Fyreslayers – Runic Fyrewall

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FYRESLAYERS WARSCROLL
Runic Fyrewall
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8
3+
7
By calling upon the blazing heat of the realms beneath their feet, the Zharrgrim priests manipulate the battlefield in their allies’ favour. At a roared command, a Runic Fyrewall can be raised from the fiery chasms far beneath their soot-stained feet. These walls are formed of magma and gold that permanently lick with flames, suffused with the passionate energy of their summoner’s prayer. Glinting with runes, this scintillating barrier bars the enemy’s path and protects the flanks of the Fyreslayers’ fyrds as they press ever forward. The leaping flames of a Runic Fyrewall act as a barrier that only creatures born offire can pass. The advancing fyrd can clamber through them unharmed, a flame of newfound vigour lighting within them as they do so. The Runic Fyrewall’s flames resonate with the ur-gold runes embedded in nearby Fyreslayers as well, causing them to ignite and blaze with power.
FYRESLAYERS WARSCROLL
Runic Fyrewall
Enemy Movement Phase
ROARING RUNE-FIRE: The leaping flames of a Runic Fyrewall act as a barrier that only creatures born of fire can pass.

Declare: Pick up to 3 enemy units within 6" of this MANIFESTATION to be the targets.

Effect: Roll a D3 for each target. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll.

  • Subtract 3 from the target’s control score for the rest of the turn.

KEYWORDS
MANIFESTATION, INVOCATION, WARD (6+)
ORDER, FYRESLAYERS
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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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.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • 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.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.

The MANIFESTATION keyword is used in the following Fyreslayers warscrolls:

The INVOCATION keyword is used in the following Fyreslayers warscrolls:

© Vyacheslav Maltsev 2013-2025