Fyreslayers – Scourge of Aqshy Vulkyn Flameseekers

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FYRESLAYERS WARSCROLL
Scourge of Aqshy Vulkyn Flameseekers
4"
2
5+
1
6+
Vulkyn Flameseekers are beast-taming Fyreslayers who seek out Magmadroth eggs with pertinacity. It is no surprise that their quest has brought the duardin to the Realm of Fire, for the spawn of Vulcatrix are well suited to its magmatic environments.
FYRESLAYERS WARSCROLL
Scourge of Aqshy Vulkyn Flameseekers
MELEE WEAPONS
AtkHitWndRndDmg
Vulkyn Weapons [Anti-MONSTER (+1 Rend)]
Vulkyn Weapons
Anti-MONSTER (+1 Rend)
33+3+11
Emberteeth [Crit (Mortal), Companion]
Emberteeth
Crit (Mortal), Companion
13+3+-2
BATTLE PROFILE

Unit Size: 9      Points: 160
MODELBASE SIZE
Kyndledroth, Drothmaster, Drothblood Thane and Vulkyn Runefather32mm
5 x Scalebreakers28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Each model in this unit is armed with Vulkyn Weapons.
  • 1/9 models is a Kyndledroth and must replace their weapons with Emberteeth.
  • The champion is a Vulkyn Runefather and cannot replace their weapons.

Once Per Turn (Army), Your Hero Phase
FIERY DISPOSITION: By channelling the volatile spirit of the Magmadroths they so venerate, the Flameseekers are imbued with a portion of Vulcatrix’s power.

Effect: Spend 1 rage dice. If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7. Then, pick 1 of the following effects to apply until the start of your next turn, where X is equal to your fury level.

Vigour of the Ur-Salamander: Add X" to this unit’s Move characteristic.

Fiery Determination: Add X to this unit’s control score.

Kyndlewrath: Add X to the Attacks characteristic of this unit’s Emberteeth.

KEYWORDS
INFANTRY, CHAMPION (1/9), WARD (6+)
ORDER, FYRESLAYERS, DUARDIN
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit. If this unit is a BEAST, this ability affects this unit’s Companion weapons.

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
In the deployment phase after all Deployment Phase abilities have been used 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.
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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
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.
© Vyacheslav Maltsev 2013-2026