash settles around the priest's allies, protecting them from harm.

Prayer of Ash is a prayer that has an answer value of 4 and a range of 18". If answered, pick 1 friendly FYRESLAYERS unit wholly within range and visible to the chanter. Subtract 1 from wound rolls for attacks that target that unit until the start of your next hero phase.

Ember Storm

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

Ember Storm is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 friendly HEARTHGUARD BERZERKERS, VULKITE BERZERKERS or VULKYN FLAMESEEKERS unit wholly within range and visible to the chanter. That unit can run and still charge later in this turn.

Prayer of Grimnir’s Fury

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

Prayer of Grimnir’s Fury is a prayer that has an answer value of 3 and a range of 12". If answered, pick 1 friendly FYRESLAYERS HERO that does not have a mount that is within range, within 3" of an enemy unit and visible to the chanter. That HERO can fight.

Wrath of Vulcatrix

The priest sets the runes pressed into a Magmadroth's hide ablaze, and the colossal beast roars with fury.

Wrath of Vulcatrix is a prayer that has an answer value of 3 and a range of 12". If answered, pick 1 friendly MAGMADROTH unit within range and visible to the chanter. Until the start of your next hero phase, use the top row on that unit’s damage table, regardless of how many wounds it has suffered.

Mount Traits

You can pick 1 FYRESLAYERS MAGMADROTH HERO in your army to have 1 of the following mount traits.

The Offspring of Vulcatrix

Flame-scale Youngblood

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

If you carry out a Stomp monstrous rampage (core rules, 21.1) with this unit and the enemy unit you picked suffers any mortal wounds, that enemy unit suffers 3 additional mortal wounds.

Lava-tongue Adult

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

When determining the Attacks characteristic of this unit’s Roaring Fyrestream, an Attacks characteristic of less than 5 is treated as being 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.

If this unit is the target of an attack made with a melee weapon, subtract 1 from the Damage characteristic of that weapon for that attack (to a minimum of 1).

Lodges

Vostarg

Bold and aggressive, the secret behind the Vostarg’s victories has been their relentless method of attack. With surprising speed and unflinching determination, their fyrds surge forward to hew down their foe. Not until the last enemy has stopped twitching do they cease their assault.

Fearsome Surge: The Vostarg crash into the foe like the pyroclastic flow loosed by an erupting volcano.
Add 1 to hit rolls and wound rolls for attacks made with melee weapons by friendly VOSTARG VULKITE BERZERKERS units that made a charge move in the same turn.

Greyfyrd

There are but two subjects that the Greyfyrd willingly discuss: mercenary jobs - for they eagerly hire out their war services to any that meet their price - and the long line of bold heroes that the lodge has produced. Many of the greatest Fyreslayer warriors have come from Greyfyrd, a fact that makes the lodge justifiably proud.

Spoils of Victory: Famed mercenaries, the Greyfyrd lodge has countless treasures and artefacts stored within its vaults and many heroes worthy of wielding them.
Add 1 to the Wounds characteristic of friendly GREYFYRD HEROES that do not have a mount. In addition, you can pick 2 additional artefacts of power and give them to 2 GREYFYRD HEROES in your army that do not have a mount.

Hermdar

The Hermdar way of war is based on an initial aggressive attack that seamlessly shifts into a fierce defence. It is this approach that allows them to storm enemy strongholds and then to protect the slaves they have freed. Such tactics also come into play when they find and secure sources of ur-gold. This is vital, as they cannot count on as steady an income of gold for mercenary deeds as their rival lodges.

Seize by Force: The warriors of the Hermdar lodge assault enemy positions with a fiery determination.
If a friendly HERMDAR unit wholly within enemy territory or wholly within 12" of an objective fails a battleshock test, halve the number of models that flee (rounding up).

Lofnir

None can best the Lofnir in the finding of Magmadroth eggs or the raising of the hatchlings, and they boast some of the largest and most ferocious specimens of these fiery beasts in all of the realms. The proud and ancient bloodlines of the creatures are as venerated as that of the lodge’s royal family.

Venerators of Vulcatrix: The warriors of the Lofnir hold great esteem for Vulcatrix and her offspring.
Add 2 to the Wounds characteristic of friendly LOFNIR MAGMADROTH units. In addition, up to 3 LOFNIR MAGMADROTH units in your army can be given a different mount trait instead of only 1.

Lofnir Drothkeepers

When you pick the Fyreslayers faction for your army, you can say that it will be a Lofnir Drothkeepers army of renown. If you do so, use the rules in this section. Every unit in your army must have the FYRESLAYERS keyword, and Unique units can only be included if they have the LOFNIR keyword. All of the units in your army gain the LOFNIR DROTHKEEPERS keyword.

Battle Traits

Daring Tamers

Vulkyn Flameseekers are professional corrallers of huge, wild creatures.

The strike-last effect applies to enemy MONSTER units while they are within 3" of 2 or more friendly VULKYN FLAMESEEKERS units.

Honourbound Drothmasters

Fierce Magmadroths are driven ahead of the Fyreslayer vanguard to protect the Vulkyn.

Friendly VULKYN FLAMESEEKERS units have the Battleline battlefield role. In addition, for each VULKYN FLAMESEEKERS unit included in your army, you can include 1 Auric Runeson on Magmadroth as a Battleline unit.

Flame-filled Beasts

Vulkyn Flameseekers revere their Magmadroths and are skilled at training them for war.

You can pick up to 3 LOFNIR DROTHKEEPERS units in your army to have different mount traits instead of 1.

Skilled Drothwranglers

Only Lofnir Drothkeepers are bold enough to grab a charging Magmadroths saddle straps and be carried into battle.

Once per turn, in your movement phase, you can pick 1 friendly VULKYN FLAMESEEKERS unit wholly within 6" of a friendly MAGMADROTH that has not yet moved in that phase and say that it will hitch a lift on that MAGMADROTH. If you do so, after you have moved that MAGMADROTH, instead of making a move with that unit, remove it from the battlefield and set it up again on the battlefield wholly within 6" of that MAGMADROTH and more than 3" from all enemy units.

Protective Family

Those who get too close to a Kyndledroth risk the wrath of an overprotective, full-grown Magmadroth.

While a friendly VULKYN FLAMESEEKERS Kyndledroth is within 1" of a friendly MAGMADROTH, that VULKYN FLAMESEEKERS unit has a ward of 5+.

Spawn of Vulcatrix

When you carry out a monstrous rampage with a friendly MAGMADROTH, you can carry out 1 of the monstrous rampages below instead of any other monstrous rampage you can carry out with that unit.

MONSTROUS RAMPAGES
Rearing Punches: Pick 1 enemy unit within 3" of this unit and roll 2 dice. Add 2 to each roll if that unit is a MONSTER. For each 5+, that unit suffers D3 mortal wounds.
Magma-fuelled Grasp: Pick 1 enemy MONSTER within 3" of this unit and roll a dice. On a 3+, improve the Rend characteristic of melee weapons used by other friendly LOFNIR DROTHKEEPERS units that target that MONSTER by 1 in the following combat phase.
Eruption of Ferocity: Pick 1 enemy unit within 3" of this unit and roll a dice. On a 2+, ward rolls cannot be made for models in that unit in the following combat phase.

Command Traits

Revered Flamemaster

LOFNIR DROTHKEEPERS general only.

Raised Around Beasts

This general knows the precise weak points of the mightiest creatures of the Mortal Realms.

Improve the Rend characteristic of melee weapons used by friendly LOFNIR DROTHKEEPERS units that do not have the MAGMADROTH keyword and are wholly within 9" of this general by 2 if the target is a MONSTER.


Artefacts of Power

Grimnir’s Gift

LOFNIR DROTHKEEPERS HERO only.

Mastery Over Monsters

This ur-gold icon identifies the bearer as an authority on behemoths and an expert at breaking their will.

While the bearer is contesting an objective, each enemy MONSTER contesting that objective counts as 2 models regardless of any other abilities that would allow that enemy MONSTER to count as more models (such as Mightier Makes Rightier).


Mount Traits

Hatched of Fire

MAGMADROTH only.

Packdroth

This Magmadroth can easily carry burdens that its brethren would struggle to lift.

In your movement phase, before this unit makes a move, you can pick 1 friendly VULKYN FLAMESEEKERS unit to hitch a lift on this MAGMADROTH (see the Skilled Drothwranglers battle trait) even if another unit has already hitched a lift on a MAGMADROTH in the same phase. The same unit cannot hitch a lift on a MAGMADROTH more than once per phase, and multiple units cannot hitch a lift on the same MAGMADROTH in the same phase.

Red-hot Fury

A Magmadroth will directits fire-fuelled rage toward anything that threatens a Kyndledroth.

At the end of the enemy charge phase, before carrying out monstrous rampages, if this unit is more than 3" from all enemy units, it can attempt a charge. It must finish the charge move within 1/2" of an enemy unit that is itself within 3" of a friendly VULKYN FLAMESEEKERS Kyndledroth.

Scalding Steam-breath

This Magmadroth is blessed with superheated breath.

If the target is a MONSTER, the Damage characteristic of this unit’s Blazing Maw is 3 instead of D3.


Grand Strategy

Bonds Forged in Flame

Lofnir Drothkeepers army only.
Clear the Corral: When the battle ends, you complete this grand strategy if there are no enemy MONSTERS in your territory.

Battle Tactics

Forge-sworn Oaths

Lofnir Drothkeepers army only.
Circle the Magmadroths: You complete this tactic if, at the end of this turn, any friendly LOFNIR DROTHKEEPERS units are within 6" of the centre of the battlefield and there are 1 or more friendly LOFNIR DROTHKEEPERS units wholly within each large quarter of the battlefield.
Sulphur Seam: Pick 1 objective that is partially or wholly within enemy territory and 1 terrain feature or faction terrain feature that is partially or wholly within enemy territory and more than 6" from that objective. You complete this tactic if you control both that objective and that terrain feature at the end of this turn.
Igneous Wranglers: Pick 1 objective partially or wholly in enemy territory and 1 other objective anywhere on the battlefield. You complete this tactic if you control both objectives at the end of this turn and both are contested by friendly VULKYN FLAMESEEKERS units.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Fyreslayers army.

Here, you will find a Magmahold roster to add to your Path to Glory roster. On your Magmahold roster, you can record how much gold is in your treasury, your reputation score and details of any mercenary contracts you have accepted.

Vaults of Gold

During your Path to Glory campaign, you will earn gold in a number of ways, such as by fulfilling mercenary contracts. Keep a note of how much gold you have in your treasury. Depending on the amount, your warlord may earn bonus renown points in the aftermath sequence of a Path to Glory battle, as long as they were included in your army. The amount they receive is listed below:

Gold in TreasuryBonus Renown Points
0-10,000 gold0
10,001-50,000 gold1
50,001+ gold2

In addition, you can spend gold from your treasury in the following ways:

Hold a Ghuzfest: On the eve of battle, you hold a Ghuzfest for your warriors. Magmalt ale flows freely this night as war-songs are sung and sagas recounted, strengthening the will of your warriors for the battle to come.
Before a middle or higher tier battle, you can choose to hold a Ghuzfest. If you do so, you must spend 100 gold for each unit in your army. Each unit in your army is treated as having a Bravery characteristic of 10 for that battle.
Delve Beneath the Mountain: Though this puts considerable strain on your treasury, you fund an expedition into the mountain below to discover any secrets it might hold.
Before making an exploration roll on the Territories table, you can spend 10,000 gold to fund an expedition. If you do so, do not roll a D66. Instead, roll 1 dice and add 60 to the roll to give you an exploration roll of 61-66.
Forge a Mighty Artefact: You instruct your Zharrgrim priesthood to forge an artefact worthy of saga. After seven days and seven nights spent before the master forge, they finally emerge...
In step 7 of the aftermath sequence, you can spend 20,000 gold to forge an artefact. If you do so, you can immediately add 1 artefact of power to your vault.

Mercenary Contracts


In step 7 of the aftermath sequence, you can choose to generate a mercenary contract for your army and then decide whether or not you will accept it. To generate a mercenary contract, follow these steps:
  1. Determine the paymaster of the contract.
  2. Determine the quarry of the contract.
  3. Choose whether or not to accept the contract.

Reputation

A Fyreslayers Path to Glory army has a reputation score that affects the types of mercenary contracts it is offered. To begin with, a Fyreslayers Path to Glory army has a reputation score of 0. During your Path to Glory campaign, reputation modifiers may be applied to your score. As a result, your reputation score can be negative as well as positive (see The Effects of Reputation).

The Paymaster

The first step is to determine who the paymaster of the mercenary contract is. This is the benefactor who will honour the payment of the contract upon fulfilment. First, determine the paymaster’s Grand Alliance by rolling 2D6, adding your reputation score to the roll and consulting the table below:

ResultGrand Alliance
2 or lessChaos
3-4Destruction
4-5Death
7+Order

Then, roll twice on the table below, consulting the appropriate Grand Alliance column, to give the paymaster first a name and then a title.

Paymaster Name and Title Generator (part 1)
D6ORDERCHAOS
NameTitleNameTitle
1Duke Armandthe PiousBolgaraxthe Vile
2Lord Hagenthe Merchant PrinceOcladiusthe Dark Lord
3Arch Lector Vanitasof HammerhalVrasahkthe Corruptor
4Count Ruthenof the Six CitiesKrag­gahaghthe Warped
5Lord Tomusthe NobleKinslayerRazakai
6High Wizard Malladeusof the Order of Azyrthe SorcererAndro­narchus
Paymaster Name and Title Generator (part 2)
D6DEATHDESTRUCTION
NameTitleNameTitle
1Mordokarthe EndlessDrakkada Destroyer
2Keinrichthe OverlordBraggothda Boss
3Creelthe AncientZotbagGitstomper
4Glabiosvon GroustKrakkzogof da Blood Peaks
5RazakaiRattlebonesSkitragMeaneye
6Andronar­chusthe RottenHorgGutgobbler

The Quarry

The next step is to determine the quarry of the contract by rolling on the table below. Each quarry comes with a reward and a reputation modifier. If the reward requires a dice roll (e.g. D6 x 1,000 gold), make the dice roll before deciding whether or not to accept the contract. The reputation modifier is not applied to your reputation score until after you have fulfilled the contract and received the reward.

Paymaster Allegiance (part 1)
D6OrderChaos
1Quarry: Order
Reward: D3 x 1,000 gold
Reputation: -1
Quarry: Order
Reward: 3D6 x 1,000 gold
Reputation: -5
2Quarry: Destruction
Reward: D3 x 1,000 gold
Reputation: +1
Quarry: Order
Reward: 2D6 x 1,000 gold
Reputation: -3
3Quarry: Destruction
Reward: D6 x 1,000 gold
Reputation: +1
Quarry: Order
Reward: D6 x 1,000 gold
Reputation: -1
4Quarry: Death
Reward: D6 x 1,000 gold
Reputation: +1
Quarry: Destruction
Reward: 2D6 x 1,000 gold
Reputation: -1
5Quarry: Chaos
Reward: D6 x 1,000 gold
Reputation: +2
Quarry: Death
Reward: 2D6 x 1,000 gold
Reputation: -1
6Quarry: Chaos
Reward: 2D6 x 1,000 gold
Reputation: +3
Quarry: Chaos
Reward: 2D6 x 1,000 gold
Reputation: 0
Paymaster Allegiance (part 2)
D6DeathDestruction
1Quarry: Order
Reward: 2D6 x 1,000 gold
Reputation: -3
Quarry: Order
Reward: D6 x 1,000 gold
Reputation: -1
2Quarry: Order
Reward: D6 x 1,000 gold
Reputation: -1
Quarry: Chaos
Reward: D6 x 1,000 gold
Reputation: 0
3Quarry: Chaos
Reward: D6 x 1,000 gold
Reputation: 0
Quarry: Death
Reward: D6 x 1,000 gold
Reputation: 0
4Quarry: Chaos
Reward: 2D6 x 1,000 gold
Reputation: +1
Quarry: Destruction
Reward: D6 x 1,000 gold
Reputation: 0
5Quarry: Destruction
Reward: D6 x 1,000 gold
Reputation: +1
Quarry: Destruction
Reward: 2D6 x 1,000 gold
Reputation: +1
6Quarry: Destruction
Reward: 2D6 x 1,000 gold
Reputation: +2
Quarry: Destruction
Reward: 2D6 x 1,000 gold
Reputation: +2

Accepting the Contract

The final step is to decide whether or not you wish to accept the mercenary contract. If you choose not to accept it, you must wait until the aftermath sequence of your next Path to Glory battle before you can generate another. If you choose to accept it, make a note of its details on your Magmahold roster. A Fyreslayers army can only have 1 mercenary contract at a time, and you cannot forfeit a contract once you have chosen it - a Fyreslayer never breaks an oath!

Fulfilling the Contract

To fulfil the mercenary contract, your army must win a major victory against an army whose faction belongs to the Grand Alliance listed as the quarry of the contract. In step 7 of the aftermath sequence of that battle, you receive the reward and your reputation score is modified by the amount specified for that contract.

Having completed the above steps, you can immediately generate a new mercenary contract. If you wish, you can choose to continue to work for the same paymaster. If you do so, skip step 1 when generating the new mercenary contract. In addition, when rolling on the table above to determine the quarry of the new contract, you can roll 2 dice instead of 1 and pick either result. This represents the trust you have earned from that paymaster.

The Effects of Reputation

In addition to modifying the roll that determines the paymaster of a mercenary contract, your reputation score has the following effects depending on whether it is positive or negative.

The combination of mercenary contracts your Fyreslayers army chooses and the effects these contracts have on your reputation score provide you with an opportunity to get invested in the narrative of your army. Perhaps you might choose to accept any contract that comes your way. While this a fine way to earn a steady stream of gold, doing so will keep your reputation score relatively low. Alternatively, you could try to find an Order paymaster and work hard to build a strong reputation until you are able to haggle for bigger rewards. Or maybe you wish to serve the dark powers of Chaos; to do so is certainly lucrative, but eventually you will find your name tarnished as your allies begin to spurn you.

Positive Reputation Score

Upon fulfilling a mercenary contract, if you have a positive reputation score and an Order paymaster, you can haggle over the reward. Alas, there is no use in trying to negotiate with paymasters from other allegiances. If you choose to haggle, roll a dice. On an unmodified roll of 1, the negotiations sour. You still receive the reward, but instead of modifying your reputation score by the amount specified, you must subtract D6 from your reputation score. On any other roll, add your reputation score to the roll and consult the table below to see how much gold you receive in addition to the reward. Note that haggling takes place before your reputation score is modified by the amount specified for the contract.

ResultAdditional Gold
3-4D6 x 100 gold
5-61,000 gold
7-8D3 x 1,000 gold
9+D6 x 1,000 gold

Negative Reputation Score

If your reputation score is -10 or less, any exploration rolls that correspond to the ‘Ancient Roads’ territory are treated as ‘Barren Wastes’ instead. In addition, upon fulfilling a mercenary contract, in step 7 of the aftermath sequence, if your reputation score is still -10 or less after it has been modified by the amount specified for that contract, you must roll a dice for each allied unit on your order of battle. On a 1, that unit deserts you and you must remove it from your order of battle. Furthermore, if your reputation score is -10 or less, you cannot add any new allied units to your order of battle.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

Temper of Flames

Magmadroths are wild of heart and only the most formidable Fyreslayers can truly tame them.
Pick 1 MAGMADROTH unit from your order of battle that does not have a mount trait enhancement, and pick 1 mount trait from the Offspring of Vulcatrix table. Note these down in your quest log.

At the end of a Path to Glory battle, you complete this quest if that unit destroyed any enemy units during the battle.

When you complete this quest, you can add the mount trait you picked to your vault but it can only be given to the unit you picked when you embarked on this quest (note down the name of the unit next to the mount trait). If that unit is removed from your order of battle, then remove the mount trait from your vault too.

QUEST

Find the Lost Hold

Many magmaholds fell during the Age of Chaos, besieged by the forces of the Dark Gods. You have heard tell of one such hold nearby. If you can locate it, you can lay claim to any treasure within and right an ancient wrong against your kind.
At the end of a Path to Glory battle, roll a dice for each unit in your army that is wholly within enemy territory. For each 6, you discover 1 clue as to the magmahold’s whereabouts. Keep a tally of how many clues you discover.

Once you have discovered 3 or more clues, you can fight Path to Glory battles using the ‘Reclaim the Hold’ battleplan. If you win a major victory or a minor victory when fighting ‘Reclaim the Hold’, you complete this quest. The rewards of completing this quest are listed in the ‘Reclaim the Hold’ battleplan.

QUEST

Settle a Grudge

Your name has been sullied by defeat, and you cannot let this stand. A grudge is recorded - one you vow to settle in the days to come.
You can only pick this quest after a battle in which your opponent won a major victory. Make a note of your opponent’s name and the faction of their army in your quest log.

At the end of a Path to Glory battle, you complete this quest if you won a major victory and your opponent’s army was from the same Grand Alliance as the faction written in your quest log.

When you complete this quest, if your opponent’s army was from the same Grand Alliance as the faction written in your quest log, you earn D6 glory points. If the faction was the same, you earn 2D6 glory points instead, and if both the faction and your opponent were the same, you earn 3D6 glory points instead.

QUEST

Slay Bitter Enemies

Fyreslayers show particular disdain for skaven and grots, both of which are often encountered deep underground. You have sworn an oath to drive these vile creatures front beneath your magmahold.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and your opponent’s army was a Skaven or Gloomspite Gitz army.

When you complete this quest, each unit in your army that was not destroyed earns 1 bonus renown point. In addition, if the enemy general was slain by an attack made by your general, your general earns 5 bonus renown points.

Veteran Abilities

Each time a Fyreslayers unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

FYRESLAYERS VETERAN ABILITIES
Honour Guard: Having sworn oaths of protection, these warriors will not let their lord come to harm.
Pick 1 FYRESLAYERS HERO on your order of battle. This unit is now that HERO’s honour guard. Write this down in the notes column of this unit’s entry on your order of battle. This unit can use this veteran ability once per battle when it is picked to shoot or fight and it is wholly within 9" of that HERO. Add 1 to hit rolls and wound rolls for attacks made by this unit until the end of that phase.

If that HERO is removed from your order of battle, pick another FYRESLAYERS HERO on your order of battle. This unit is now that HERO’s honour guard. A FYRESLAYERS HERO can have any number of honour guards.
Stubborn to the End: These battle-scarred warriors stand defiant in battle even when they have suffered the most grievous of wounds.
This unit can use this veteran ability once per battle when it is picked as the target of an attack. This unit has a ward of 6+ until the end of that phase.
Rune-etched Fyresteel: Costing a small fortune, it is said that the weapons of these warriors were forged by the Runemaster and inscribed with ur-gold sigils that can awaken the forge-flames within.
This unit can use this veteran ability once per battle when it is picked to shoot or fight. Improve the Rend characteristic of this unit’s weapons by 1 until the end of that phase.
Gilded Throwing Axes: Every warrior in this unit carries a master-forged fyresteel throwing axe with a gilded edge sharp enough to cut clean through the first enemy and slay the one behind too.
This unit can use this veteran ability once per battle when it is picked to shoot. Add 1 to the Damage characteristic of this unit’s Fyresteel Throwing Axes until the end of that phase.
Relentless Grudge Settlers: When their quarry is in their sights, these warriors charge headlong across the battlefield, eager to seek vengeance for past transgressions against them and their lodge.
This unit can use this veteran ability once per battle when it attempts a charge. Roll 3D6 instead of 2D6 when making that charge roll.
Worth Their Weight in Ur-gold: Every inch of the flesh of these warriors is covered in tattoos studded with ur-gold that burns red-hot with the fury of Grimnir in battle.
This unit can use this veteran ability once per battle in your hero phase. When you activate an ur-gold rune using the Ur-gold Runes battle trait, this unit benefits from the enhanced effect of the rune until the start of your next hero phase, regardless of the roll that determines whether or not the enhanced effect applies.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42. Some of these territories allow you to send a unit to them. A unit cannot be sent to more than 1 territory in each aftermath sequence, and any such units cannot be picked for the ‘Borderlands’ territory in the Core Book.

FYRESLAYERS FACTION TERRITORIES (D66)
61 CAVERN NETWORK
A series of extensive caverns has been found beneath your magmahold. These spaces would be ideal for expanding your domain.
Reduce the glory points cost of adding a barracks to your stronghold by 1 (to a minimum of 1).
[Upgrade 15GP] Fortified Tunnels: Reduce the glory points cost of upgrading other territories on this table by 5 (to a minimum of 1).

62 SKAVEN WARRENS
Your warriors have encountered burrowing tunnels used by the vile skaven to infiltrate the realm. Keeping these passages policed will not only provide a good testing ground upon which your warriors can hone their skills but also send a message to your neighbours that you stand strong to protect them.
In step 3 of the aftermath sequence, you can pick 1 unit on your order of battle that was not included in your army in that battle to be sent to this territory. If you do so, roll a dice. On a 4+, that unit gains 1 renown point and your reputation score is increased by 1. However, on a 1, that unit must either make an injury roll or have its casualty score increased by 1 (whichever is applicable).
[Upgrade 15GP] Subterranean Redoubt: You can send 2 units to this territory instead of 1.

63 GOLD DEPOSIT
You discover a network of caves that glimmer with gold ore. Constructing a mine here will quickly ensure that the vaults of your magmahold are filled to bursting with piles of gold.
In step 7 of the aftermath sequence, you receive D6 x 100 gold.
[Upgrade 15GP] Gold Mine: You receive 2D6 x 100 gold instead of D6 x 100 gold.

64 MAGMADROTH FYRENEST
A wild Magmadroth of formidable size and volatile nature has wrought a path of destruction leading to its fyrenest. To tame this ferocious beast and ride it to battle would be a feat worthy of song.
This territory cannot be upgraded.
In step 7 of the aftermath sequence, you can pick 1 Auric Runefather, Auric Runeson or Auric Runesmiter on your order of battle to be sent to this territory. If you do so, roll a dice. On a 4+, that HERO tames the Magmadroth.
When a HERO tames the Magmadroth, first increase your MONSTERS limit on your order of battle by 1. Then, pick a heroic upgrade for that HERO that replaces its warscroll with one that has the MAGMADROTH keyword. When picking a heroic upgrade in this way, you do not spend any glory points and the HERO does not need the required renown points; otherwise, follow all the rules and restrictions of the heroic upgrade as normal. Finally, remove this territory from your roster.

65 LAKE OF MAGMA
A subterranean lake of bubbling magma has been found nearby. If you channel it into your forge-temple, your Zharrgrim priests could draw upon its power.
You can never have more than 1 territory of this type. This territory has no effect until it is upgraded.
[Upgrade 30GP] Magma Aqueduct: In middle and higher tier battles, add 1 to chanting rolls for friendly FYRESLAYERS PRIESTS attempting to summon an invocation.

66 SHARD OF GRIMNIR
Your Zharrgrim priests have located a rich vein of ur-gold deep beneath the mountains, the discovery of which has sent a ripple through all neighbouring lodges. You make an oath to forge a mighty statue of Grimnir to stand guard over your magmahold.
You can never have more than 1 territory of this type This territory has no effect until it is upgraded.
[Upgrade 45GP] Statue of Grimnir: In a middle tier battle, when you activate a ur-gold rune using the Ur-gold Runes battle trait, the enhanced effect applies on a 5+ instead of a 6. In a higher tier battle, the enhanced effect applies on a 4+ instead of a 6.

Heroic Upgrades

During your Path to Glory campaign, you may be able to pick heroic upgrades for your HEROES. A heroic upgrade replaces the warscroll of a HERO with another, more powerful one and represents them becoming a mighty champion in your army.

You can pick a heroic upgrade in step 7 of the aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the warscroll the HERO will be upgraded to, which warscroll is required, the amount of renown points the HERO must have, and the amount of glory points you must spend. Once you have picked a heroic upgrade, replace your HERO’s warscroll on your order of battle with the new one chosen. You can only pick 1 heroic upgrade in each aftermath sequence.

If the new warscroll is a type that is limited on your order of battle - for example, if it is a MONSTER - you will need to have increased your order of battle limits to accommodate it before it can be upgraded.

CORE ENHANCEMENTS
When you pick a heroic upgrade for a HERO, they keep their renown points and any core enhancements that they are still eligible for. If your HERO had any core enhancements that they are no longer eligible for, they lose those core enhancements. If this enables you to pick a new core enhancement for your order of battle, you can do so.

GRIMNIR’S LINEAGE
AURIC RUNESONS can only have their warscroll upgraded to that of an AURIC RUNEFATHER if there are no other AURIC RUNEFATHERS on your order of battle.


Battleplan

Reclaim the Hold

After weeks of searching, you have located the magmahold that was destroyed during the Age of Chaos. What lurks in its depths is unknown, but if you drive out the enemies within and reignite its long-dormant master forge, you can lay claim to whatever treasure remains in its vaults.

QUEST BATTLEPLAN
You can use this battleplan if one player is using a Fyreslayers army, has embarked on the ‘Find the Lost Hold’ quest and has discovered 3 or more clues. Use the Path to Glory battlepack.

TUNNEL FIGHTING
This battle uses the Tunnel Fighting rules. The Monstrous Denizen rules do not apply to this battle.

THE ARMIES
The player embarked on the ‘Find the Lost Hold’ quest is the reclaimer. Their opponent is the desecrator. The reclaimer must use a Fyreslayers army.

CONTINGENTS
The desecrator must split their army into a first contingent and a second contingent. Each contingent must have as close to the same number of units as possible.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge. Then, place 3 terrain features representing the master forge and the 2 braziers on the battlefield as shown on the map. We recommend using a Magmic Battleforge for the master forge (although it is treated as a normal terrain feature in this battle).

After the terrain features have been set up, starting with the player who won the roll off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3), to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
The desecrator can set up a faction terrain feature.

DEPLOYMENT
The reclaimer sets up their army first, wholly within their territory and more than 9" from their opponent’s territory. Then, the desecrator picks 1 of their contingents and sets up all of the units in that contingent wholly within their territory. The other contingent starts the battle in reserve and will arrive as described below.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

FIRST TURN
The reclaimer chooses which player takes the first turn in the first battle round.

REINFORCEMENTS
At the end of the desecrator’s movement phase, they can set up any of their reserve units wholly within 7" of a battlefield edge and more than 3" from all enemy units.

THE FORGE-FIRES
The master forge and braziers are either extinguished or rekindled. They start the battle extinguished.

At the end of each turn, if the reclaimer controls the master forge or any braziers, they can attempt to rekindle them.

To rekindle a brazier, the reclaimer rolls a dice, adding 1 to the roll if there are any friendly FYRESLAYERS PRIESTS within 3" of the brazier. On a 3+, the brazier is rekindled.

To rekindle the master forge, the reclaimer rolls a dice, adding 1 to the roll for each brazier that is rekindled and adding 1 to the roll if there are any friendly FYRESLAYERS PRIESTS within 3" of the master forge. On a 5+, the master forge is rekindled.

At the end of each turn, if the desecrator controls the master forge or any braziers, they can extinguish them.

GLORIOUS VICTORY
When the battle ends:
  • If the master forge and both braziers are rekindled, the reclaimer wins a major victory.
  • If the master forge is rekindled but 1 or 2 of the braziers are extinguished, the reclaimer wins a minor victory.
  • If the master forge and both braziers are extinguished, the desecrator wins a major victory.
  • If the master forge is extinguished but 1 or 2 of the braziers are rekindled, the desecrator wins a minor victory.

PATH TO GLORY REWARDS
If the reclaimer wins this battle, they complete the ‘Find the Lost Hold’ quest. The reclaimer then rolls a D3 and consults the table below, adding 1 to the roll if they won a major victory.

D3REWARD
1

You earn 2D6 x 1,000 gold.

2

You earn 3D6 x 1,000 gold.

3+

You earn 2D6 x 1,000 gold and can add 1 artefact of power to your vault.


BONUS RENOWN
At the end of the battle, each unit on the battlefield gains 1 renown point.

MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies from the list below and record it on your army roster.

THE PATH OF GRIMNIR
Fyreslayers army only.

Guarded Lineage: When the battle ends, you complete this grand strategy if there is 1 friendly AURIC RUNEFATHER and 1 or more friendly AURIC RUNESONS on the battlefield.
Defend the Lodge: When the battle ends, you complete this grand strategy if there are no enemy units wholly within your territory.
Oath-takers and Skull-breakers: When the battle ends, you complete this grand strategy if you completed at least 4 battle tactics and every battle tactic you completed this battle was from the ‘Oaths of Battle’ list.
Masters of the Forge: When the battle ends, you complete this grand strategy if there are any invocations under your command on the battlefield.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

OATHS OF BATTLE
Fyreslayers army only.

Settle a Grudge: Each time a friendly unit is destroyed by wounds caused by an attack, make a note of the enemy unit that made that attack (in a ‘Book of Grudges’, if you wish). When you pick this battle tactic, pick 1 of those enemy units that is still on the battlefield. You complete this tactic if that unit is destroyed during this turn.
Beastslayer: Pick 1 enemy MONSTER and 1 friendly HERO. You complete this tactic if that MONSTER is slain by wounds caused by attacks made by that HERO during this turn.
Grimnir Knows No Mercy: You complete this tactic at the end of this turn if there are any friendly VULKITE BERZERKERS units on the battlefield and all of them are within 3" of any enemy units.
An Honourable Death: Pick 1 friendly HERO. You complete this tactic if that friendly HERO is slain during this turn and any enemy models were also slain by wounds caused by attacks made by that HERO during this turn.
Seize by Force: You can pick this tactic only if you control fewer objectives than your opponent. You complete this tactic if you control more objectives than your opponent at the end of this turn.
An Ignominious Death: Pick 1 enemy HERO. You complete this tactic if that enemy HERO is slain by wounds caused by an attack made with a Fyresteel Throwing Axe during this turn.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

The VULKITE BERZERKERS keyword is used in the following Fyreslayers warscrolls:

Battleline
None
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Leader, Behemoth
Leader
None

The AURIC RUNEFATHER keyword is used in the following Fyreslayers warscrolls:

Leader, Behemoth
Leader

The AURIC RUNESON keyword is used in the following Fyreslayers warscrolls:

Leader, Behemoth
Leader
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).

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

Leader, Behemoth
Leader
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.

The MAGMADROTH keyword is used in the following Fyreslayers warscrolls:

Leader, Behemoth
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.

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

Leader, Behemoth

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

Battleline
None

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

Leader, Behemoth
Leader
None
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

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

Leader, Behemoth
Armies of Renown
These rules allow you to use an alternative set of allegiance abilities for your army. Armies that use these rules are called armies of renown. Armies of renown use the following rules:

The allegiance abilities of an army of renown replace the allegiance abilities of the faction it belongs to. For example, if your Gloomspite Gitz army is a Trugg’s Troggherd army of renown, you must use its allegiance abilities instead of those inside Battletome: Gloonispite Gitz.

In addition, the following rules from the faction’s battletome are not used:
You can still include faction terrain if the faction has any (for example, a Bad Moon Loonshrine can be included in a Gloomspite Gitz army that is a Trugg’s Troggherd army).

Each army of renown will list which units can be included in it. No other units can be included in the army, including allies.
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.

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