From flame-filled holds and deep mountain vaults, the Fyreslayers march out to war. Brash and unforgiving, they charge into battle shouting fierce war cries and wielding finely honed axes, the power of the mighty warrior-god Grimnir flowing into them from glittering golden runes hammered into their ruddy flesh.

This page contains all of the rules you need to field your Fyreslayers miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionVersionLast update
  Fyreslayers
  FyreslayersBattletome21.3August 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Broken Realms: Be’lakor
  Broken Realms: Be’lakorExpansion21.1August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  Gotrek vs the Mortal Realms
  Gotrek vs the Mortal RealmsWarscroll2September 2019

Designers’ Commentary

Battletome: Fyreslayers

Q:The Warrior Kinband’s Berserk Kindred ability allows you to use the Vulkite BerzerkersBerserk Fury ability twice in the same battle. Can I use it twice in the same combat phase?
A:
Yes, but doing so will not have any additional effect – slain models will still only be able to pile in and attack once before they are removed from play.

Allies

ORDERALLIES
FyreslayersCities of Sigmar (DISPOSSESSED and IRONWELD ARSENAL units only), Kharadron Overlords, Stormcast Eternals

Battle Traits

Ur-gold Runes

Ur-gold is a source of strength for the Fyreslayers. In battle a warrior’s runes are awakened, filling the duardin with the blazing power of Grimnir.

At the start of your hero phase, you can activate one of the following six ur-gold runes. To do so, state which rune will be activated and roll a dice. On a 1-5, the rune has the standard effect. On a 6 it also has the enhanced effect. The effect(s) of the rune lasts until the start of your next hero phase.

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

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

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

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

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

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

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

Lodges

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

If your army is a Fyreslayers army, you can give it a lodge keyword. All FYRESLAYERS units in your army gain that keyword. If a model already has a lodge keyword, it cannot gain another one, but this does not prevent other units in your army from having a different lodge keyword. You can either choose one of the lodges listed below, or choose another lodge you’ve read about or created yourself. If you choose one from the list below, all units with that keyword benefit from the extra abilities listed for that lodge on the page indicated. If you choose a different lodge, simply pick the lodge that most closely matches the nature of your own lodge.

VOSTARG
GREYFYRD
HERMDAR
LOFNIR


Command Traits

Inheritance of Grimnir

AURIC RUNEFATHERS and AURIC RUNESONS only.

D6COMMAND TRAIT
1

Fury of the Fyreslayers

In this noble duardin is fiery aggression given form.

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

2

Honour of the Ancestors

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

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

3

Spirit of Grimnir

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

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

4

Blood of the Berzerker

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

Once per battle in the combat phase, after this general has fought in that phase for the first time, if they are within 3" of an enemy unit, they and their mount (if they have one) can immediately fight for a second time.

5

Iron Will of the Guardian

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

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

6

Destroyer of Foes

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

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


Magmic Empowerments

AURIC RUNEMASTERS and AURIC RUNESMITERS only.

D6COMMAND TRAIT
1

Fyremantle

The air shimmers and sparks fly around this Zharrgrim priest.

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

2

Wisdom and Authority

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

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

3

Oathsayer

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

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

4

Ash-beard

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

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

5

Fyresteel Weaponsmith

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

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

6

Master Priest

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

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



Artefacts of Power

Heirlooms of the Lodge

AURIC RUNEFATHERS and AURIC RUNESONS only.

D6ARTEFACT OF POWER
1

Magnetised Runes

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

Add 2 to charge rolls made for the bearer.

2

Draught of Magmalt Ale

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

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

3

Drakeslayer

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

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

4

Obsidian Glowhelm

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

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

5

Shimmering Blade

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

At the start of the battle, pick one of the bearer’s melee weapons. Improve that weapon’s Rend characteristic by 1. In addition, if the unmodified hit roll for an attack made with that weapon is 6, add 1 to the Damage characteristic of that weapon for that attack.

6

Axe of Grimnir

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

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


Artefacts of Wrath and Doom

GRIMWRATH BERZERKERS and DOOMSEEKERS only.

D3ARTEFACT OF POWER
1

Beastslayer

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

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

2

Bracers of Ember-iron

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

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

3

Rune of Blazing Fury

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

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


Artefacts of the Forge-temple

AURIC RUNEMASTERS and AURIC RUNESMITERS only.

D6ARTEFACT OF POWER
1

Salamander Cloak

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

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

2

Ash-cloud Rune

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

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

3

Volatile Brazier

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

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

4

Ancestor Helm

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

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

5

Emberstone Rune

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

Add 1 to chanting rolls for prayers chanted by the bearer that summon an invocation.

6

Droth-helm

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

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


Icons of Grimnir

BATTLESMITHS only.

D3ARTEFACT OF POWER
1

Icon of the Ancestors

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

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

2

Icon of Grimnir’s Condemnation

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

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

3

The Nulsidian Icon

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

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



Magmic Invocations

Magmic Invocations use the rules for invocations (core rules, 20.3).

Prayer Scriptures

Zharrgrim Blessings

FYRESLAYERS PRIEST (including Unique units) only.

Searing Heat

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

Searing Heat is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 enemy unit within range and visible to the chanter. Subtract 1 from hit rolls for attacks made by that unit until the start of your next hero phase.

Prayer of Ash

Borne on a gust of hot forgewinds, 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. Add 1 to save 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 VULKITE BERZERKERS or HEARTHGUARD BERZERKERS unit wholly within range and visible to the chanter. That unit can run and still charge later in that 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, is within range and visible to the chanter, and is within 3" of an enemy unit. That HERO can fight.

Gilded Claws

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

Gilded Claws 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. Add 1 to wound rolls for attacks made by that unit with its Claws and Horns until the start of your next hero phase.


Magmadroth Traits

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

MAGMADROTHS only.

D6MOUNT TRAIT
1

Cinder-crest Youngblood

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

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

2

Flame-scale Youngblood

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

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

3

Fire-claw Adult

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

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

4

Lava-tongue Adult

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

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

5

Coal-heart Ancient

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

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

6

Ash-horn Ancient

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

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


Lodges

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

Greyfyrd

Over the ages, the warriors of the Greyfyrd lodge have fought both for and against nearly every other faction and race in the Mortal Realms. They are battle-hardened, grim and notoriously bitter. Those of the Greyfyrd rather infamously have no qualms whatsoever about warring for any who can meet their fee.

ABILITIES
Spoils of Victory: Famed mercenaries, the Greyfyrd lodge have countless treasures and artefacts stored within their vaults, and many heroes worthy of wielding them.
You can choose 2 additional GREYFYRD HEROES from your army to have artefacts of power.

COMMAND ABILITY
Expert Cohesion: The heroes of Greyfyrd have fought alongside each other for many years, and have developed the uncanny ability to anticipate each other’s actions in battle, allowing them to fight as one.
You can use this command ability in the combat phase when a friendly GREYFYRD HERO is picked to fight. Other friendly GREYFYRD HEROES that are not mounted on a MAGMADROTH and are within 3" of that HERO can fight immediately afterwards, before your opponent gets the option to pick a unit to fight. Any model that does so cannot fight again in that combat phase unless an ability or spell allows them to fight more than once.

COMMAND TRAIT
A GREYFYRD general must have this command trait instead of one listed in Command Traits section.

Battle-scarred Veteran: This warrior is known not only to have survived battles against the direst of odds, but to relish the challenge of fighting hordes of foes.
Add 1 to the Attacks characteristic of this general’s melee weapons while there are 5 or more enemy models within 3" of this general.

ARTEFACT OF POWER
The first GREYFYRD HERO to receive an artefact of power must be given the Helm of Obsidia.

Helm of Obsidia: Gifted to the Greyfyrd lodge after they held out against the Chaos forces besieging the Ninefold Kingdoms of Obsidia, this helm grants its bearer a portion of its legendary resilience.
Add 2 to the Wounds characteristic of the bearer.

Hermdar

Those of the Hermdar lodge have carved out a powerful reputation as the slayers of tyrants and overthrowers of oppression. As they hire themselves out as mercenaries less often, the Hermdar must scour the realms in search of ur-gold that their fyrds can seize and hold.

ABILITIES
Seize by Force: The warriors of Hermdar lodge assault enemy positions with a fiery determination.
HERMDAR units wholly within enemy territory or wholly within 12" of an objective do not take battleshock tests.

COMMAND ABILITY
Skull-breakers and Oath-takers: Those of Hermdar are renowned for the fury of their counter-attacks.
You can use this command ability at the start of the combat phase. Pick 1 friendly HERMDAR VULKITE BERZERKERS unit or 1 friendly HERMDAR HEARTHGUARD BERZERKERS unit wholly within 12" of a friendly HERMDAR HERO. The strike-first effect applies to that unit in that phase.

COMMAND TRAIT
A HERMDAR general must have this command trait instead of one listed in Command Traits section.

Warrior Indominate: This stoic warrior stands as solid and unmoveable as a mountain.
Subtract 1 from wound rolls for attacks that target this general and friendly HERMDAR units wholly within 12".

ARTEFACT OF POWER
The first HERMDAR HERO to receive an artefact of power must be given the Tyrant Slayer.

Tyrant Slayer: The blood of countless warlords stains this mighty weapon of red-hot fyresteel.
Pick one of the bearer’s melee weapons. You can re-roll wound rolls for attacks made with that weapon that target an enemy HERO. In addition, if the unmodified hit roll for an attack made with that weapon that targets an enemy HERO is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Lofnir

The Lofnir are zealous pyromaniacs from Ghur. They are fierce and merciless oath-keepers who believe that a battle is only over when every single foe has been given to the flames. In addition to calling out praises to Grimnir, the Zharrgrim priests and warriors of the lodge call upon his ancient nemesis, Vulcatrix.

ABILITIES
Venerators of Vulcatrix: The warriors of Lofnir hold great esteem for Vulcatrix and her offspring.
Each MAGMADROTH in a LOFNIR army, instead of only 1, can be given a Magmadroth trait.

In addition, if you are using the Contest of Generals battlepack or a Pitched Battles battlepack, you can include 1 additional Behemoth in your army, as long as every Behemoth in your army is a MAGMADROTH.

COMMAND ABILITY
Torrent of Magma: As a Lofnir Zharrgrim priest shouts fiery oaths at his foes, blazing streaks of molten rock rain down upon the enemy, reducing them to smouldering ash.
You can use this command ability in your shooting phase. If you do so, pick an enemy unit within 12" of a friendly LOFNIR PRIEST. Until the end of that phase, add 1 to hit and wound rolls for attacks made with Magmapikes by friendly units that target that enemy unit. The same unit cannot be picked to be affected by this command ability more than once per phase.

COMMAND TRAIT
A LOFNIR general must have this command trait instead of one listed in Command Traits section.

Explosive Charge: At their leader’s command, Lofnir Magmadroths loose mighty roars and erupt forwards in a ferocious charge towards the enemy.
Add 1 to charge rolls for friendly LOFNIR MAGMADROTHS within 12" of this general.

ARTEFACT OF POWER
The first LOFNIR MAGMADROTH HERO to receive an artefact of power must be given the Igneous Battlethrone.

Igneous Battle-throne: Carved from magmatic rock and embedded with sacred runes of Grimnir, this throne’s aura protects the bearer and his mount from harm.
Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 6+ that wound or mortal wound is negated.

Vostarg

The largest, most prolific and most honoured of Fyreslayer lodges is that of the Vostarg. They are considered relentless and aggressive even by the standards of Grimnir’s followers. Although none can equal their record of victories or, more importantly, their hoard of ur-gold, it is still never enough, as the lodge always strives for more.

ABILITIES
Fearsome Surge: With eyes blazing and sparks flying from their beards, the warriors of the Vostarg rush forwards in their eagerness to smite the foe.
Add 1 to charge rolls for VOSTARG units. In addition, in your movement phase in the first battle round, if you declare a friendly VOSTARG unit will run, do not make a run roll. Instead, add 6" to the Move characteristic of all models in that unit for that phase.

COMMAND ABILITY
Honour Our Ancestors: The Vostarg’s past is full of triumphs and glory, and they feel a driving pressure to match those peerless deeds of yore.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly VOSTARG HERO. Until the end of that phase, add 1 to hit rolls for attacks made by that HERO and friendly units of VULKITE BERZERKERS and HEARTHGUARD BERZERKERS wholly within 12" of that HERO. You cannot use this command ability more than once per phase.

COMMAND TRAIT
A VOSTARG general must have this command trait instead of one listed in Command Traits section.

Fiery Endurance: While any foe still stands, there can be no respite from the fury of Grimnir.
Friendly VOSTARG units wholly within 12" of this model at the start of your movement phase can run in that movement phase and still charge later in the same turn.

ARTEFACT OF POWER
The first VOSTARG HERO to receive an artefact of power must be given the Vosaxe.

Vosaxe: Forged with legendary Vostargi obsidian, this formidable weapon is a mighty heirloom of the Vostarg.
At the start of the battle, pick one of the bearer’s melee weapons. Improve that weapon’s Rend characteristic by 1. In addition, if the unmodified hit roll for an attack made with that weapon is 6, add 1 to the Damage characteristic of that weapon for that attack.


Battleplans

Battleplan

Honour Our Oaths

It is not always the pursuit of ur-gold that sees a Fyreslayers army muster for war, for they have many hated enemies. Lodges also march out from their magmaholds to uphold oaths, no matter how ancient. Such vows are bonds of iron, and duardin will risk their lives to honour them.

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

THE ARMIES
Each player picks an army as described in the core rules. One player is the Fyreslayers player and their opponent is the Besieger. The Fyreslayers player must use a Fyreslayers army and each unit in their army must be a FYRESLAYERS HERO.

Each army has a unique command ability, as follows.

FYRESLAYERS COMMAND ABILITY
Blaze of Glory: Each of these heroes continues fighting long after their wounds should have killed them.
The Fyreslayers player can use this command ability when a friendly FYRESLAYERS HERO is slain within 3" of an enemy unit. If you do so, before that model is removed from play, it can immediately make a pile in move and then attack with all of the melee weapons it is armed with. If the model has already fought in that combat phase, it can do so a second time. Once its attacks have been resolved, remove the model from play as normal.

BESIEGER COMMAND ABILITY
Display of Dominance: The warriors under this warlord’s command fear the Fyreslayers’ champions, and tell tales of their ferocity and martial prowess. To lift the severed head of one in battle shows they are but mortals, to be crushed like any other foe.
The Besieger can use this command ability in the combat phase if any attacks made by their general resulted in an enemy HERO being slain that phase. If they do so, until the end of that phase, they can re-roll hit rolls for attacks made by friendly units wholly within 18" of your general.

MIGHTY HEROES OF GRIMNIR
The surviving warriors of the lodge are the most fearsome of all. Each has carved a glorious legacy, and bears the most powerful artefacts.
Each FYRESLAYERS HERO in the Fyreslayers player’s army may take an artefact of power, and each MAGMADROTH in the Fyreslayers player’s army may take a Magmadroth trait.

SET-UP
The Fyreslayers player sets up their army first. The Fyreslayers player’s units must be set up wholly within their territory. The Besieger then sets up their army wholly within their territory and more than 24" from enemy units.

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

D6Weather
1The Shademoon: The besieging warriors decry this dark portent as a sign of their coming doom.
Subtract 2 from the Bravery characteristic of units in the Besieger’s army.
2Cloying Mists: Thick tendrils of fog mask the battlefield.
Models are not visible to each other if the distance between them is more than 12".
3-4Amethyst Rain: A chill Shyishan wind brings a deluge of dark rain.
Subtract 1 from run and charge rolls.
5-6Grey Skies: A calm and overcast day.
No effect.
BIDING THEIR TIME
The city lies besieged, and for those within there can be no escape. It is up to the invading warlord now to choose the right time to strike.
At the start of the first battle round, the Besieger rolls on the weather table above to determine the weather that affects the battle. The Besieger can re-roll the dice any number of times; however, each time they do so the Fyreslayers player receives 1 command point.

BREAKING THE DEFENCE
The last few Fyreslayers guard the ruined gates to the city. Beyond, treasures lie ready to be plundered.
Mark a point at the centre of the Fyreslayers player’s long table edge, to indicate the broken city gates. At the start of the Besieger player’s hero phase, any units from the Besieger player’s army that are wholly within 6" of that point and more than 3" from any enemy units can enter the city. Remove the models in those units from play, but do not count them as being slain.

GLORIOUS VICTORY
The Besieger player wins a major victory if their general enters the city. If the Besieger player’s general is slain, the Fyreslayers player wins a major victory. If neither player has won by the end of the fifth battle round, the battle ends. In this case, if any of the Besieger player’s units have entered the city, they win a minor victory, otherwise the Fyreslayers player wins a minor victory.


Battleplan

Ignite the Master Forge

Deep in Shyish, amidst the foreboding peaks of the Greyspears, can be found many abandoned magmaholds. These forsaken places have lain in ruin since the Time of Tribulations, when it is said the malign spirits of the Nighthaunts fell upon them, snuffed out their great forges and slaughtered those who dwelt there. Who now resides in these tombs, none can say, but with hushed whispers Fyreslayers speak of the riches that remain untouched within the lost forge-temples and great vaults.

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

THE ARMIES
Each player picks an army as described in the core rules. One player is the Fyreslayers player and their opponent is the Desecrator player. The Fyreslayers player must use a Fyreslayers army. In addition, you will need a Magmic Battleforge to represent the forge-temple’s master forge.

Each army has a unique command ability, as follows.

FYRESLAYERS COMMAND ABILITY
Redeem Our Ancestors: Now is the chance to settle a grudge that has gone unanswered for generations. With a bellowing war cry, this hero charges his foe.
You can use this command ability at the start of the combat phase. Pick a friendly FYRESLAYERS HERO within 12" of the master forge. You can re-roll wound rolls for attacks made by friendly FYRESLAYERS units wholly within 12" of that HERO until the end of that phase.

DESECRATOR COMMAND ABILITY
These Tunnels are Ours!: With a terrible howl that echoes up through hidden tunnels and chambers, this warlord summons reinforcements into the fray.
You can use this command ability at the end of your movement phase. Pick a friendly unit (that is not a HERO) that has been destroyed. Set up that unit at full strength anywhere on the battlefield more than 9" from any enemy units.

THE BATTLEFIELD
The battlefield represents a desecrated Fyreslayer magmahold. Place four objectives as shown on the map below. These markers each represent a forge fire brazier. A Magmic Battleforge is placed in the centre of the battlefield to represent the master forge of the magmahold. During this battle, do not use the scenery rules on the Magmic Battleforge’s warscroll.

SET-UP
The Desecrator player sets up their army first. The Desecrator player’s units must be set up wholly within their territory and more than 12" from enemy territory. The Fyreslayers player then sets up their army wholly within their territory. Note that the Fyreslayers army cannot include a Magmic Battleforge of its own.

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

DARKEST DEPTHS
The magmahold lies in ruin. Its once proud halls and tunnels are partially collapsed and dangerous creatures lurk in the shadows.
This battle uses the Darkest Depths Tunnel Wars rules.

FORGE FIRE BRAZIERS
Each of these braziers contains a fragment of the forge-temple’s spark. Once rekindled, they will lend strength to the master forge.
At the start of the Fyreslayer player’s hero phase, they can make one attempt to rekindle each forge fire brazier if there are any friendly FYRESLAYERS PRIESTS within 3" of that forge fire brazier. Roll a dice. On a 2+, that forge fire brazier is rekindled for the rest of the battle.

IGNITING THE MASTER FORGE
If the master forge’s flames can be ignited once more, the Fyreslayers will have fulfilled their oath, honouring their ancestors and restoring glory to the magmahold.
At the start of the Fyreslayer player’s hero phase, they can make one attempt to ignite the master forge if there are any friendly FYRESLAYERS HEROES within 3" of it. Roll a dice. On a 6+, the master forge is ignited. Add 1 to this roll for each forge fire brazier that has been rekindled. Subtract 1 from this roll for each enemy PRIEST or WIZARD within 6" of the master forge.

GLORIOUS VICTORY
The battle ends and the Fyreslayers player wins a major victory if the master forge is ignited. If the master forge is not ignited by the end of the fifth battle round, the battle ends and the Desecrator player wins a major victory.



Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

Fyreslayers Warband Tables

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

Followers Rewards Table

D6REWARD
1

Oathbound Warriors

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

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

2

Blades of Fury

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

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

3

Vendetta

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

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

4

All-out Defence

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

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

5

Grim Tenacity

Nothing can shake the stern resolve of these dour warriors.

Do not take battleshock tests for this unit.

6

Hardened Veterans

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

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


Champion Rewards Table

2D6REWARD
2

Hot-blooded

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

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

3

Enmity

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

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

4

Heroic Battle Cry

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

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

5

The Bigger They Are

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

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

6

Master-forged Blade

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

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

7

Extraordinary Endurance

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

Add 1 to your champion’s Wounds characteristic.

8

Intractable

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

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

9

Stubborn Defiance

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

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

10

Furious Charge

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

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

11

Second Wind

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

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

12

Killing Blow

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

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


14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

The DISPOSSESSED keyword is used in the following Cities of Sigmar warscrolls:

None
Battleline
Leader

The IRONWELD ARSENAL keyword is used in the following Cities of Sigmar warscrolls:

None
Artillery
Leader
Leader, Behemoth
Behemoth
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.

The FYRESLAYERS keyword is used in the following Fyreslayers warscrolls:

None
Battleline
Leader
Leader, Behemoth
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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).
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.
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.
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.

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

Leader
Leader, Behemoth

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

Leader
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

Leader

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

Leader
Leader, Behemoth

The GRIMWRATH BERZERKER keyword is used in the following Fyreslayers warscrolls:

None

The DOOMSEEKER keyword is used in the following Fyreslayers warscrolls:

None
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
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

The BATTLESMITH keyword is used in the following Fyreslayers warscrolls:

Leader

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

Leader
Leader, Behemoth

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

None
Battleline

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

None
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.

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

None
Leader
Leader, Behemoth

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

Leader, Behemoth

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

None
Leader
Leader, Behemoth
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 HERMDAR and VULKITE BERZERKERS keywords are used in the following Fyreslayers warscrolls:

Battleline

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

None

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

None
Leader
Leader, Behemoth

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

Leader
Leader, Behemoth

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

Leader, Behemoth

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

Leader, Behemoth

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

None
Leader
Leader, Behemoth
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
© Vyacheslav Maltsev 2013-2021