8" 10 5+ 7+ 6+ At the peak of battle, if foes threaten to overwhelm the fyrd and the duardin are severely outnumbered, a Zharrgrim priest will begin a guttural chant with devastating results. This is the summons for a Molten Infernoth, an elemental manifestation that personifies the blazing wrath of Vulcatrix. As the war-chant grows in fury, this fiery avatar will come bursting out of the realm’s crust in a magmic swell of rock and flame.
This ferocious entity lumbers across the battlefield, wading through solid earth as if it were water and leaving a glowing, igneous wake. It blasts enemies with raging torrents of lava that can immolate front lines in an instant. Its likeness to the ur‑droth godbeast Vulcatrix inspires all Fyreslayers that look upon it, causing them to fight ever harder, not wanting to shame Grimnir’s memory by appearing weak in the face of his killer. This elemental manifestation will stop at nothing to vanquish the Fyreslayer’s foes. As soon as the immediate threats are dealt with, it will melt its way across the battlefield in an unstoppable search for its next prey. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Raging Torrents of Lava [Shoot in Combat] | ||||||||
| Raging Torrents of Lava Shoot in Combat | 8" | 2 | 4+ | 3+ | 2 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Molten Claws [Crit (Mortal)] | ||||||||
| Molten Claws Crit (Mortal) | 6 | 4+ | 2+ | 1 | D3 | |||
End of Any Turn |
KEYWORDS | MANIFESTATION, INVOCATION, FLY, WARD (6+) |
| ORDER, FYRESLAYERS |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
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| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Passive |
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| 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. | ||
| Q: | If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian? |
| A: | Yes. |
Passive |
| Q: | When making shooting attacks, can all models in the attacking unit shoot even if the target unit is not visible to some of those models? |
| A: | No, the only models in the attacking unit that can make shooting attacks are those that the target unit is visible to. |
| Q: | When a unit uses a SHOOT ability, does it have to shoot with all of the ranged weapons that it is armed with? |
| A: | Yes. |
Your Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
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The WARD keyword is used in the following Fyreslayers warscrolls:
The ORDER keyword is used in the following Fyreslayers warscrolls:
The FYRESLAYERS keyword is used in the following Fyreslayers warscrolls:
The MANIFESTATION keyword is used in the following Fyreslayers warscrolls:
The INVOCATION keyword is used in the following Fyreslayers warscrolls:
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Passive |
| When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
| Q: | If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does FLY allow that unit to move across an enemy unit’s combat range? |
| A: | Yes. |