Fyreslayers – Doomseeker

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Doomseeker
4"
5
5+
2
Hacking through foes in an arc of fire and splattering blood, the Doomseekers fight with no regard for their own safety. These reckless warriors have sworn the barazakdum, or doom-oath in the Azyrite tongue, and have departed in search of a death worthy of legend. Each Doomseeker will make this vow for a different reason. Some will do so to restore their honour after breaking a vow or failing in their duty. A Doomseeker will take on any foe, no matter how outmatched they might be. Their life no longer holds any value other than to die a meaningful death, so these warriors will slash and maim until their last breath rattles in their lungs. Before setting off from their lodge for the last time, a Doomseeker will forge themselves a final weapon using the ever-burning flames of their master forge. This creates a weapon that is eternally wreathed in that flame, allowing one final connection between a Doomseeker and their estranged kin. They also carry a runic war-iron in their off hand that absorbs slivers of their rampant energy as they fight, allowing them to become more powerful even as they sustain wounds that should weaken them. When the war-iron glows white-hot, as if fresh from the forge-fire, a Doomseeker is surely at their most dangerous.
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Doomseeker
MELEE WEAPONS
AtkHitWndRndDmg
Doomseeker Weapons
Doomseeker Weapons53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 90
Base size: 32mm
Can be reinforced: No
Regiment Options: Any FYRESLAYERS
Notes: This HERO regiment as can join an eligible Grimnir’s Chosen.

Deployment Phase
OATHBOUND: A Doomseeker chooses their quarry and shouts a vow to Grimnir that they will either destroy the enemy or die trying.

Declare: Pick an enemy unit to be this unit’s quarry. You can pick a unit that has been deployed in reserve.

Effect: Add 1 to hit rolls and wound rolls for attacks made by this unit that target its quarry.
If this unit is destroyed while it is in combat with its quarry, inflict 3 mortal damage on this unit’s quarry immediately after the ability that destroyed this unit has been resolved.

Passive
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.

Effect: Add 1 to the Damage characteristic of this unit’s melee weapons while this unit has 1 damage point. Add 2 to the Damage characteristic of this unit’s melee weapons instead while this unit has 2 or more damage points.

KEYWORDS
HERO, INFANTRY, WARD (6+)
ORDER, FYRESLAYERS, DUARDIN
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.

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3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Grimnir’s Chosen.

Infantry Hero
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).
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.
© Vyacheslav Maltsev 2013-2025