Fyreslayers

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

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


Books

BookKindEditionLast update
  Fyreslayers
  FyreslayersFaction Pack4November 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4November 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4August 2024

Battle Traits

Fyreslayers armies can use the following abilities:

Once Per Battle (Army), Start of Any Turn
RUNE OF FURY: The rune of fury grants the Fyreslayers a portion of their god’s battle rage.

Effect: You can only use this ability if you have not used any UR-GOLD RUNE abilities this battle round.

For the rest of the battle round, friendly FYRESLAYERS units have STRIKE-FIRST while they are in combat with an enemy unit that charged in the same turn.
KEYWORDSUR-GOLD RUNE

Once Per Battle (Army), Your Shooting Phase
RUNE OF FARSIGHT: Empowered by this rune, the Fyreslayers hurl their throwing axes into the enemy with devastating accuracy.

Declare: You can only use this ability if you have not used any UR-GOLD RUNE abilities this battle round.

Pick any number of enemy units within 10" of any visible friendly FYRESLAYERS units to be targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSUR-GOLD RUNE

Once Per Battle (Army), Any Hero Phase
RUNE OF FIERY DETERMINATION: A sliver of Grimnir’s awesome resolve courses through the Fyreslayers.

Effect: You can only use this ability if you have not used any UR-GOLD RUNE abilities this battle round.

Friendly FYRESLAYERS units have WARD (5+) for the rest of the battle round.
KEYWORDSUR-GOLD RUNE

Once Per Battle (Army), Your Movement Phase
RUNE OF RELENTLESS ZEAL: The hearts of the Fyreslayers swell with a fiery conviction that sees them bear down upon the foe with surprising swiftness.

Effect: You can only use this ability if you have not used any UR-GOLD RUNE abilities this battle round.

For the rest of the battle round, friendly FYRESLAYERS units can use CHARGE abilities even if they used a RUN ability in the same turn.
KEYWORDSUR-GOLD RUNE

Once Per Battle (Army), Any Combat Phase
RUNE OF SEARING HEAT: The edges of the Fyreslayers’ weapons glow with the heat of the forge.

Effect: You can only use this ability if you have not used any UR-GOLD RUNE abilities this battle round.

Melee weapons used by friendly FYRESLAYERS units have Crit (Mortal) for the rest of the battle round.
KEYWORDSUR-GOLD RUNE

Battle Formations

You can pick 1 of the following battle formations for a Fyreslayers army. Each battle formation grants a different ability you can use in the battle.

Warrior Kinband

Passive
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.

Effect: Add 1 to wound rolls for combat attacks made by friendly FYRESLAYERS INFANTRY units that charged in the same turn.


Scales of Vulcatrix

Passive
ANCIENT BLOODLINES: Among the most elite formations of the Fyreslayers are the mighty Scales of Vulcatrix. The proud and majestic Magmadroths in this formation are as venerated as those of their lodge’s royal family.

Effect: Add 2 to the Health characteristic of friendly MAGMADROTH units.


Forge Brethren

Passive
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.

Effect: Add 1 to save rolls for friendly FYRESLAYERS INFANTRY units while they are wholly within friendly territory.


Lords of the Lodge

Passive
MARTIAL PRIDE AND STUBBORN WILL: The Lords of the Lodge burn with a rage tempered by sacred oaths of war.

Effect: Add 3 to the control scores of friendly FYRESLAYERS HEROES. In addition, the control scores of FYRESLAYERS HEROES cannot be modified by enemy abilities.

Heroic Traits

Inheritance of Grimnir

HERO only

Passive
BLOOD OF THE BERZERKER: In this noble duardin is fiery aggression given form.

Effect: Add 1 to charge rolls for friendly FYRESLAYERS units while they are wholly within 12" of this unit.

Passive
ASH-BEARD: So great is this priest’s mastery of magmic energies that they smoulder eternally with Grimnir’s power.

Effect: If this unit is not a PRIEST, they have PRIEST (1). If this unit was already a PRIEST, add 1 to this unit’s chanting rolls.

Passive
FIERCELY COMPETITIVE: This leader is incredibly stubborn and won’t back down from even the boldest of challenges.

Effect: If this unit is in combat with an enemy unit that has STRIKE-FIRST, this unit has STRIKE-FIRST. If this unit is in combat with an enemy unit that uses the ‘All-out Attack’ command, add 1 to hit rolls for this unit’s attacks for the rest of the turn.

Artefacts of Power

Heirlooms of the Lodge

HERO only

Once Per Battle, Enemy Hero Phase
ASH-CLOUD RUNE: The bearer of this rune can call down a column of soot that blankets the battlefield.

Effect: Until the start of your next turn, friendly INFANTRY units cannot be targeted by shooting attacks while they are wholly within 12" of this unit.

Once Per Battle, Any Combat Phase
DRAUGHT OF THE FINEST MAGMALT: A single draught of this fiery beverage sends shivers of energy surging through a Fyreslayer from toes to crest.

Effect: Add 3 to the Attacks characteristic of this unit’s melee weapons for the rest of the turn.

Passive
DROTH-HELM: This ancient helm is said to have been worn by the first Zharrgrim priest to tame a Magmadroth.

Effect: Add 1 to hit rolls for Companion weapons used by friendly FYRESLAYERS units while they are wholly within 12" of this unit.

Prayer Lore

Zharrgrim Blessings

Your Hero Phase
4
PRAYER OF ASH: Borne on a gust of hot forge-winds, a circle of ash settles around the priest’s allies, protecting them from harm.

Declare: Pick a friendly FYRESLAYERS PRIEST to chant this prayer, pick a visible friendly FYRESLAYERS unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Subtract 1 from wound rolls for attacks that target that friendly unit until the start of your next turn.
If the chanting roll was 8+, also subtract 1 from the Rend characteristic of attacks that target that friendly unit until the start of your next turn.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
PRAYER OF GRIMNIR’S FURY: A red rage fills the hearts of those blessed by this furious benediction.

Declare: Pick a friendly FYRESLAYERS PRIEST to chant this prayer, pick a visible friendly FYRESLAYERS INFANTRY HERO wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: The target can use 2 FIGHT abilities this turn. After the first is used, however, the target has STRIKE-LAST for the rest of the turn.
If the chanting roll was 8+, also add 1 to wound rolls for the target’s combat attacks for the rest of the turn.
KEYWORDSPRAYER

Your Hero Phase
4
WRATH OF VULCATRIX: The priest sets the runes pressed into a Magmadroth’s hide ablaze, and the colossal beast roars with fury.

Declare: Pick a friendly FYRESLAYERS PRIEST to chant this prayer, pick a visible friendly MAGMADROTH unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: For the rest of the turn, the ‘Battle Damaged’ ability has no effect on the target and add 1 to the Attacks characteristic of the target’s Companion weapons.
If the chanting roll was 8+, add 1 to the Attacks characteristic of the target’s COMPANION weapons for every 4 damage points the target has.
KEYWORDSPRAYER

Manifestation Lore

Magmic Invocations

Your Hero Phase
4
SUMMON RUNIC FYREWALL: At the command of a Zharrgrim priest, a Runic Fyrewall can be raised from the fiery chasms far beneath their sootstained feet. Glinting with runes, this scintillating barrier of gold and flame bars the enemy’s path and protects the flanks of the Fyreslayers’ fyrds as they press ever forward.

Declare: If there is not a friendly Runic Fyrewall on the battlefield, pick a friendly FYRESLAYERS PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: Set up a Runic Fyrewall wholly within 12" of the chanter and visible to them.
KEYWORDSSUMMON, PRAYER

Your Hero Phase
4
SUMMON 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.

Declare: If there is not a friendly Zharrgron Flame-spitter on the battlefield, pick a friendly FYRESLAYERS PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: Set up a Zharrgron Flame-spitter wholly within 12" of the chanter and visible to them.
KEYWORDSPRAYER, SUMMON

Your Hero Phase
6
SUMMON MOLTEN INFERNOTH: An elemental manifestation that personifies the blazing wrath of Vulcatrix, a Molten Infernoth can be drawn to battle by 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.

Declare: If there is not a friendly Molten Infernoth on the battlefield, pick a friendly FYRESLAYERS PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: Set up a Molten Infernoth wholly within 12" of the chanter, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, PRAYER

Army of Renown

Lofnir Drothkeepers

When you pick the Fyreslayers faction for your army, you can choose for it to be a Lofnir Drothkeepers Army of Renown. If you do so, use the faction rules on these pages instead of the Fyreslayers faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the DROTHKEEPERS keyword.

ROSTER OPTIONS
  • Auric Runefather on Magmadroth
  • Auric Runesmiter on Magmadroth
  • Auric Runeson on Magmadroth
  • Auric Runemaster
  • Auric Runesmiter
  • Auric Runeson
  • Vulkyn Flameseekers
  • You cannot include Regiments of Renown or faction terrain
REGIMENT OPTIONS
  • DROTHKEEPERS AURIC RUNESON and AURIC RUNESMITER units can be added to regiments led by a DROTHKEEPERS AURIC RUNEFATHER ON MAGMADROTH.

Battle Traits

Passive
DARING TAMERS: Vulkyn Flameseekers are professional corrallers of huge, wild creatures.

Effect: Enemy MONSTERS have STRIKE-LAST while they are in combat with 2 or more friendly DROTHKEEPERS Vulkyn Flameseekers units.

Reaction: You declared a non-Charge MOVE ability for a friendly Magmadroth
SKILLED DROTHWRANGLERS: Only Lofnir Drothkeepers are bold enough to grab a charging Magmadroth’s saddle straps and be carried into battle.

Effect: Pick a friendly Vulkyn Flameseekers unit and/or a friendly DROTHKEEPERS INFANTRY HERO that are not in combat and are wholly within 6" of the MAGMADROTH to be the targets. Units that have hitched a lift this turn (see below) cannot be targets.

Remove the targets from the battlefield. After the MAGMADROTH ends its move, you must set up each target on the battlefield, wholly within 6" of the MAGMADROTH and not in combat. The targets have hitched a lift. Units that hitched a lift cannot use CHARGE abilities in the same turn.

Once Per Turn (Army), Any Combat Phase
FEROCIOUS HEAT: The hero stirs the rage of their Magmadroth, stoking its smouldering aura to such heights that it burns through arcane wards and enchantments.

Declare: Pick a friendly DROTHKEEPERS MONSTER that has not used a RAMPAGE ability this turn to use this ability, then pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. On a 3+, ward rolls cannot be made for the target for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
REARING STRIKE: The Magmadroth raises itself up and comes crashing down on its prey, itsclaws lacerating flesh and its sheer weight cruising bones and metal.

Declare: Pick a friendly DROTHKEEPERS MONSTER that has not used a RAMPAGE ability this turn to use this ability, then pick an enemy unit in combat with it to be the target.

Effect: Roll 2 dice. Add 2 to each roll if the target is a Monster. For each 5+, inflict D3 mortal damage on the target.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
SEARING CLAWS: A Magmadroth’s claws radiate such intense heat that they can melt steel. Even if an enemy is not slain by a raking blow, their armour will be left pitted and useless.

Declare: Pick a friendly DROTHKEEPERS MONSTER that has not used a RAMPAGE ability this turn to use this ability, then pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. On a 3+, for the rest of the turn, add 1 to the Rend characteristic of melee weapons used for attacks that target that enemy unit.
KEYWORDSRAMPAGE


Heroic Traits

HERO only
Passive
RAISED AROUND BEASTS: This general knows the precise weak points of the mightiest creatures of the Mortal Realms.

Effect: The melee weapons of friendly non-MONSTER units have Anti-MONSTER (+1 Rend) while they are wholly within 9" of this unit.


Artefacts of Power

HERO only
Passive
MASTERY OVER MONSTERS: This ur-gold icon identifies the bearer as an authority on behemoths and an expert at breaking their will.

Effect: While this unit is contesting an objective, enemy MONSTERS contesting that objective each have a maximum control score of 2.


Prayer Lore

Your Hero Phase
4
BREATH OF VULCATRIX: Fyreslayer priests awaken the divine energy within this Magmadroth’s boiling blood, causing the creature to unleash a torrent of sacred flame.

Declare: Pick a friendly DROTHKEEPERS PRIEST to chant this prayer, pick a visible friendly DROTHKEEPERS MAGMADROTH wholly within 12" of them to be a target, then make a chanting roll of D6.

Effect: Until the start of your next turn, the Damage characteristic of the target’s Roaring Fyrestream is 3 instead of D3.
KEYWORDSPRAYER, UNLIMITED


Manifestation Lore

Your Hero Phase
6
SUMMON MOLTEN INFERNOTH: An elemental manifestation that personifies the blazing wrath of Vulcatrix, a Molten Infernoth can be drawn to battle by 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.

Declare: If there is not a friendly Molten Infernoth on the battlefield, pick a friendly DROTHKEEPERS PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: Set up a Molten Infernoth wholly within 12" of the chanter, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, PRAYER

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.

The MAGMADROTH keyword is used in the following Fyreslayers warscrolls:

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The PRIEST keyword is used in the following Fyreslayers warscrolls:

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).

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

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

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within 1/2" of an enemy faction terrain feature as if it were a unit.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.

The MONSTER keyword is used in the following Fyreslayers warscrolls:

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.

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