Fyreslayers – Warscrolls

Leader, Behemoth


16
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. As fearless as they are mighty, these formidable warlords inspire awed devotion in those they command.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"14+4+-1
Roaring Fyrestream
Roaring Fyrestream9"See below3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Latchkey Grandaxe
Latchkey Grandaxe3"43+3+-13
Blazing Maw
Blazing Maw1"34+2+-2D3
Claws and Horns
Claws and Horns1"3+3+-12
DAMAGE
Wounds SufferedMoveRoaring FyrestreamClaws and Horns
0-612"2+6
7-1010"3+5
11-139"4+4
14+8"5+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 360
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

An Auric Runefather on Magmadroth is armed with a Fyresteel Throwing Axe and Latchkey Grandaxe.

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

MOUNT: This unit’s Magmadroth is armed with a Roaring Fyrestream Blazing Maw, and Claws and Horns.

Roaring Fyrestream: Throwing back its head, a Magmadroth can spew a wave of flaming bile that melts swathes of the enemy as though they were wax.
The Attacks characteristic of a Roaring Fyrestream is equal to the number of models in the target unit (to a maximum Attacks characteristic of 10).

In addition, at the end of your shooting phase, if this unit did not make an attack with its Roaring Fyrestream in that phase, you can say that an inferno is raging inside this unit. If an inferno is raging inside this unit, improve the Rend characteristic of its Roaring Fyrestream by 2. After the next attack made with this unit’s Roaring Fyrestream has been resolved, an inferno is no longer raging inside this unit.

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 unit. If the roll is equal to or less than the number of models in that enemy unit, that unit suffers D3 mortal wounds.

Volcanic Blood: Born of fire and flame, Magmadroths pulse with the throbbing heat of the volcanic caverns in which they make their fyrenests.
Roll a dice each time a wound caused by an attack made with a melee weapon is allocated to this unit. On a 4+, the attacking unit suffers 1 mortal wound.

Lord of the Lodge: With discipline and zeal in equal measure, the Runefather inspires his warriors to bring down the wrath of Grimnir upon any who oppose them.
Once per battle, at the start of your combat phase, you can pick 1 friendly unit on the battlefield with this ability to unleash the wrath of Grimnir. If you do so, until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly FYRESLAYERS units while they are wholly within 12" of that unit.

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


16
4+
8
WARSCROLL

Auric Runesmiter on Magmadroth

It is the Auric Runesmiter’s 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. Sparks fly as the battle-priest awakens the ur-gold runes of his Fyreslayer kin, imbuing them with uncanny strength and resilience.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"14+4+-11
Roaring Fyrestream
Roaring Fyrestream9"See below3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Latch-axe
Latch-axe1"24+3+-2
Blazing Maw
Blazing Maw1"34+2+-2D3
Claws and Horns
Claws and Horns1"3+3+-12
DAMAGE
Wounds SufferedMoveRoaring FyrestreamClaws and Horns
0-612"2+6
7-1010"3+5
11-139"4+4
14+8"5+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 340
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

An Auric Runesmiter on Magmadroth is armed with a Fyresteel Throwing Axe and Latch-axe. It carries 1 of the following: Runic Iron; or Forge Key.

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

MOUNT: This unit’s Magmadroth is armed with a Roaring Fyrestream, Blazing Maw and Claws and Horns.

Roaring Fyrestream: Throwing back its head, a Magmadroth can spew a wave of flaming bile that melts swathes of the enemy as though they were wax.
The Attacks characteristic of a Roaring Fyrestream is equal to the number of models in the target unit (to a maximum Attacks characteristic of 10).

In addition, at the end of your shooting phase, if this unit did not make an attack with its Roaring Fyrestream in that phase, you can say that an inferno is raging inside this unit. If an inferno is raging inside this unit, improve the Rend characteristic of its Roaring Fyrestream by 2. After the next attack made with this unit’s Roaring Fyrestream has been resolved, an inferno is no longer raging inside this unit.

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 unit. If the roll is equal to or less than the number of models in that enemy unit, that unit suffers D3 mortal wounds.

Volcanic Blood: Born of fire and flame, Magmadroths pulse with the throbbing heat of the volcanic caverns in which they make their fyrenests.
Roll a dice each time a wound caused by an attack made with a melee weapon is allocated to this unit. On a 4+, the attacking unit suffers 1 mortal wound.

Runic Empowerment: With a sonorous chant, the Runesmiter draws forth the power of the ur-gold runes set into the flesh of their Fyreslayer kin.
Runic Empowerment is a prayer that has an answer value of 3 and a range of 12" if the chanter is carrying a Runic Iron or 18" if the chanter is carrying a Forge Key. If the chanter is carrying a Runic Iron, you can re-roll the chanting roll. 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 your next hero phase.

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


16
4+
8
WARSCROLL

Auric Runeson on Magmadroth

Hot-headed and eager to prove that his bravery and battle-skill are greater than any of his kin, 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+-2D3
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"14+4+-11
Roaring Fyrestream
Roaring Fyrestream9"See below3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ancestral War-axe
Ancestral War-axe1"53+3+-12
Wyrmslayer Javelin
Wyrmslayer Javelin2"34+3+-2D3
Blazing Maw
Blazing Maw1"34+2+-2D3
Claws and Horns
Claws and Horns1"3+3+-12
DAMAGE
Wounds SufferedMoveRoaring FyrestreamClaws and Horns
0-612"2+6
7-1010"3+5
11-139"4+4
14+8"5+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 320
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single, Battleline in a Lofnir army

An Auric Runeson on Magmadroth is armed with a Fyresteel Throwing Axe and 1 of the following weapon options: Wyrmslayer Javelin; or Ancestral War-axe.

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

MOUNT: This unit’s Magmadroth is armed with a Roaring Fyrestream, Blazing Maw and Claws and Horns.

Roaring Fyrestream: Throwing back its head, a Magmadroth can spew a wave of flaming bile that melts swathes of the enemy as though they were wax.
The Attacks characteristic of a Roaring Fyrestream is equal to the number of models in the target unit (to a maximum Attacks characteristic of 10).

In addition, at the end of your shooting phase, if this unit did not make an attack with its Roaring Fyrestream in that phase, you can say that an inferno is raging inside this unit. If an inferno is raging inside this unit, improve the Rend characteristic of its Roaring Fyrestream by 2. After the next attack made with this unit’s Roaring Fyrestream has been resolved, an inferno is no longer raging inside this unit.

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 unit. If the roll is equal to or less than the number of models in that enemy unit, that unit suffers D3 mortal wounds.

Volcanic Blood: Born of fire and flame, Magmadroths pulse with the throbbing heat of the volcanic caverns in which they make their fyrenests.
Roll a dice each time a wound caused by an attack made with a melee weapon is allocated to this unit. On a 4+, the attacking unit suffers 1 mortal wound.

Vying for Glory: Runesons seek their father s favour in battle by slaying the most fearsome enemy creatures.
If the unmodified hit roll for an attack made by this unit that targets a MONSTER is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends. This ability has no effect on attacks made by this unit’s mount.

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


14
4+
8
WARSCROLL

Bael-Grimnir on Flamespitter

Bael-Grimnir is the undisputed lord of the Vostarg, a stern patriarch who has ruled his lodge for centuries. Mounted atop his loyal Magmadroth, Flamespitter, the Runefather’s stubborn defiance and battle prowess is an inspiration to those of his kin who fight beside him.
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
Hrathling
Hrathling3"43+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: 300
Battlefield Role: Leader, Behemoth
Notes: Single, Unique.

BATTALIONS

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

DESCRIPTION

Bael-Grimnir on Flamespitter is a single model armed with Hrathling and Fyresteel Throwing Axes.

MOUNT: Flamespitter attacks with its Claws and Horns, Blazing Maw and a Roaring Fyrestream.

ABILITIES

Furious Endurance: Bael-Grimnir’s refusal to submit to injury burns with the same white-hot intensity as the sacred runes that adorn his skin.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 6 that wound or mortal wound is negated.

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: Bael-Grimnir’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.

Hrathling: The traditional weapon of the Vostarg’s master, Hrathling’s fearsome sharpness and intricate design sees it sunder enemy weapons with frightful ease.
At the end of the combat phase, pick an enemy HERO within 3" of this model and roll a dice. On a 5+, pick one of the melee weapons that model is armed with; the weapon cannot be one used by the model’s mount (if it has one). 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.

Flamespitter’s Fury: This legendary Magmadroth can incinerate foes at a distance its brethren cannot hope to rival.
Add 6" to the Range characteristic of this model’s Roaring Fyrestream if this model did not move in the movement phase of the same turn.

COMMAND ABILITIES

Runefather’s Favour: Champions of the Vostarg who catch Bael-Grimnir’s eye fight all the harder, each seeking to excel and lay low the mightiest of foes to earn a nod of approval from the legendary Runefather.
You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly VOSTARG HERO within 12" of this model, other than this model, and roll a dice. On a 4+ that HERO can immediately pile-in and attack with all of the melee weapons it is armed with. You cannot pick the same HERO to benefit from this ability more than once per hero phase.

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


Leader


4"
5
4+
8
WARSCROLL

Auric Flamekeeper

Auric Flamekeepers are the fearsome funerary priests of the lodges. They keep alive the fiery spirit of Grimnir by absorbing ur-gold power from fallen Fyreslayers, channelling this energy to imbue their comrades with the supernatural might of a fallen god.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brazier Axe
Brazier Axe1"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Notes: Single

An Auric Flamekeeper is armed with a Brazier Axe.

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

Masterflame Rune: A Flamekeeper’s sacred symbol of office can harness the ur-gold runes of fallen warriors in order to bestow blessings of Grimnir upon their brethren.
When this unit is set up, place a D6 beside it with the 1 facing up. Each time a friendly FYRESLAYERS model is slain within 12" of this unit, increase the value of the dice beside this unit by 1 (to a maximum of 6).

Once per turn, at the start of the combat phase, if the value of the dice beside this unit is 6, you can say that this unit will draw upon the power of the runes of their fallen brethren. If you do so, pick 1 friendly AURIC HEARTHGUARD, HEARTHGUARD BERZERKERS or VULKITE BERZERKERS unit wholly within 12" of this unit and apply 1 of the following effects to that unit. Then, change the value of the dice beside this unit back to 1. Each effect lasts until the end of that phase.

Gritnnir’s Grit: That unit has a ward of 6+.

Grimnir’s Wrath: If a model in that unit is slain and that model has not yet fought in that phase, that model can fight before it is removed from play.

Grimnir’s Resolve: If that unit is within 12" of an enemy unit and not within 3" of any enemy units, and that unit has not run or retreated in the same turn, that unit can immediately attempt a charge.

Grimnir’s Vengeance: Add 1 to the Damage characteristic of that unit’s melee weapons.

KEYWORDS
ORDER, FYRESLAYERS, DUARDIN, HERO, TOTEM, AURIC FLAMEKEEPER


4"
6
4+
8
WARSCROLL

Auric Runefather

Some Auric Runefathers prefer to fight on foot, where they can meet the enemy face to face and carve them apart with their mighty grandaxes. These formidable souls are accompanied to battle by a hand-picked retinue, each of whom would gladly lay down their life to protect their liege.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"14+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Latchkey Grandaxe
Latchkey Grandaxe3"43+3+-13
PITCHED BATTLE PROFILE

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

An Auric Runefather is armed with a Fyresteel Throwing Axe and Latchkey Grandaxe.

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

RETINUE: At the start of the first battle round, before determining who has the first turn, you can pick 1 friendly AURIC HEARTHGUARD or HEARTHGUARD BERZERKERS unit on the battlefield that is not another unit’s retinue to be this unit’s retinue.

Royal Retinue: The bravest of warriors are hand-picked by the lodge’s ruling family to serve as their bodyguards in battle.
Before you allocate a wound or mortal wound to this unit, or instead of making a ward roll for a wound or mortal wound that would be allocated to this unit, if this unit is within 3" of its retinue, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to this unit as normal. On a 3+, that wound or mortal wound is allocated to this unit’s retinue instead. If the retinue has a ward, you can make a ward roll before allocating that wound or mortal wound to it.

Dauntless Assault: The leaders of the lodge are often the first into the fray, their retinue following in their wake.
After this unit has fought in the combat phase for the first time, if its retinue has not yet fought in that combat phase, is within 3" of an enemy unit and is wholly within 12" of this unit, this unit’s retinue can fight immediately.

Lord of the Lodge: With discipline and zeal in equal measure, the Runefather inspires his warriors to bringdown the wrath of Grimnir upon any who oppose them.
Once per battle, at the start of your combat phase, you can pick 1 friendly unit on the battlefield with this ability to unleash the wrath of Grimnir. If you do so, until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly FYRESLAYERS units while they are wholly within 12" of that unit.

KEYWORDS
ORDER, FYRESLAYERS, DUARDIN, HERO, AURIC RUNEFATHER


4"
6
4+
8
WARSCROLL

Auric Runemaster

Venerable and wise in the ways of war, Auric Runemasters offer expert guidance to their lodge-masters and are a steadying presence on the battlefield. With a gesture the mighty High Priests of the Zharrgrim can call forth geysers of magma to incinerate their foes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"14+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brazier-staff
Brazier-staff1"24+3+-1D3
PITCHED BATTLE PROFILE

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

An Auric Runemaster is armed with a Fyresteel Throwing Axe and Brazier Staff. It carries a Runic Iron.

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

High Priest of the Zharrgrim: The Zharrgrim order of every Fyreslayer lodge is led by an Auric Runemaster, a revered individual attuned to their deity like no other.
If this unit is part of a Fyreslayers army, it knows all of the prayers from the Zharrgrim Blessings prayer scripture in addition to the other prayers it knows.

Wise Council: Auric Runemasters have tempered their fiery nature and offer invaluable council to the lodge leader in battle.
At the start of your hero phase, if your general is within 3" of any friendly AURIC RUNEMASTERS, you receive 1 command point.

Volcano’s Call: With staff held aloft, the Auric Runemaster coaxes a stream of magma to bubble up from the ground, releasing a rising column of ash.
Volcano’s Call is a prayer that has an answer value of 3 and a range of 18". As the chanter is carrying a Runic Iron, you can re-roll the chanting roll. 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. In addition, until your next hero phase, that terrain feature blocks visibility in the same manner as a wyldwood.

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


4"
5
4+
8
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"14+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Latch-axe
Latch-axe1"24+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 135
Battlefield Role: Leader
Base size: 32mm
Notes: Single

An Auric Runesmiter is armed with a Fyresteel Throwing Axe and Latch-axe. It carries 1 of the following: Runic Iron; or Forge Key.

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

Magmic Tunnelling: A Runesmiter standing upon stone can command the rock to allow them passage.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up underground as a reserve unit. Then, instead of setting up another friendly FYRESLAYERS unit, you can place that unit to one side and say that it will join this unit underground as a reserve unit. 1 unit can join this unit underground as a reserve unit.

At the end of your movement phase, you can set up this unit anywhere on the battlefield more than 9" from all enemy units. Then, set up the unit that joined this unit wholly within 12" of this unit and more than 9" from all enemy units.

Runic Empowerment: With a sonorous chant, the Runesmiter draws forth the power of the ur-gold runes set into the flesh of their Fyreslayer kin.
Runic Empowerment is a prayer that has an answer value of 3 and a range of 12" if the chanter is carrying a Runic Iron or 18" if the chanter is carrying a Forge Key. If the chanter is carrying a Runic Iron, you can re-roll the chanting roll. 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 your next hero phase.

KEYWORDS
ORDER, FYRESLAYERS, DUARDIN, 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, and the opportunities for glory and legendary deeds greatest, there will the Runesons be found.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wyrmslayer Javelin
Wyrmslayer Javelin12"14+3+-2D3
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"14+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ancestral War-axe
Ancestral War-axe1"53+3+-12
Wyrmslayer Javelin
Wyrmslayer Javelin2"34+3+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader
Base size: 32mm
Notes: Single

An Auric Runeson is armed with a Fyresteel Throwing Axe and 1 of the following weapon options: Wyrmslayer Javelin; or Ancestral War-axe.

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

RETINUE: At the start of the first battle round, before determining who has the first turn, you can pick 1 friendly AURIC HEARTHGUARD or HEARTHGUARD BERZERKERS unit on the battlefield that is not another unit’s retinue to be this unit’s retinue.

Royal Retinue: The bravest of warriors are hand-picked by the lodge's ruling family to serve as their bodyguards in battle.
Before you allocate a wound or mortal wound to this unit, or instead of making a ward roll for a wound or mortal wound that would be allocated to this unit, if this unit is within 3" of its retinue, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to this unit as normal. On a 3+, that wound or mortal wound is allocated to this unit’s retinue instead. If the retinue has a ward, you can make a ward roll before allocating that wound or mortal wound to it.

Dauntless Assault: The leaders of the lodge are often the first into the fray, their retinue following in their wake.
After this unit has fought in the combat phase for the first time, if its retinue has not yet fought in that combat phase, is within 3" of an enemy unit and is wholly within 12" of this unit, this unit’s retinue can fight immediately.

Vying for Glory: Runesons seek their father's favour in battle by slaying the most fearsome enemy creatures.
If the unmodified hit roll for an attack made by this unit that targets a MONSTER is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends.

KEYWORDS
ORDER, FYRESLAYERS, DUARDIN, 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"14+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ancestral Battle-axe
Ancestral Battle-axe1"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Battlesmith is armed with a Fyresteel Throwing Axe and Ancestral Battle-axe.

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

Icon of Grimnir: The Battlesmith raises their icon of Grimnir and recounts tales of past glories, inspiring their allies and setting their ur-gold runes ablaze so that they might fight until the bitter end.
Friendly FYRESLAYERS units wholly within 12" of this unit have a ward of 6+.

In addition, once per battle, in your hero phase, you can pick 1 friendly unit on the battlefield with this ability to plant its Icon of Grimnir. If you do so, until the start of your next hero phase, friendly FYRESLAYERS units wholly within 12" of that unit have a ward of 5+ instead of 6+.

Bard of the Lodge: Standing defiant in front of the enemy, a Battlesmith recites tales of the lodge’s glorious history, rallying the warriors around them.
If this unit issues the Rally command to a friendly FYRESLAYERS unit, you can return 1 slain model to the unit that receives the command for each 4+ instead of each 6.

KEYWORDS
ORDER, FYRESLAYERS, DUARDIN, 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"43+3+-13
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Fjul-Grimnir and The Chosen Axes units must be taken as a set. Although taken as a set, each is a separate unit.

Fjul-Grimnir is armed with a Latchkey Grandaxe.

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

RETINUE: This unit’s retinue is the The Chosen Axes unit in your army.

Royal Retinue: The bravest of warriors are hand-picked by the lodge’s ruling family to serve as their bodyguards in battle.
Before you allocate a wound or mortal wound to this unit, or instead of making a ward roll for a wound or mortal wound that would be allocated to this unit, if this unit is within 3" of its retinue, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to this unit as normal. On a 3+, that wound or mortal wound is allocated to this unit’s retinue instead. If the retinue has a ward, you can make a ward roll before allocating that wound or mortal wound to it.

Dauntless Assault: The leaders of the lodge are often the first into the fray, their retinue following in their wake.
After this unit has fought in the combat phase for the first time, if its retinue has not yet fought in that combat phase, is within 3" of an enemy unit and is wholly within 12" of this unit, this unit’s retinue can fight immediately.

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


Battleline


4"
2
4+
7
WARSCROLL

Vulkite Berzerkers with Bladed Slingshields

Many Vulkite Berzerkers favour the versatile slingshield. This bladed weapon can either be used to block incoming blows or be hurled before a charge in order to disrupt the foe’s ranks and soften them up for an axe between the eyes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Handaxe
Fyresteel Handaxe1"13+3+-1
Fyresteel War-pick
Fyresteel War-pick1"13+4+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 160
Battlefield Role: Battleline

Each model in a Vulkite Berzerkers unit with Bladed Slingshields is armed with a Fyresteel Throwing Axe and 1 of the following weapon options: Fyresteel Handaxe and Bladed Slingshield; or Fyresteel War-pick and Bladed Slingshield. All models in the unit must be armed with the same weapon option.

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

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

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower of Grimnir. Add 1 to charge rolls for this unit if it includes any Hornblowers of Grimnir.

Berserk Fury: No Fyreslayer will easily accept death's embrace while their kin are still fighting.
Once per battle, at the start of the combat phase, you can say that this unit will unleash its berserk fury. If you do so, until the end of that phase, if a model in this unit is slain, that model can fight before it is removed from play.

Bladed Slingshield: Some Vulkite Berzerkers carry razor-sharp shields that they hurl at the enemy as they charge.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll 1 dice for each model in this unit. For each 6, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, FYRESLAYERS, DUARDIN, VULKITE BERZERKERS, VULKITE BERZERKERS WITH BLADED SLINGSHIELDS


4"
2
5+
7
WARSCROLL

Vulkite Berzerkers with Fyresteel Handaxes

Skilled and fearless Vulkite Berzerkers wielding twin fyresteel axes make up the core ranks of Fyreslayer fyrds. As their ur-gold runes blaze, they become ever more ferocious, the power and fiery rage of Grimnir coursing through their bodies.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Handaxes
Fyresteel Handaxes1"23+3+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 170
Battlefield Role: Battleline

Each model in a Vulkite Berzerkers with Fyresteel Handaxes unit is armed with a Fyresteel Throwing Axe and Fyresteel Handaxes.

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

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

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower of Grimnir. Add 1 to charge rolls for this unit if it includes any Hornblowers of Grimnir.

Berserk Fury: No Fyreslayer will easily accept death’s embrace while their kin are still fighting.
Once per battle, at the start of the combat phase, you can say that this unit will unleash its berserk fury. If you do so, until the end of that phase, if a model in this unit is slain, that model can fight before it is removed from play.

Whirlwind of Destruction: With the light of Grimnir burning in their eyes, these impetuous warriors hurl themselves into the fray, leaving a trail of death in their wake.
Add 1 to the Attacks characteristic of this unit’s melee weapons if this unit made a charge move in the same turn.

KEYWORDS
ORDER, FYRESLAYERS, DUARDIN, VULKITE BERZERKERS, VULKITE BERZERKERS WITH FYRESTEEL HANDAXES


None


4"
2
5+
8
WARSCROLL

Auric Hearthguard

The Auric Hearthguard carry ornate magmapikes, weapons that fire flaming gobbets of lava. It is the sworn duty 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"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magmapike
Magmapike1"13+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 125
Battlefield Role: None
Base size: 32mm
Notes: Battleline in a Hermdar army or if general is a FYRESLAYERS PRIEST

Each model in an Auric Hearthguard unit is armed with a Fyresteel Throwing Axe and Magmapike.

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

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

Molten Rockbolts: Enemies struck by magmapike bolts find their movements become increasingly sluggish as the burning rock cools and rapidly solidifies on their armour and flesh.
If the unmodified hit roll for a shooting attack made with a Magmapike is 6, subtract 1" from the target unit’s Move characteristic until the end of your opponent’s next turn. This ability cannot reduce the target unit’s Move characteristic below half.

KEYWORDS
ORDER, FYRESLAYERS, DUARDIN, AURIC HEARTHGUARD


4"
5
4+
8
WARSCROLL

Doomseeker

It is said of the Doomseeker that their axe scorches the air with every swing, that they spit glowing cinders with every war cry, and that the wrath of the forge burns in their glare. This is no dishonourable mercenary but a religious crusader whose word is their 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: 85
Battlefield Role: None
Base size: 32mm
Notes: Single

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

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

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

Runic Power: As a Doomseeker gets closer to their fate, they call upon the power of their many ur-gold runes, ensuring either their victory or that they go down in a final blaze of glory.
Add 1 to the Damage characteristic of this unit’s melee weapons if this unit has 1 wound allocated to it. Add 2 to the Damage characteristic of this unit’s melee weapons instead if this unit has 2 or more wounds allocated to it or if the Oathbound ability has allowed this unit to fight before being removed from play.

KEYWORDS
ORDER, FYRESLAYERS, DUARDIN, HERO, DOOMSEEKER


4"
6
4+
9
WARSCROLL

Grimwrath Berzerker

The power of Grimnir burns strongest m 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: 105
Battlefield Role: None
Base size: 32mm
Notes: Single

A Grimwrath Berzerker is armed with a Fyresteel Throwing Axe and Fyrestorm Greataxe.

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

Dead But Not Defeated: A mortally wounded Grimwrath Berzerker will fight on, determined to destroy whoever had the temerity to seal their fate.
In the combat phase, if this unit is destroyed and has fought no more than once in that phase, this unit can fight before it is removed from play.

KEYWORDS
ORDER, FYRESLAYERS, DUARDIN, HERO, GRIMWRATH BERZERKER


4"
2
5+
8
WARSCROLL

Hearthguard Berzerkers

Hearthguard Berzerkers are the chosen champions of the Runefather. Masterful warriors, they wade into battle, broadaxes hewing apart the foe or flamestrike poleaxes with smouldering braziers setting enemies alight.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"14+4+-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: 160
Battlefield Role: None
Base size: 32mm
Notes: Battleline if general is an AURIC RUNEFATHER

Each model in a Hearthguard Berzerkers unit is armed with a Fyresteel Throwing Axe and 1 of the following weapon options: Berzerker Broadaxe; or Flamestrike Poleaxe. All models in the unit must be armed with the same weapon option.

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

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

Duty Unto Death: Hearthguard Berzerkers are sworn to protect their lodge and its masters until their dying breath.
This unit has a ward of 4+ if it is wholly within 9" of any friendly FYRESLAYERS HEROES.

Smouldering Braziers: With each swing of a flamestrike poleaxe, the brazier chained to it arcs towards 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 causes 2 mortal wounds to the target in addition to any damage it inflicts.

KEYWORDS
ORDER, FYRESLAYERS, DUARDIN, 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 Greataxe
Fyresteel Greataxe1"23+4+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 180
Battlefield Role: None
Base size: 32mm
Notes: Single, Unique. Fjul-Grimnir and The Chosen Axes units must be taken as a set. Although taken as a set, each is a separate unit.

The models in The Chosen Axes are Tefk Flamebearer, Mad Maegrim and Vol Orrukbane. Tefk Flamebearer and Mad Maegrim are armed with Fyresteel Handaxes. Vol Orrukbane is armed with a Fyresteel Greataxe.

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

CHAMPION: Tefk Flamebearer is the unit champion. Add 1 to the Attacks characteristic of that model’s melee weapons.

Berserk Fury: No Fyreslayer will easily accept death’s embrace while their kin are still fighting.
Once per battle, at the start of the combat phase, you can say that this unit will unleash its berserk fury. If you do so, until the end of that phase, each time a model in this unit is slain, that model can fight before it is removed from play.

Whirlwind of Destruction: With the light of Grimnir burning in their eyes, these impetuous warriors hurl themselves into the fray, leaving a trail of death in their wake.
Add 1 to the Attacks characteristic of this unit’s melee weapons if this unit made a charge move in the same turn.

KEYWORDS
ORDER, FYRESLAYERS, DUARDIN, VOSTARG, VULKITE BERZERKERS, THE 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: 485
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 of plate 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


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 purple-glowing 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 to 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


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 white-hot fires of Vulcatrix. This mystic furnace can be summoned to a battlefield, where its elemental heat can ignite ur-gold runes and stoke the powers of the Zharrgrim.
PITCHED BATTLE PROFILE

Unit Size: -      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.


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: 40
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, the commanding player can immediately move it up to 2D6". In addition, at the start of each of their subsequent hero phases, if this invocation is still on the battlefield, the commanding player can move it up to 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 moved in this phase was a double, that unit suffers D3 mortal wounds for each 6 instead of 1 and at the end of the phase, this invocation is removed from play. 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: 40
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 friendly 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 Zharrgrim priest 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: 50
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.


Warscroll Battalion


Warscroll Battalion

Lords of the Lodge

ORGANISATION
 • 1 AURIC RUNEFATHER
 • 1 Auric Runemaster
 • 1 Battlesmith
 • 1 Hearthguard Berzerkers unit
PITCHED BATTLE PROFILE

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

ABILITIES

Martial Pride and Stubborn Will: With the eyes of their lords and comrades upon them, these duardin are even more single-minded in their pursuit of glory.
HEROES in this battalion can issue the Fierce Counter-attack command even if that command has already been issued in the same phase, but the unit that receives the command must be a unit in this battalion.


Warscroll Battalion

Warrior Kinband

ORGANISATION
 • 1 AURIC RUNESON
 • 0-1 Hearthguard Berzerkers units
 • 1-3 VULKITE BERZERKERS units
PITCHED BATTLE PROFILE

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

ABILITIES

Martial Pride and Stubborn Will: With the eyes of their lords and comrades upon them, these duardin are even more single-minded in their pursuit of glory.
HEROES in this battalion can issue the Fierce Counter-attack command even if that command has already been issued in the same phase, but the unit that receives the command must be a unit in this battalion.


Warscroll Battalion

Forge Brethren

ORGANISATION
 • 1 AURIC RUNESMITER
 • 0-1 Auric Flamekeepers
 • 1-3 Auric Hearthguard units
PITCHED BATTLE PROFILE

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

ABILITIES

Martial Pride and Stubborn Will: With the eyes of their lords and comrades upon them, these duardin are even more single-minded in their pursuit of glory.
HEROES in this battalion can issue the Fierce Counter-attack command even if that command has already been issued in the same phase, but the unit that receives the command must be a unit in this battalion.
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 MAGMADROTH keyword is used in the following Fyreslayers warscrolls:

Leader, Behemoth

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

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader
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.
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 AURIC RUNESON keyword is used in the following Fyreslayers warscrolls:

Leader, Behemoth
Leader
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.
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).
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 AURIC HEARTHGUARD keyword is used in the following Fyreslayers warscrolls:

None

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

None

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

Battleline
None
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.
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.
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.
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 TOTEM keyword is used in the following Fyreslayers warscrolls:

Leader

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

Leader
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.
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

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

Battleline
None

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader
None
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.

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.
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 2013-2022