Fyreslayers – Warscrolls

None


4"
2
5+
7
WARSCROLL

Auric Hearthguard

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

Unit Size: 5      Points: 125
Battlefield Role: None
Base size: 32mm
Notes: Battleline if general is an Auric Runemaster

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Forge Brethren

DESCRIPTION

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

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

ABILITIES

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

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

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, AURIC HEARTHGUARD


4"
2
5+
8
WARSCROLL

Hearthguard Berzerkers

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

Unit Size: 5      Points: 125
Battlefield Role: None
Base size: 32mm
Notes: Battleline if general is Auric Runefather

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Lords of the Lodge

DESCRIPTION

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

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

ABILITIES

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

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

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HEARTHGUARD BERZERKERS


4"
2
5+
7
WARSCROLL

The Chosen Axes

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

Unit Size: 3      Points: 150
Battlefield Role: None
Base size: 32mm
Notes: Single, Unique. Fjul-Grimnir and The Chosen Axes must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

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

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

ABILITIES

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

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

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

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


4"
8
4+
10
WARSCROLL

Gotrek Gurnisson

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

Unit Size: 1      Points: 435
Battlefield Role: None
Base size: 32mm
Notes: Single, Unique. This unit can be included as an ally in any army that has an ORDER general. If this unit is included in an army, no other allied units can be included in the army. You can include Gotrek Gurnisson in a Pitched Battle army even if his points cost exceeds the amount allowed for allied units.

DESCRIPTION

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

ABILITIES

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

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

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

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

KEYWORDS
ORDER, DUARDIN, HERO, GOTREK GURNISSON


4"
5
4+
8
WARSCROLL

Doomseeker

It is said of the Doomseeker that his axe scorches the air with every swing, that he spits glowing cinders with every war cry, and that the wrath of the forge burns in his glare. This is no dishonourable mercenary, but a religious crusader whose word is his bond.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"14+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doomseeker Axe
Doomseeker Axe1"33+3+-11
Runic War-iron
Runic War-iron1"33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 95
Battlefield Role: None
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Grand Fyrd

DESCRIPTION

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

ABILITIES

Oathbound: A Doomseeker chooses his quarry and shouts vows to Grimnir, fell oaths to either destroy the enemy or die trying to do so.
At the start of the first battle round, pick 1 enemy unit for this model to swear to destroy. At the end of the combat phase, if this model is within 3" of that unit and has fought no more than once in that phase, this model can fight but can only target that unit.

In addition, in the combat phase, if this model is slain while it is within 3" of the unit it has sworn to destroy and has fought no more than once in that phase, this model can fight before it is removed from play.

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

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HERO, DOOMSEEKER


4"
6
4+
9
WARSCROLL

Grimwrath Berzerker

The power of Grimnir burns strongest in the hearts of the Grimwrath Berzerkers. Covered in glowing runes of ur-gold, they are avatars of destruction and endurance, hurling themselves through battle in a living storm of blood and flame.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"14+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyrestorm Greataxe
Fyrestorm Greataxe1"43+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: None
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Grand Fyrd

DESCRIPTION

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

ABILITIES

Battle-fury: As a Grimwrath Berzerker hews left and right with his greataxe, felling scores of foes, he enters a state of single-minded frenzy.
At the end of the combat phase, if this model is within 3" of an enemy unit and has fought no more than once in that phase, roll a dice. On a 2+, this model can fight.

Dead, But Not Defeated: Tales abound of mortally wounded Grimwrath Berzerkers fighting on, determined to wreak destruction upon whichever fools had the temerity to seal their fate.
If this model is slain in the combat phase and has fought no more than once in that phase, it can fight before it is removed from play.

Grimwrath Oath: Before each battle, every Grimwrath Berzerker swears a sacred oath to Grimnir about what deeds they will achieve in his honour that day.
At the start of the first battle round, you can pick 1 of the following oaths for this model to swear. The rule for that oath applies until the end of the battle. If your army includes more than 1 model with this ability, you cannot pick the same oath more than once.

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

‘I will guard them with my life!’: When you pick this oath, pick 1 friendly FYRESLAYERS HERO other than this model that does not have the MAGMADROTH keyword. If that HERO is within 3" of this model and not within 3" of a friendly AURIC HEARTHGUARD unit, roll a dice before you allocate that wound or mortal wound to that HERO. On a 2+, that wound or mortal wound is allocated to this model instead. In addition, add 1 to hit rolls for attacks made by this model while it is within 3" of that HERO.

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

‘I will prove Grimnir’s might to our allies!’: Add 1 to hit and wound rolls for attacks made by this model while this model is within 12" of a friendly allied unit (including this model if this model is itself taken as an allied unit).

‘I will not be stopped!’: Roll a dice each time you allocate a wound or mortal wound to this model. Add 1 to the roll if there are any enemy units within 3" of this model. On a 6+, that wound or mortal wound is negated.

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

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HERO, GRIMWRATH BERZERKER


Battleline


4"
2
5+
7
WARSCROLL

Vulkite Berzerkers

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

Unit Size: 10      Points: 160
Battlefield Role: Battleline
Base size: 32mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Warrior Kinband

DESCRIPTION

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

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

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

ABILITIES

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

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

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

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, VULKITE BERZERKERS


Leader


4"
6
4+
8
WARSCROLL

Auric Runefather

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

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single

DESCRIPTION

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

ABILITIES

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

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

COMMAND ABILITIES

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

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HERO, AURIC RUNEFATHER


4"
6
4+
8
WARSCROLL

Auric Runemaster

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

Unit Size: 1      Points: 115
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Lords of the Lodge

DESCRIPTION

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

ABILITIES

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

Volcano’s Call: With staff held aloft, the Auric Runemaster coaxes a stream of magma to bubble up from the ground.
Volcano’s Call is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 terrain feature wholly within range and visible to the chanter. Roll a dice for each model within 1" of that terrain feature. For each 6, that model’s unit suffers 1 mortal wound.

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


4"
5
5+
7
WARSCROLL

Auric Runesmiter

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

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 32mm
Notes: Single

DESCRIPTION

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

ABILITIES

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

Runic Empowerment: With a sonorous chant, the Runesmiter infuses the ur-gold runes set into the flesh of his Fyreslayer kin with power.
Runic Empowerment is a prayer that has an answer value of 3 and a range of 12". If the chanter carries a Forge Key, this prayer has a range of 18" instead. If answered, pick 1 friendly FYRESLAYERS unit wholly within range and visible to the chanter. Add 1 to wound rolls for attacks made by that unit until the start of your next hero phase.

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


4"
5
4+
7
WARSCROLL

Auric Runeson

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

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 32mm
Notes: Single

DESCRIPTION

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

ABILITIES

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

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

COMMAND ABILITIES

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

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HERO, AURIC RUNESON


4"
5
4+
7
WARSCROLL

Battlesmith

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

Unit Size: 1      Points: 125
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Lords of the Lodge

DESCRIPTION

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

ABILITIES

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

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

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


4"
6
4+
8
WARSCROLL

Fjul-Grimnir

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

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Fjul-Grimnir and The Chosen Axes must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

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

ABILITIES

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

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

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

COMMAND ABILITIES

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

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


Leader, Behemoth


14
4+
8
WARSCROLL

Auric Runefather on Magmadroth

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

Unit Size: 1      Points: 285
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

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

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

ABILITIES

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

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

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

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

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

COMMAND ABILITIES

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

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


14
4+
7
WARSCROLL

Auric Runesmiter on Magmadroth

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

Unit Size: 1      Points: 275
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

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

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

ABILITIES

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

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

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

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

Runic Empowerment: With a sonorous chant, the Runesmiter infuses the ur-gold runes set into the flesh of his Fyreslayer kin with power.
Runic Empowerment is a prayer that has an answer value of 3 and a range of 12". If the chanter carries a Forge Key, this prayer has a range of 18" instead. If answered, pick 1 friendly FYRESLAYERS unit wholly within range and visible to the chanter. Add 1 to wound rolls for attacks made by that unit until the start of your next hero phase.

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


14
4+
7
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Auric Runeson on Magmadroth

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

Unit Size: 1      Points: 240
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

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

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

ABILITIES

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

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

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

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

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

COMMAND ABILITIES

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

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


Behemoth


14
3+
10
WARSCROLL

Carmine Dragon

The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soul-sheering Blast
Soul-sheering Blast12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raking Claws
Raking Claws2"4+3+-22
Amethyst Fangs
Amethyst Fangs3"33+-2D6
DAMAGE
Wounds SufferedMoveRaking ClawsAmethyst Fangs
0-616"82+
7-914"73+
10-1111"64+
12+9"55+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single

DESCRIPTION

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

FLY: This model can fly.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the ORDER keyword.

ABILITIES

Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
This model has a ward of 5+.

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

Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a spell or the ability of an endless spell, you can roll a dice. On a 4+, ignore the effects of that spell or the ability of that endless spell on this model.

KEYWORDS
ORDER, DRAGON, MONSTER, CARMINE DRAGON


14
3+
6
WARSCROLL

Dread Maw

Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slime Spray
Slime Spray12"14+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cavernous Maw
Cavernous Maw3"33+2+D6
Writhing Coils
Writhing Coils2"4+4+-11
DAMAGE
Wounds SufferedMoveCavernous MawWrithing Coils
0-614"-33D6
7-812"-22D6
9-1010"-2D6
11+8"-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in reserve. If you do so, at the end of your second movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.

Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a ward of 5+.

Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across terrain features and other models in the same manner as a model that can fly.

Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1 wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.

KEYWORDS
MONSTER, DREAD MAW


14
10
WARSCROLL

Incarnate Elemental of Beasts

Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Amber Breath
Amber Breath12"D65+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Talons
Savage Talons2"3+4+-21
Impaling Horns
Impaling Horns2"44+3+-1D3
DAMAGE
Wounds SufferedMoveSaveSavage Talons
0-510"3+12
6-88"4+10
9-117"4+8
12+6"5+6
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.

Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.

Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.

KEYWORDS
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS


14
10
WARSCROLL

Incarnate Elemental of Fire

An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Bolts
Fiery Bolts18"4+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tendrils of Fire
Tendrils of Fire2"63+4+-1
Burning Lance
Burning Lance3"33+2+-22
DAMAGE
Wounds SufferedMoveSaveFiery Bolts
0-38"3+10
4-67"4+8
7-96"4+6
10-125"5+4
13+4"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.

Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3 mortal wounds.

Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

KEYWORDS
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE


20
4+
6
WARSCROLL

Magma Dragon

These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brimstone Dragonfire
Brimstone Dragonfire18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Furnace-hot Jaws
Furnace-hot Jaws3"43+2+D6
Crushing Claws
Crushing Claws2"4+3+-12
DAMAGE
Wounds SufferedMoveFurnace-hot JawsCrushing Claws
0-1016"-38
11-1314"-37
14-1612"-26
17+10"-25
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single

DESCRIPTION

A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

FLY: This model can fly.

ABILITIES

Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6 mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.

Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a wound or mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.

KEYWORDS
DRAGON, MONSTER, MAGMA DRAGON


12
4+
5
WARSCROLL

Merwyrm

Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough go into battle against them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Breath
Chill Breath8"64+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hideous Jaws
Hideous Jaws1"33+3+D3
Powerful Tail
Powerful Tail2"14+3+-1
DAMAGE
Wounds SufferedMoveHideous JawsPowerful Tail
0-58"-36
6-77"-2D6
8-96"-2D3
10+5"-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.

Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

KEYWORDS
MONSTER, MERWYRM


Warscroll Battalion


Warscroll Battalion

Forge Brethren

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Grand Fyrd

ABILITIES

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


Warscroll Battalion

Grand Fyrd

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

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

ABILITIES

Blazing Runes: Amidst the collective surge of aggression of a Grand Fyrd, the ur-gold runes of the Fyreslayers are more easily stoked to full power, burning with the might of Grimnir.
If your army includes this warscroll battalion, when you roll to activate an ur-gold rune, it has the enhanced effect on the roll of a 5+ instead of on a 6.


Warscroll Battalion

Lords of the Lodge

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Grand Fyrd

ABILITIES

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


Warscroll Battalion

Warrior Kinband

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Grand Fyrd

ABILITIES

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


Magmic Invocation


Invocation WARSCROLL

Molten Infernoth

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

Unit Size: -      Points: 75
Battlefield Role: Invocation
Base size: 120 x 92mm

SUMMONING: This invocation is summoned with a prayer that has an answer value of 4 and a range of 12". If answered, set up the invocation wholly within range and visible to the chanter, and more than 1" from all models, terrain features, other invocations and endless spells.

Burning Tide: The Molten Infernoth wades through solid earth, lumbering its way across the battlefield in search of prey.
After this invocation is set up and at the start of each of their hero phases, the commanding player can move this invocation as if it were a model with a Move characteristic of 2D6".

Erupting Inferno: The Infernoth’s fiery visage casts gobbets of molten metal at any creature nearby.
After this invocation has moved, the commanding player rolls 12 dice for each unit within 3" of it. For each 6, that unit suffers 1 mortal wound. If the roll to determine how far this invocation could move in this phase was a double, that unit suffers D3 mortal wounds for each 6 instead of 1 and this invocation is removed from play at the end of the phase. FYRESLAYERS units are not affected by this ability.


Invocation WARSCROLL

Runic Fyrewall

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

Unit Size: -      Points: 60
Battlefield Role: Invocation
Base size: Use model

SUMMONING: This invocation is summoned with a prayer that has an answer value of 3 and a range of 18". If answered, set up the invocation wholly within range and visible to the chanter, and more than 1" from all models, terrain features, other invocations and endless spells.

Roaring Rune-fire: The leaping flames of a Runic Fyrewall act as a barrier that only creatures born of fire can pass.
Models cannot move across or through this invocation unless they have the MAGMADROTH keyword or can fly.

Awakened Runes: The flames of a Runic Fyrewall ignite any ur-gold runes embedded in nearby Fyreslayers, causing them to blaze with power.
At the start of each phase, the commanding player can pick 1 FYRESLAYERS unit wholly within 12" of this invocation to draw upon its power. If they do so, the commanding player rolls a dice. On a 1-5, that unit has a ward of 6+ until the end of the phase. On a 6, that unit has a ward of 4+ until the end of the phase and this invocation is removed from play at the end of the phase.


Invocation WARSCROLL

Zharrgron Flame-spitter

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

Unit Size: -      Points: 60
Battlefield Role: Invocation
Base size: Use model

SUMMONING: This invocation is summoned with a prayer that has an answer value of 3 and a range of 6". If answered, set up the invocation wholly within range and visible to the chanter, and more than 1" from all models, terrain features, other invocations and endless spells.

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

If the commanding player rolls 4 or more unmodified 6s, after the mortal wounds have been allocated to that unit, this invocation is removed from play.


Faction Terrain Feature


FACTION TERRAIN WARSCROLL

Magmic Battleforge

Formed in moments from molten blood of the land, the Magmic Battleforge is a manifestation of Grimnir’s fury fused with the whitehot fires of Vulcatrix. This mystic furnace can be summoned to a battlefield, where its elemental heat can ignite ur-gold runes and stoke the powers of the Zharrgrim.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 0
Battlefield Role: Faction Terrain Feature
Base size: Use model

FACTION TERRAIN: Only Fyreslayers armies can include this faction terrain feature.

SET-UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.

IMPASSABLE: You cannot move a model over this terrain feature unless it can fly, and you cannot move a model onto this terrain feature or set up a model on this terrain feature (even if it can fly).

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

Spending the Forge: In times of need, a Zharrgrim priest may expend all of the Magmic Battleforge’s power, igniting the ur-gold runes of their Fyreslayer kin and infusing the warriors with strength.
Once per battle, at the start of your hero phase, instead of using this terrain feature’s Molten Blessing ability, you can pick 1 friendly FYRESLAYERS PRIEST within 6" of this terrain feature to spend all of its energy. If you do so, until the start of your next hero phase, friendly FYRESLAYERS units on the battlefield have a ward of 6+. However, for the rest of the battle, FYRESLAYERS PRIESTS can no longer use this terrain feature’s Molten Blessing ability.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting 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 range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
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.
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.
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:

None
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.

The MAGMADROTH keyword is used in the following Fyreslayers warscrolls:

Leader, Behemoth

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).

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

Leader
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.
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 VULKITE BERZERKERS keyword is used in the following Fyreslayers warscrolls:

None
Battleline
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.

The HERO keyword is used in the following Fyreslayers warscrolls:

None
Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
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 PRIEST keyword is used in the following Fyreslayers warscrolls:

Leader
Leader, Behemoth

The AURIC RUNESMITER 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

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

Leader
Leader, Behemoth
8.2 Retreat
When you pick a unit to retreat, 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. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
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.

The MAGMADROTH keyword is used in the following Fyreslayers warscrolls:

Leader, Behemoth

The MONSTER keyword is used in the following Fyreslayers warscrolls:

Leader, Behemoth
Behemoth
• Merwyrm
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. 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. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.

The DRAGON keyword is used in the following Fyreslayers warscrolls:

Behemoth
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.

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

None

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

Leader
Leader, Behemoth
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.
© Vyacheslav Maltsev 2013-2021