Fyreslayers – Warscrolls


Infantry Hero


FYRESLAYERS WARSCROLL
Auric Flamekeeper
4"
5
5+
2
To the martial society of the Fyreslayers, death in battle is considered an honour – and often a certainty. It is for this reason that the solemn Auric Flamekeepers walk amongst their brethren, committing bodies to the flames and retrieving ur-gold runes from their flesh. In this way, the fallen might one day return to fight alongside Grimnir in the Doomgron – the final battle against darkness and malice. Despite their funerary obligations, like any other Fyreslayer, the Flamekeepers are formidable warriors. They take to battle in the most dire of circumstances, where their kin seek to emulate Grimnir’s last stand against his nemesis Vulcatrix. Each Flamekeeper carries a Masterflame Rune, a simmering ember of the First Fire that erupted in the wake of Grimnir’s shattering. Whenever a Fyreslayer warrior falls in proximity to this artefact, the blazing power within them is drawn forth; the ur-gold hammered into their body glows with a blinding light as their flesh and spirit is returned to the flames. A Flamekeeper can channel this force to bolster the runes of their brethren who remain in the fight, imbuing them with a stubborn resolve to annihilate their enemies and setting their fyresteel weapons alight.
FYRESLAYERS WARSCROLL
Auric Flamekeeper
MELEE WEAPONS
AtkHitWndRndDmg
Brazier Axe
Brazier Axe53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: Any FYRESLAYERS

Once Per Turn (Army), Your Hero Phase
MASTERFLAME RUNE: A Flamekeeper’s sacred symbol of office can harness the power within ur-gold runes of fallen warriors to bestow blessings of Grimnir upon their brethren.

Declare: If any friendly units have been destroyed during the battle, pick a friendly FYRESLAYERS INFANTRY unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. If the roll is equal to or less than the number of FYRESLAYERS units that have been destroyed during the battle, pick 1 of the following effects to apply until the start of your next turn:

Grimnir’s Grit: The target has WARD (5+).

Grimnir’s Resolve: Add 2 to charge rolls for the target.

Grimnir’s Vengeance: Add 1 to the Damage characteristic of the target’s melee weapons.

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


FYRESLAYERS WARSCROLL
Auric Runefather
4"
5
5+
2
Glorious lodge leaders and warriors both, the Auric Runefathers take to battle with the fury of Grimnir burning in their very veins. So fearsome are these grizzled and venerable kings that enemies have been known to flee rather than trade blows with a Runefather’s greataxe. Each one carries a mountain of responsibility upon their broad shoulders, ensuring their lodge receives a steady flow of ur-gold through which it can release the essence of their dead god. A Runefather’s rule is measured by foes they have defeated and ur gold gathered during their reign. Many of the riches and artefacts they accrue are sealed in vaults to which they alone bear the key. As a leader that has proven themselves the most worthy Runeson of their many siblings and who has won glory a hundred times over, Runefathers are formidable warlords, their battle-lust tempered with experience. The lordly presence of a Runefather, surrounded by the bravest and most capable warriors of the lodge, inspires the warbands of the fyrd to fight even harder. Only the commands of a Runefather can halt the wild fury of Berzerkers and boost the morale of their warriors even in the most gruelling battles of attrition.
FYRESLAYERS WARSCROLL
Auric Runefather
MELEE WEAPONS
AtkHitWndRndDmg
Latchkey Grandaxe
Latchkey Grandaxe43+3+23
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Grimnir’s Chosen, Any FYRESLAYERS

Once Per Battle (Army), Deployment Phase
ROYAL RETINUE: Auric Runefathers go to battle flanked by the most skilled warriors in the lodge, who are sworn to protect him from harm.

Declare: Pick a friendly non-HERO FYRESLAYERS INFANTRY unit within this unit’s combat range to be the royal retinue.

Effect: For the rest of the battle, while the royal retinue is wholly within 6" of this unit, add 1 to hit rolls for attacks made by the royal retinue and this unit has WARD (4+).

End of Any Turn
COMMANDING PRESENCE: The presence of a Runefather in the Fyreslayer battleline bolsters the warriors’ already considerable will, ensuring that the doughty duardin will hold their ground and slog it out with any foe.

Effect: Add the current battle round number to the control scores of friendly FYRESLAYERS INFANTRY units wholly within 12" of this unit for the rest of the turn.

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


FYRESLAYERS WARSCROLL
Auric Runemaster
4"
5
5+
2
Auric Runemasters are revered high priests of a lodge’s Zharrgrim. It is they who craft the ur-gold runes that are hammered into Fyreslayer flesh, granting the bearer a sliver of the power of Grimnir. Auric Runemasters are attuned to their deity like no other and their ability to detect deposits of ur-gold is unmatched. Unlike a Runesmiter, a Runemaster has tempered their fiery nature and draws upon their connection to Grimnir’s divine power to offer invaluable counsel to their Runefather. Not even the most rash of lodge leaders would make decisions on matters of ur-gold or war without first consulting their Runemaster. The role of spiritual advisor, however, does not mean that a Runemaster is a peaceful individual. Rather, they are able to think with a rational head while channelling emotions into manifestations of blazing magmic energy. Each Runemaster carries a brazier-staff lit by the flames of his magmahold’s master forge. By slamming the base of their staff upon the ground, the battlefield cracks asunder and magma surges up to consume the foe. The Runemaster can also conjure walls of white-hot incandescence from the molten depths to block the advance of invaders.
FYRESLAYERS WARSCROLL
Auric Runemaster
MELEE WEAPONS
AtkHitWndRndDmg
Brazier Staff
Brazier Staff33+3+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Grimnir’s Chosen, Any FYRESLAYERS

Passive
HIGH PRIEST OF THE ZHARRGRIM: The Zharrgrim order of every Fyreslayer lodge is led by an Auric Runemaster, a revered individual attuned to their deity like no other.

Effect: Each time a PRAYER chanted by this unit is answered, this unit gains a magmic power token.

Reaction: You declared an Ur-gold Rune ability
MASTER OF THE RUNES: Drawing upon the divine power released by sacred battle, Runemasters are able to awaken the full potential of their ur-gold runes.

Effect: Remove 3 of this unit’s magmic power tokens. If you do so, apply the effect below that corresponds to the UR-GOLD RUNE ability that was used:

Rune of Fury: For the rest of the battle round, add 1 to wound rolls for combat attacks made by friendly FYRESLAYERS units while they have STRIKE-FIRST.

Rune of Fiery Determination: Add 1 to save rolls for friendly FYRESLAYERS units for the rest of the battle round.

Rune of Relentless Zeal: Add 1 to run rolls and charge rolls for friendly FYRESLAYERS units for the rest of the battle round.

Rune of Searing Heat: Add 1 to the Rend characteristic of melee weapons used by friendly Fyreslayers units for the rest of the battle round.

Rune of Farsight: Increase the range of the ‘Rune of Farsight’ ability to 16".

KEYWORDS
HERO, PRIEST (2), INFANTRY, WARD (6+)
ORDER, FYRESLAYERS, DUARDIN


FYRESLAYERS WARSCROLL
Auric Runesmiter
4"
5
5+
2
The prayers of an Auric Runesmiter are a war cry and their blessings are blazing coronas of flame. Within the thick of the fighting, their chants become burning energy made manifest, for battle is the domain of their ancestral god Grimnir. These members of the Zharrgrim priesthood are responsible for accruing ur-gold, and will take to the fore of battle to deliver their sermons to the warriors fighting to retrieve it. With shouted tales of ancestral heroics, their own battle-joy swells until divine energy sparks out from them in waves. Any warriors around the Runesmiters are inspired by their rumbling chants, filling them with vigour and righteous fury. This causes their ur-gold runes to blaze and sparkle as Grimnir’s essence responds in kind, filling their bearers with fell-handed power. The Runesmiters have a deep knowledge of metal and rock thanks to their affinity with their holy fires. As a result, many have developed other, more elemental powers. They can control magmic forces, summon cinderstorms, and even cloak the claws of Magmadroths in flame. Most crucially, they can command the tide of battle by melting through solid rock and boring temporary tunnels for their Fyreslayer kin to charge through, allowing them to strike from an unexpected quarter.
FYRESLAYERS WARSCROLL
Auric Runesmiter
MELEE WEAPONS
AtkHitWndRndDmg
Latch-axe
Latch-axe43+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any FYRESLAYERS

Deployment Phase
MAGMIC TUNNELLING: A Runesmiter standing upon stone can command the rock to allow them passage.

Declare: Pick this unit and up to 1 unit in its regiment if neither unit has been deployed.

Effect: Set up those units in reserve underground. They have now been deployed.
KEYWORDSDEPLOY

Your Hero Phase
EMERGENCE: The ground opens up to reveal the Runesmiter and their entourage.

Declare: Pick this unit if it is underground.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units. Then, set up the other unit that was set up underground with it (if any) wholly within 6" of this unit and more than 9" from all enemy units.

KEYWORDS
HERO, PRIEST (1), INFANTRY, WARD (6+)
ORDER, FYRESLAYERS, DUARDIN


FYRESLAYERS WARSCROLL
Auric Runeson
4"
5
5+
2
The fury of youth blazes in the blood of the Auric Runesons. Fyreslayer tradition maintains that when a Runefather perishes, the most capable of his offspring will inherit rulership of the lodge. An Auric Runeson must prove their worth constantly if they wish to outshine their many siblings. This ruthless hunger for glory leads them to recklessly seek out the part of the battlefield where the fighting is thickest – and their eagerness for the most challenging fights often leads them to plunge into danger with a fearlessness remarkable even for Fyreslayers. Seeking to forge their own legend, many Auric Runesons will strike out alone with a band of their closest followers. On their travels they will earn great bounties of ur-gold and hunt down the most ferocious monsters to slay, often returning to their Runefather with severed heads or stripped hides to display as trophies. Each is trained from youth with the artefact weapons of their ancestors, making each a powerhouse in their own right that will only grow more devastating with age and experience. It is an honour to bear these weapons, and Runesons vie to be worthy of their legendary names.
FYRESLAYERS WARSCROLL
Auric Runeson
MELEE WEAPONS
AtkHitWndRndDmg
Ancestral Weapons [Anti-MONSTER (+1 Rend)]
Ancestral Weapons
Anti-MONSTER (+1 Rend)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Grimnir’s Chosen, Any FYRESLAYERS
Notes: This HERO can join an eligible regiment as Grimnir’s Chosen.

Reaction: You declared a FIGHT ability for this unit
DAUNTLESS ASSAULT: Eager to prove themselves in battle, Auric Runesons are at their best leading from the front lines alongside their allies.

Effect: Pick a friendly non-HERO FYRESLAYERS INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

Passive
FEARLESS CHARGE: Fearless and bold, Auric Runesons show their devotion to Grimnir with daring assaults and furious charges.

Effect: If this unit charged this turn, for the rest of the turn, add 1 to charge rolls for friendly FYRESLAYERS INFANTRY units while they are wholly within 18" of this unit.

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


FYRESLAYERS WARSCROLL
Battlesmith
4"
5
5+
5
Ancestral reverence is at the centre of duardin culture, and the Fyreslayers are no different. It is the sacred task of the Battlesmith to rouse their kin, both around the fire and in the heat of battle, by chanting the great sagas of their forebears. In turn, the fyrds fight ever harder, forging their own legends for the Battlesmith to observe and record. Of course, to inspire the front lines in such a way demands incredible fighting prowess of the Battlesmiths. Each is handpicked by a lodge’s Runefather from amidst its finest forge workers, ensuring they possess immense strength and a knack for slicing up foes with a fyresteel axe. They are expected to strike their own icons of Grimnir to hold aloft in battle, and the sight of such fearsome totems stoke the inner flames of all Fyreslayers and rally them around it with renewed strength. Any warriors within earshot of a Battlesmith booming legends of old finds themselves rekindled in spirit, their ur-gold runes blazing with Grimnir’s power.
FYRESLAYERS WARSCROLL
Battlesmith
MELEE WEAPONS
AtkHitWndRndDmg
Ancestral Battle-axe
Ancestral Battle-axe53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: Any FYRESLAYERS
Notes: This HERO regiment as can join an eligible Grimnir’s Chosen.

Passive
ICON OF GRIMNIR: The Battlesmith raises their icon of Grimnir and recounts tales of past glories, inspiring their allies and setting their ur-gold runes ablaze so that they might fight until the bitter end.

Effect: Ignore negative modifiers to the control scores of friendly FYRESLAYERS units while they are wholly within 12" of this unit.

Passive
BARD OF THE LODGE: Standing defiant in front of the enemy, a Battlesmith recites tales of the lodge’s glorious history, rallying the warriors around them.

Effect: If a friendly unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.

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


FYRESLAYERS WARSCROLL
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.
FYRESLAYERS WARSCROLL
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


FYRESLAYERS WARSCROLL
Grimhold Exile
4"
6
5+
2
To be a Grimhold Exile is to become an orphan of war, the last survivor of a magmahold that has fallen to ruin. Whilst many Fyreslayers would break upon the advent of such tragedy, these Exiles are souls of a rarer breed: duardin whose resolve cannot be broken no matter the unthinkable grief they have suffered. They are not deathseekers, but agents of retribution, determined to ensure the legacy of their people survives. When battle is joined, Grimhold Exiles transform into roaring agents of vengeance, with each blow from their hammers carrying Grimnir’s own blazing wrath. An Exile’s hammers are imbued with a portion of the Zharrkhul – the legendary Master Flame, ignited during the ancestor-god’s violent demise, that burns at the heart of each magmahold. Along with the ur-gold runes they stamp into their bodies, the Master Flame is the closest connection Grimnir’s cult have to their fallen deity. Some Grimhold Exiles seek to one day found a new magmahold, using the fragment of the Zharrkhul they carry to light the forge temple at such a stronghold’s heart. All Grimhold Exiles swiftly grow into formidable warriors – their ur-gold runes seem to blaze all the brighter, as if the deepest reserves of power locked within are coaxed out by the glow of the Master Flame.
FYRESLAYERS WARSCROLL
Grimhold Exile
MELEE WEAPONS
AtkHitWndRndDmg
Fyre-rune Hammers
Fyre-rune Hammers53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: Any FYRESLAYERS
Notes: This HERO regiment as can join an eligible Grimnir’s Chosen.

Once Per Battle, Any Combat Phase
LAST OF THE LODGE-FIRE: In desperate need, a Grimhold Exile can draw upon the embers of the Zharrkhul by striking their hammer-faces together, setting a powerful foe ablaze with the flames of Grimnir’s wrath.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a number of dice equal to the target’s Health characteristic. For each 4+, inflict 1 mortal damage on the target.
KEYWORDSCORE, ATTACK, FIGHT

Once Per Battle, Your Hero Phase
HONOUR TO GRIMNIR!: Grimhold Exiles exhort their fellow duardin to fight with the vigour of their fallen god.

Declare: Pick up to 3 friendly FYRESLAYERS INFANTRY units wholly within 12" of this unit to be the targets.

Effect: You can re-roll charge rolls for the targets for the rest of the turn.

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


FYRESLAYERS WARSCROLL
Grimwrath Berzerker
4"
5
5+
2
A Grimwrath Berzerker is the greatest warrior of their lodge, a surly champion touched by the volatile battle-fury of Grimnir. Wielding a two handed fyrestorm greataxe, these grizzled duardin cut a swathe of ruin through their foes, spitting insults and blood-curdling threats all the while. These truculent warriors are solitary in nature, eschewing the camaraderie of their kin and refusing to answer to anyone but the lodge’s Runefather. This may be due to the source of their power – dozens of ur-gold runes are embedded into their bodies, imbuing them with the strength of an inferno and the divine rage of Grimnir himself. Most Fyreslayers cannot bear more than a few ur-gold runes at a time, and only the few that survive and overcome the gruelling, often lethal, Tests of Wrath are said to have the soul of a Grimwrath. The only place they truly feel at peace is in the heart of battle, entering a state of such focused fury that their greataxe becomes a fiery blur of motion.
FYRESLAYERS WARSCROLL
Grimwrath Berzerker
MELEE WEAPONS
AtkHitWndRndDmg
Fyrestorm Greataxe
Fyrestorm Greataxe53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: Any FYRESLAYERS
Notes: This HERO can join an eligible regiment as Grimnir’s Chosen.

Deployment Phase
GRIMWRATH OATHS: Before battle, each Grimwrath Berzerker swears a sacred oath to Grimnir that they will fulfil a certain deed in his honour that day.

Effect: Pick 1 of the following oaths for this unit to swear:

‘I will guard them with my life!’: While this unit is wholly within 6" of another friendly FYRESLAYERS HERO:

  • Add 1 to hit rolls for this unit’s attacks.

  • Add 1 to ward rolls for this unit.

If a friendly FYRESLAYERS HERO wholly within 6" of this unit is destroyed, this effect no longer applies.

‘I will not be stopped!’: Add 1 to charge rolls for this unit, and add 1 to save rolls for this unit while it is in combat. If this unit uses the ‘Retreat’ or ‘Rally’ abilities, this effect no longer applies.

Once Per Battle, Any Combat Phase
BATTLE-FURY: Hewing left and right with their greataxe, a Grimwrath Berzerker enters a state of singleminded frenzy.

Effect: If this unit is in combat, it can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the phase.

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

Monster Hero


FYRESLAYERS WARSCROLL
Auric Runefather
on Magmadroth
10"
14
4+
5
Glorious lodge leaders and warriors both, the Auric Runefathers take to battle with the fury of Grimnir burning in their very veins. So fearsome are these grizzled and venerable kings that enemies have been known to flee rather than trade blows with a Runefather’s greataxe. Each one carries a mountain of responsibility upon their broad shoulders, ensuring their lodge receives a steady flow of ur-gold through which it can release the essence of their dead god. A Runefather’s rule is measured by foes they have defeated and ur gold gathered during their reign. Many of the riches and artefacts they accrue are sealed in vaults to which they alone bear the key. Particularly storied Runefathers sometimes ride to battle on the backs of fire-breathing Magmadroths. These great salamanders are the descendants of Vulcatrix, the beast that died in battle with Grimnir centuries before. It is said only those who possess exceptional will and prowess can tame these creatures. Those that ride to war atop a Magmadroth command all attention on the battlefield and can single-handedly break apart enemy flanks with sheets of flame and arcing blows – even the superheated blood of the Magmadroth is a volatile threat should the enemy’s blades cut deep.
FYRESLAYERS WARSCROLL
Auric Runefather
on Magmadroth
RANGED WEAPONS
RngAtkHitWndRndDmg
Roaring Fyrestream [Anti-INFANTRY (+1 Rend), Companion]
Roaring Fyrestream
Anti-INFANTRY (+1 Rend), Companion
10"43+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Latchkey Grandaxe
Latchkey Grandaxe43+3+23
Magmadroth’s Claws and Horns [Companion]
Magmadroth’s Claws and Horns
Companion
64+2+12
Magmadroth’s Blazing Maw [Companion]
Magmadroth’s Blazing Maw
Companion
24+2+23
BATTLE PROFILE

Unit Size: 1      Points: 330
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Grimnir’s Chosen, 0-1 Vulcatrix’s Chosen, Any FYRESLAYERS
Notes: This HERO can join an eligible regiment as Vulcatrix’s Chosen.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Magmadroth’s Claws and Horns is 4.

Once Per Turn (Army), Any Combat Phase
RAGING INFERNO: Throwing back its head, a Magmadroth can spew a wave of flaming bile that scorches through enemy armour.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from save rolls for the target for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Battle (Army), Your Combat Phase
WARRIOR-KINGS: With discipline and zeal in equal measure, the Runefather inspires his warriors to bring down the wrath of Grimnir upon any who oppose them.

Effect: For the rest of the turn, add 1 to the Attacks characteristic of melee weapons used by friendly FYRESLAYERS units while they are wholly within 12" of this unit.

Passive
VOLCANIC BLOOD: Born of fire and flame, Magmadroths pulse with the throbbing heat of the volcanic caverns in which they make their fyrenests.

Effect: If you make an unmodified save roll of 1 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
WARMASTER, HERO, MONSTER, WARD (6+)
ORDER, FYRESLAYERS, DUARDIN, MAGMADROTH


FYRESLAYERS WARSCROLL
Auric Runesmiter
on Magmadroth
10"
14
4+
5
The prayers of an Auric Runesmiter are a war cry and their blessings are blazing coronas of flame. Within the thick of the fighting, their chants become burning energy made manifest, for battle is the domain of their ancestral god Grimnir. These members of the Zharrgrim priesthood are responsible for accruing ur-gold, and will take to the fore of battle to deliver their sermons to the warriors fighting to retrieve it. With shouted tales of ancestral heroics, their own battle-joy swells until divine energy sparks out from them in waves. Any warriors around the Runesmiters are inspired by their rumbling chants, filling them with vigour and righteous fury. This causes their ur-gold runes to blaze and sparkle as Grimnir’s essence responds in kind, filling their bearers with fell-handed power. The most powerful Runesmiters of the Zarrgrim Priesthood will ride to battle upon the backs of Magmadroths. These great salamanders are the descendants of Vulcatrix, the beast that died in battle with Grimnir centuries before. It is said only those who possess exceptional will and prowess can tame these creatures. Those that ride to war atop a Magmadroth command all attention on the battlefield and can single-handedly break apart enemy flanks with sheets of flame and arcing blows – even the superheated blood of the Magmadroth is a volatile threat should the enemy’s blades cut deep.
FYRESLAYERS WARSCROLL
Auric Runesmiter
on Magmadroth
RANGED WEAPONS
RngAtkHitWndRndDmg
Roaring Fyrestream [Anti-INFANTRY (+1 Rend), Companion]
Roaring Fyrestream
Anti-INFANTRY (+1 Rend), Companion
10"43+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Latch-axe
Latch-axe43+3+12
Magmadroth’s Blazing Maw [Companion]
Magmadroth’s Blazing Maw
Companion
24+2+23
Magmadroth’s Claws and Horns [Companion]
Magmadroth’s Claws and Horns
Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 300
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any FYRESLAYERS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Magmadroth’s Claws and Horns is 4.

Your Hero Phase
RUNIC EMPOWERMENT: With a sonorous chant, the Runesmiter draws forth the power of the ur-gold runes set into the flesh of their Fyreslayer kin.

Declare: Pick a friendly FYRESLAYERS unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to wound rolls for the target’s attacks for the rest of the turn.

Once Per Turn (Army), Any Combat Phase
LASHING TAIL: Magmadroths can use their muscular spiked tails to pulverise lesser prey with a single swipe.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll 2D6. If the roll is equal to or less than the number of models in the target unit, inflict D3+3 mortal damage on the target.
KEYWORDSRAMPAGE

Passive
VOLCANIC BLOOD: Born of fire and flame, Magmadroths pulse with the throbbing heat of the volcanic caverns in which they make their fyrenests.

Effect: If you make an unmodified save roll of 1 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
HERO, MONSTER, PRIEST (1), WARD (6+)
ORDER, FYRESLAYERS, DUARDIN, MAGMADROTH


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Auric Runeson
on Magmadroth
10"
14
4+
5
The fury of youth blazes in the blood of the Auric Runesons. Fyreslayer tradition maintains that when a Runefather perishes, the most capable of his offspring will inherit rulership of the lodge. An Auric Runeson must prove their worth constantly if they wish to outshine their many siblings. This ruthless hunger for glory leads them to recklessly seek out the part of the battlefield where the fighting is thickest – and their eagerness for the most challenging fights often leads them to plunge into danger with a fearlessness remarkable even for Fyreslayers. Some Runesons will ride to battle upon the backs of flame spitting Magmadroths. These great salamanders are the descendants of Vulcatrix, the beast that died in battle with Grimnir centuries before. It is said only those who possess exceptional will and prowess can tame these creatures. Many Runesons raise their Magmadroths from infancy, seeing this as another way in which they can prove their worthiness as a potential leader. Those that ride to war atop a Magmadroth command all attention on the battlefield and can single-handedly break apart enemy flanks with sheets of flame and arcing blows – even the superheated blood of the Magmadroth is a volatile threat should the enemy’s blades cut deep.
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Auric Runeson
on Magmadroth
RANGED WEAPONS
RngAtkHitWndRndDmg
Roaring Fyrestream [Anti-INFANTRY (+1 Rend), Companion]
Roaring Fyrestream
Anti-INFANTRY (+1 Rend), Companion
10"43+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Magmadroth’s Blazing Maw [Companion]
Magmadroth’s Blazing Maw
Companion
24+2+23
Magmadroth’s Claws and Horns [Companion]
Magmadroth’s Claws and Horns
Companion
64+2+12
Ancestral Weapons [Anti-MONSTER (+1 Rend)]
Ancestral Weapons
Anti-MONSTER (+1 Rend)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Grimnir’s Chosen, Any FYRESLAYERS
Notes: This HERO can join an eligible regiment as Vulcatrix’s Chosen.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Magmadroth’s Claws and Horns is 4.

Passive
VYING FOR GLORY: Runesons seek their father’s favour in battle by slaying the most fearsome enemy creatures.

Effect: Each time this unit destroys a MONSTER, add 1 to the Attacks characteristic of this unit’s Ancestral Weapons for the rest of the battle. This unit can be affected by this ability multiple times and the effects are cumulative.

Once Per Turn (Army), End of Any Turn
DOMINATING ROAR: The Flame-scale Youngbloods ridden by Auric Runesons are fiercely territorial when faced with a monstrous challenger.

Declare: Pick an enemy MONSTER in combat with this unit to be the target

Effect: If this unit has fewer damage points than the target, subtract 10 from the target’s control score for the rest of the turn.
KEYWORDSRAMPAGE

Passive
VOLCANIC BLOOD: Born of fire and flame, Magmadroths pulse with the throbbing heat of the volcanic caverns in which they make their fyrenests.

Effect: If you make an unmodified save roll of 1 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
HERO, MONSTER, WARD (6+)
ORDER, FYRESLAYERS, DUARDIN, MAGMADROTH

Infantry


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Auric Hearthguard
4"
2
6+
1
The warriors of the Auric Hearthguard are renowned for their steadfast bravery – holding ground no matter how dire the circumstances and facing even certain doom without abandoning their duty. They are tasked with guarding the forge-temple of their magmahold where ur-gold is stored and runes are forged. The absolute importance of this sacred site leads the Zharrgrim priesthood to handpick its guardians from the hold’s ranks, chosen for their implacability as much as their martial prowess. Small groups of them will often fight as bodyguards to the Zharrgrim priests, allowing their wards to safely retrieve more ur-gold deposits. Of course, warriors of the Auric Hearthguard are as fiery and belligerent as any of their kin. However, they channel their battle-fury not into wild swings and reckless charges but into focusing the flaming devastation of their favoured weapon: the magmapike. These ornate hand-cannons spew a ceaseless barrage of superheated lava at their target, each blazing missile capable of melting through plate armour and igniting hair and flesh. Should any foes survive this ferocious hail of magma and engage the Auric Hearthguard in combat, they will be quickly dispatched with the blades affixed to the edges and hafts of these formidable weapons.
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Auric Hearthguard
RANGED WEAPONS
RngAtkHitWndRndDmg
Magmapike [Shoot in Combat]
Magmapike
Shoot in Combat
12"24+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Magmapike
Magmapike13+3+11
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 32mm
Can be reinforced: Yes

Passive
MOLTEN ROCKBOLTS: Enemies struck by magmapike bolts find their movements become increasingly sluggish as the burning rock cools and rapidly solidifies on their armour and flesh.

Effect: Each time a shooting attack made by this unit scores a critical hit, subtract 1" from the target unit’s Move characteristic until the start of your next turn. This ability cannot reduce the target unit’s unmodified Move characteristic below half.

KEYWORDS
INFANTRY, CHAMPION, WARD (6+)
ORDER, FYRESLAYERS, DUARDIN


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Hearthguard Berzerker
with Berzerker Broadaxes
4"
2
6+
1
The most skilled warriors of a magmahold are granted a place within the Hearthguard Berzerkers. These elite warriors are bodyguards to the royal family – the Auric Runefather and his Runesons. Hearthguard Berzerkers wield two-handed weapons, the better to keep the enemy at a distance from their ward. The deadly Berzerker broadaxe is a mighty weapon capable of splitting an ogor in two, while the flamestrike poleaxe features both a cleaving blade and a fiery brazier attached to the haft by a heavy chain. Those deemed skilled enough warriors to join the Hearthguard Berzerkers are first invited to partake in ceremonial battles. Known as the Trials of Grimfyre, they involve the slaying of a gauntlet of beasts and monsters. Those who survive are allowed to pledge their oath of service, and in return are gifted their fireblessed weapon from the Runefather himself. The trials are a reflection of the challenges that await these warriors, for they must be prepared to lay down their lives unquestioningly for their lieges every time the Fyreslayers march to battle.
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Hearthguard Berzerker
with Berzerker Broadaxes
MELEE WEAPONS
AtkHitWndRndDmg
Berzerker Broadaxe
Berzerker Broadaxe23+3+12
BATTLE PROFILE

Unit Size: 5      Points: 110
Base size: 32mm
Can be reinforced: Yes

Passive
DUTY UNTO DEATH: Hearthguard Berzerkers are sworn to protect their lodge and its masters until their dying breath.

Effect: While any friendly FYRESLAYERS INFANTRY HEROes are wholly within this unit’s combat range, both this unit and those friendly units have WARD (5+).

Passive
FIRES OF VENGEANCE: Should one of the elders of the lodge be harmed while under the protection of Hearthguard Berzerkers, they are sent into such a vengeful rage that they become nigh unstoppable.

Effect: While this unit is within the combat ranges of any damaged friendly FYRESLAYERS HEROES, add 1 to the Attacks characteristic of this unit’s melee weapons.

KEYWORDS
INFANTRY, CHAMPION, WARD (6+)
ORDER, FYRESLAYERS, DUARDIN


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Hearthguard Berzerkers
with Flamestrike Poleaxes
4"
2
6+
1
The most skilled warriors of a magmahold are granted a place within the Hearthguard Berzerkers. These elite warriors are bodyguards to the royal family – the Auric Runefather and his Runesons. Hearthguard Berzerkers wield two-handed weapons, the better to keep the enemy at a distance from their ward. The deadly Berzerker broadaxe is a mighty weapon capable of splitting an ogor in two, while the flamestrike poleaxe features both a cleaving blade and a fiery brazier attached to the haft by a heavy chain. Those deemed skilled enough warriors to join the Hearthguard Berzerkers are first invited to partake in ceremonial battles. Known as the Trials of Grimfyre, they involve the slaying of a gauntlet of beasts and monsters. Those who survive are allowed to pledge their oath of service, and in return are gifted their fireblessed weapon from the Runefather himself. The trials are a reflection of the challenges that await these warriors, for they must be prepared to lay down their lives unquestioningly for their lieges every time the Fyreslayers march to battle.
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Hearthguard Berzerkers
with Flamestrike Poleaxes
MELEE WEAPONS
AtkHitWndRndDmg
Flamestrike Poleaxe [Crit (Mortal)]
Flamestrike Poleaxe
Crit (Mortal)
23+3+12
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 32mm
Can be reinforced: Yes

Passive
DUTY UNTO DEATH: Hearthguard Berzerkers are sworn to protect their lodge and its masters until their dying breath.

Effect: While any friendly FYRESLAYERS INFANTRY HEROES are wholly within this unit’s combat range, both this unit and those friendly units have WARD (5+).

End of Any Turn
SMOULDERING BRAZIERS: With each swing of a flamestrike poleaxe, the brazier chained to it arcs towards the foe, sparks and fire trailing in its wake.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
INFANTRY, CHAMPION, WARD (6+)
ORDER, FYRESLAYERS, DUARDIN


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Vulkite Berzerkers
with Bladed Slingshields
4"
2
5+
1
At the fore of the Fyreslayer fyrds come the Vulkite Berzerkers, doughty warriors that form the heart of their army. Wielding fyresteel axes and war-picks, they hurl themselves into the thick of combat, roaring and laughing as they hew their enemies apart. Even when they are riddled with arrows and bleeding from half a dozen grievous wounds, the Vulkite Berzerkers will fight on, the light of Grimnir in their eyes and wide smiles upon their blood-spattered faces. The secret to these warriors’ terrifying resilience and battle-rage comes from the ur-gold runes that are ritually embedded in their flesh. These allow each Berzerker to channel the fury of Grimnir himself, augmenting the duardin’s physical prowess and resolve. When the latent power within these runes is fuelled by the rites of the Zharrgrim priests, the bearer’s martial skill reaches near supernatural levels. Many Vulkite Berzerkers wield weapons in each hand, the better to overwhelm their foes with a flurry of attacks. Others choose to bear war picks and bladed slingshields, the latter of which can be hurled as deadly missiles to catch unwary foes off guard.
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Vulkite Berzerkers
with Bladed Slingshields
MELEE WEAPONS
AtkHitWndRndDmg
Fyresteel Weapons
Fyresteel Weapons24+3+11
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 32mm
Can be reinforced: Yes

Passive
BERSERK FURY: No Fyreslayer will easily accept death’s embrace while their kin are still fighting.

Effect: Each time a model in this unit is slain by a combat attack and that model was in combat with the attacking unit, roll a dice. On a 5+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), WARD (6+)
ORDER, FYRESLAYERS, DUARDIN


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Vulkite Berzerkers
with Fyresteel Weapons
4"
2
6+
1
At the fore of the Fyreslayer fyrds come the Vulkite Berzerkers, doughty warriors that form the heart of their army. Wielding fyresteel axes and war-picks, they hurl themselves into the thick of combat, roaring and laughing as they hew their enemies apart. Even when they are riddled with arrows and bleeding from half a dozen grievous wounds, the Vulkite Berzerkers will fight on, the light of Grimnir in their eyes and wide smiles upon their blood-spattered faces. The secret to these warriors’ terrifying resilience and battle-rage comes from the ur-gold runes that are ritually embedded in their flesh. These allow each Berzerker to channel the fury of Grimnir himself, augmenting a duardin’s physical prowess and resolve. When the latent power within these runes is fuelled by the rites of the Zharrgrim priests, the bearer’s martial skill reaches near supernatural levels. Many Vulkite Berzerkers wield weapons in each hand, the better to overwhelm their foes with a flurry of attacks. When they plunge deep into the fray, these warriors become a whirlwind of blades, arcing, spinning and hacking to send the limbs of their foes flying left and right.
FYRESLAYERS WARSCROLL
Vulkite Berzerkers
with Fyresteel Weapons
MELEE WEAPONS
AtkHitWndRndDmg
Fyresteel Weapons
Fyresteel Weapons24+3+11
BATTLE PROFILE

Unit Size: 10      Points: 130
Base size: 32mm
Can be reinforced: Yes

Passive
WHIRLWIND OF DESTRUCTION: With the light of Grimnir burning in their eyes, these impetuous warriors hurl themselves into the fray, leaving a trail of death in their wake.

Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons if this unit charged this turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), WARD (6+)
ORDER, FYRESLAYERS, DUARDIN


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Vulkyn Flameseekers
4"
2
5+
1
The monster-taming duardin known as Vulkyn Flameseekers will go to great lengths to acquire the progeny of Vulcatrix, the Ur-Salamander that died in battle with Grimnir. They consider Magmadroth eggs of equal importance to ur-gold. According to their creed, parts of Vulcatrix’s spirit exploded across the realms to combine with seven sacred flames known as the vulkazharr. In recovering the vulkazharr and bathing their Magmadroth eggs in this godly essence, the Flameseekers believe they can create creatures infused with Vulcatrix’s power. It is little surprise that the first practitioners of the Vulkyn creed were duardin of the Lofnir lodge. As denizens of the Realm of Beasts, they understand well the role these behemoths play on the battlefield. They spend more time than any other lodge rearing Magmadroths, often all the way from birth, creating unbreakable bonds between beast and duardin. Vulkyn Flameseekers seek their prizes with single-minded tenacity. They are marked out by drothscale armour that they believe will imbue them with a portion of the Magmadroths’ power. They are formidable warriors all, hardened from a harsh life in the wilderness, and they carry wicked, shovel-like ‘bokaz’ that serve as both weapons and tools of excavation.
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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: 150
MODELBASE SIZE
5 x Scalebreakers28.5mm
Kyndledroth, Drothmaster, Drothblood Thane and Vulkyn Runefather32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

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.

Any Combat Phase
DROTHMASTERS: Vulkyn Flameseekers are skilled at dominating monstrous wild beasts.

Declare: Pick an enemy MONSTER in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract D3 from the Damage characteristic of the target’s Companion melee weapons for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION (1/9), WARD (6+)
ORDER, FYRESLAYERS, DUARDIN


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The Chosen Axes
4"
3
5+
1
The deeds of Fjul-Grimnir are spoken of by generations of Vostarg warriors. For them, he is the epitome of that which the Sons of Grimnir should aspire to, a fearless warrior who has sacrificed his body and soul in pursuit of honour and ur-gold. The Chosen Axes are the hand-picked champions of the mighty Runefather Fjul-Grimnir. Bellowing oaths and trailing sparks, these dauntless warriors launch themselves into battle alongside their beloved leader, smashing aside all in their path.
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The Chosen Axes
MELEE WEAPONS
AtkHitWndRndDmg
Fyresteel Weapons
Fyresteel Weapons24+3+11
Latchkey Grandaxe
Latchkey Grandaxe43+3+23
BATTLE PROFILE

Unit Size: 4      Points: 120
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:
  • Fjul-Grimnir (champion, armed with a Latchkey Grandaxe)
  • Tefk Flamebearer (armed with Fyresteel Weapons)
  • Vol Orrukbane (armed with Fyresteel Weapons)
  • Mad Maegrim (armed with Fyresteel Weapons)

Passive
BERSERK FURY: No Fyreslayer will easily accept death’s embrace while their kin are still fighting.

Effect: Each time a model in this unit is slain by a combat attack and that model was in combat with the attacking unit, roll a dice. On a 5+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Passive
FJUL’S RETINUE: The bravest of warriors are hand-picked by Fjul-Grimnir to serve as his bodyguard in battle.

Effect: While this unit’s Fjul-Grimnir is on the battlefield, ignore the first damage point that would be allocated to this unit each phase.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, WARD (6+)
ORDER, FYRESLAYERS, DUARDIN

Faction Terrain


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Magmic Battleforge
-
8
3+
0
Totems in Grimnir or Vulcatrix’s image have long been raised during battle to instil courage in warriors and empower the runes embedded in their flesh. The Magmic Battleforge does this on a much larger scale. Formed in moments from molten blood of the land, the Battleforge is a manifestation of Grimnir’s fury fused with the white-hot fires of Vulcatrix. It takes the form of the duardin ancestor-god, burning bright with Aqshian flames, and inspires all Fyreslayers who look upon it. This mystic furnace can be summoned to a battlefield, where its elemental heat can ignite ur-gold runes and stoke the powers of the Zharrgrim. Drawing upon the powerful elemental energies burning within the Magmic Battleforge, a Zharrgrim priest casts clouds of cinders adrift on the air, imbuing those of their sacred order with power afresh. In times of need, a Zharrgrim priest may expend all of the Battleforge’s power, igniting the ur gold runes of their Fyreslayer kin and infusing the warriors with supernatural strength.
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Magmic Battleforge
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable, Obscuring

Once Per Battle (Army), Your Hero Phase
SPENDING THE FORGE: In times of need, a Zharrgrim priest may expend all of the Magmic Battleforge’s power, igniting the ur-gold runes of their Fyreslayer kin and infusing the warriors with strength.

Declare: Pick a friendly FYRESLAYERS PRIEST within this terrain feature’s combat range to expend the power of the forge.

Effect: Heal (D3) each friendly FYRESLAYERS unit on the battlefield. Once this ability has been used, this terrain feature cannot use the ‘Molten Blessing’ ability for the rest of the battle.

Start of Any Turn
MOLTEN BLESSING: Drawing upon the powerful elemental energies of the Magmic Battleforge, a Zharrgrim priest casts clouds of cinders into the air, imbuing those of their sacred order with burning power.

Declare: Pick a friendly FYRESLAYERS PRIEST within this terrain feature’s combat range to be the target.

Effect: Add 1 to chanting rolls for the target for the rest of the turn. In addition, the target can use the ‘Unbind’ ability this turn as if it had WIZARD (1).

KEYWORDS
FACTION TERRAIN, WARD (6+)
ORDER, FYRESLAYERS

Manifestation


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Molten Infernoth
8"
10
5+
7
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.
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Molten Infernoth
RANGED WEAPONS
RngAtkHitWndRndDmg
Raging Torrents of Lava [Shoot in Combat]
Raging Torrents of Lava
Shoot in Combat
8"24+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Molten Claws [Crit (Mortal)]
Molten Claws
Crit (Mortal)
64+2+1D3
End of Any Turn
FLAMESCARRED: Those wounded by a Molten Infernoth are left scorched and writhing in pain.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by this MANIFESTATION’s attacks to be the target.

Effect: Subtract 1 from wound rolls for the target’s combat attacks until the end of your next turn.

KEYWORDS
MANIFESTATION, INVOCATION, FLY, WARD (6+)
ORDER, FYRESLAYERS


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Runic Fyrewall
-
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.
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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


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Zharrgron Flame-spitter
-
5
6+
7
By concentrating their magmic powers, a Zharrgrim priest can summon forth fiery heat from the bowels of the realm. As energy bubbles up to the surface, the battlefield cracks like an eggshell. From its depths shoots an angry geyser of flame, punching its way forth into the sky. As earthquakes rock the battlefield, the foe quickly finds themselves bombarded with molten death. Once the smoke clears, ash and melted corpses of the enemy flanks are all that remain. The fyrds are then free to cut into their foes’ main forces, rushing them from multiple angles and hacking them down with blazing fyresteel weapons. In Aqshy, where fire churns under the surface of even the coldest tundras, the earth-wounds caused by Zharrgron Flame-spitters do not always close. More lava rushes forth, forming new hotspots of volcanic activity that can continue to bubble away for years. The greatest Aqshian battlefields are often pocked with magmic wounds that evidence the Fyreslayers’ past conquests.
FYRESLAYERS WARSCROLL
Zharrgron Flame-spitter
RANGED WEAPONS
RngAtkHitWndRndDmg
Magma Blast [Crit (2 Hits)]
Magma Blast
Crit (2 Hits)
18"84+3+11
Passive
MAGMA BLAST: At the beck of a Zharrgrim Priest, the Zharrgron Flamespitter hurls forth a fiery orb that arcs across the sky before detonating in an explosion of flame amidst the enemy lines.

Effect: Add 1 to hit rolls for this MANIFESTATION’s shooting attacks if the target unit has 10 or more models. Add 1 to hit rolls and wound rolls instead if the target unit has 15 or more models.

KEYWORDS
MANIFESTATION, INVOCATION, WARD (6+)
ORDER, FYRESLAYERS

Regiment of Renown


REGIMENT OF RENOWN
Gotrek Gurnisson
Gotrek Gurnisson hails from a world lost to legend. After a great shame befell him, he swore an oath to meet an honourable death in battle – but with his warrior skill and the unwelcome favour of the fallen god Grimnir, no foe has yet proven equal to the task. Cantankerous, surly and stubborn to a fault, Gotrek is ever travelling across the realms in search of battle. For a worthy cause, he might lend his axe for a time; still, allies are wise to keep out of the Slayer’s business, if they know what’s good for them.
REGIMENT OF RENOWN
Gotrek Gurnisson
ORGANISATION

BATTLE PROFILE

Points: 340



REGIMENT OF RENOWN
Bundo Whalebiter
Kraken-eater Mega-Gargants are irascible old souls who have seen it all. They find just as much satisfaction in watching the sun rise while seated atop their favourite rock as they do in destroying a village, and they crave the relief that only the sea can provide – as well as the bounty that washes up on its shores. Bundo Whalebiter is a legend along Ghur’s Coast of Tusks. He is that rarest of things, a gargant known for both brain and brawn, and has been ever since an encounter with ocean-dwelling aelves near the Icefangs. While pursuing the aelves – for the sight of their sea creatures flying about out of the water irritated him to no end – Bundo was distracted by a Fangmora Eel to which a glowing lantern had been attached. The gargant throttled the creature and took the trinket, hanging it from his ear as a fetching accoutrement. The aetherquartz in the lantern worked its magics upon Bundo, heightening his intellect such that he can now converse with shocking clarity for a gargant. As a result, Bundo has won many mercenary contracts by arguing the value in having colossal aid to call upon.
REGIMENT OF RENOWN
Bundo Whalebiter

BATTLE PROFILE

Points: 420

Once Per Turn (Army), Any Combat Phase
DEAD CUNNING, FOR A GARGANT: The aelven artefact hanging from Bundo’s ear has increased his intellect, giving him brains as well as brawn. He can be uncannily patient, knowing just where and when to strike to cause maximum havoc. Some say his hoard even contains strange papery things called ‘books’…

Effect: For the rest of the turn, add 1 to the Attacks characteristic of this unit’s weapons.

Then, roll a dice. On a 4+, this unit has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Elthwin’s Thorns
The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched by maddening energies. Over time, the spirit-song that naturally envelops her fellow Sylvaneth has become torturously faint to Elthwin, and it is only the Arch-Revenant’s strength of will that has staved off insanity.
REGIMENT OF RENOWN
Elthwin’s Thorns
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
  • 1 Gossamid Archers
  • 1 Arch-Revenant

BATTLE PROFILE

Points: 260

Your Shooting Phase
GOSSAMID CHAMPION: Elthwin directs her Gossamid kin to let fly volleys of suppressing shots.

Declare: Pick the Arch-Revenant in this Regiment of Renown to use this ability, the pick a visible enemy unit within 12" of them to be the target.

Effect: Until the start of your next turn, subtract X from charge rolls for the target, where X is the number of damage points allocated to the target this phase by shooting attacks made by the Gossamid Archers unit in the Regiment of Renown, to a maximum of 6.

Once Per Turn (Army), Your Shooting Phase
FLIGHT OF THE ZEPHYRSPITES: In their effort to reach Alarielle’s court and be healed, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.

Effect: If both units in this Regiment of Renown are within each other’s combat range and neither unit is in combat, roll a dice. On a 3+, remove both units from the battlefield, then set them up again within each other’s combat range, wholly within 3" of a terrain feature and more than 9" from all enemy units.


REGIMENT OF RENOWN
Enforcers of the Tithe
Unlike most undead, the Ossiarchs are willing to compromise – provided their tithe is not waylaid. Though they bear little trust for the forces of Chaos, a desperate or cunning general may be able to direct them towards a mutual foe. After all, the Bonereapers will happily harvest the corpses of both sides…
REGIMENT OF RENOWN
Enforcers of the Tithe

BATTLE PROFILE

Points: 510

Once Per Turn (Army), Any Combat Phase
COLLECT THE TITHE: Such is Arkhan’s command of necromancy that even magic withers in his presence.

Declare: Pick the Gothizzar Harvester in this Regiment of Renown to use this ability, then pick a NON-HERO INFANTRY unit (friendly or enemy) within its combat range to be the target.

Effect: Roll a dice. If the roll equals or exceeds the target’s Health characteristic, 1 model in the target unit is slain, then give the unit using this ability 1 bone-tithe point.

Your Hero Phase
7
SOUL TAX: Part of the Ossiarchs’ tithe is inevitably a portion of their allies’ souls.

Declare: Pick the Mortisan Ossifector in this Regiment of Renown to cast this spell, then:
  • Pick a friendly unit, excluding units in this Regiment of Renown, to be the target.
  • Pick a unit in this Regiment of Renown to be the recipient.

The target and the recipient must be wholly within 12" of and visible to the caster. Then, make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • The target has a maximum control score of 1.
  • Add 1 to hit rolls and wound rolls for the recipient’s combat attacks.
KEYWORDSSPELL

Your Movement Phase
REBUILD ON THE MARCH: Ossiarch warconstructs can fashion new warriors at a fearsome rate if bone is in ample supply.

Declare: Pick the Gothizzar Harvester in this Regiment of Renown to use this ability if it has 6 bone-tithe points. Then, pick another unit in this Regiment of Renown that has been destroyed to be the target.

Effect: Reset the Gothizzar Harvester’s bone-tithe points to 0. Then, set up a replacement of the target unit with half the number of models (rounding up) wholly within 9" of the Gothizzar Harvester and more than 9" from all enemy units.


REGIMENT OF RENOWN
Exile Scavengers
His Endrineering commission revoked after repeated accusations of ‘unsanctioned resource sharing’, Gronn Ymorsson took matters into his own hands by bribing some Skywardens and stealing a Gunhauler, then fleeing the sky-port authorities before they noticed. He follows armies who can open the way to worthy treasure, swooping down to claim the loot when the coast is clear.
REGIMENT OF RENOWN
Exile Scavengers

BATTLE PROFILE

Points: 460

Deployment Phase
AN EYE FOR LOOT: The Exile Scavengers observe from above to locate the best spot to swoop in and ‘claim their fee’.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve studying the battlefield. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
SWOOP IN: Once the moment is right, Gronn and his crew strike hard and fast.

Declare: Pick the Grundstok Gunhauler in this Regiment of Renown to use this ability if it is studying the battlefield.

Effect: Set up the Grundstok Gunhauler on the battlefield more than 6" from all enemy units that have an artefact of power and more than 9" from all other enemy units. Then, set up all other units in this Regiment of Renown wholly within 3" of the Grundstok Gunhauler and more than 6" from all enemy units.

Once Per Turn (Army), Your Combat Phase
WHAT’S YOURS IS MINE: Gronn has always had a cavalier attitude when it comes to ownership.

Declare: Pick an enemy unit in combat with a unit in this Regiment of Renown to be the target. Then, pick an artefact of power the target has.

Effect: Roll a dice. Add 1 to the roll for each unit in this Regiment of Renown that is in combat with the target. On a 6+, the target no longer has that artefact of power.


REGIMENT OF RENOWN
Norgrimm’s Rune Throng
Once, Clan Arzabul were nobles amongst the Khazalid Empire. Yet the fall of that nation quashed their fortunes. Rather than succumb to despair, the Runelord Norgrimm leads his surviving kin to search ruined karaks for valuable rune-lore. Amongst this recovered knowledge is the Rune of Restored Hearth.
REGIMENT OF RENOWN
Norgrimm’s Rune Throng
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 350

Once Per Battle (Army), Your Hero Phase
RUNE OF RESTORED HEARTH: Upon striking this rune, Norgrimm and his kin are filled with a tenacious impulse to restore their people’s glory.

Effect: If the Runelord in the Regiment of Renown is contesting an objective, for the rest of the battle, units in this Regiment of Renown have WARD (5+) while they are contesting that objective.

Your Hero Phase
4
WRATH AND RUIN: The very earth cracks before the priest, venting fire and sulphurous fumes that engulf the enemy.

Declare: Pick the Runelord in this Regiment of Renown to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Roll 6 dice. If the chanting roll was 8+, roll 9 dice instead. For each 5+, inflict 1 mortal damage on the target. If 3 or more damage points are allocated to the target as a result of those dice rolls, ignore positive modifiers to save rolls for the target until the start of your next turn.
KEYWORDSPRAYER, UNLIMITED


REGIMENT OF RENOWN
Nurgle’s Gift
Nurgle is a generous god, granting gifts even to those who deny their genius. It takes only one infected well, watering hole or imported keg for corruption to bite. At first, a warrior feels little but mild discomfort – but as the day of battle draws near, their suffering deepens, and an eager giggling echoes through the aether…
REGIMENT OF RENOWN
Nurgle’s Gift
ORGANISATION

Each unit in this Regiment of Renown has the NURGLE’S GIFT keyword.


BATTLE PROFILE

Points: 180
Notes: Each unit in this Regiment of Renown has the NURGLE’S GIFT keyword.

Deployment Phase
INCUBATION PERIOD: Nurgle’s gifts can incubate slowly within the afflicted, gaining a malign sentience.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve festering within. They have now been deployed.
KEYWORDSDEPLOY

Passive
BURSTING WITH LIFE: Guts roil and buboes weep before cheering Nurglings burst forth from the slain.

Effect: If a friendly non-NURGLE’S GIFT unit would be destroyed, before the last model is removed from play, roll a dice. Add 1 to the roll for each other friendly non-NURGLE’S GIFT unit that has been destroyed this battle. On a 5+, pick a friendly unit that is festering within and set it up wholly within 6" of that model. It can be set up in combat.


REGIMENT OF RENOWN
Saviours of Cinderfall
The backstreets and catacombs of the God-King’s free cities conceal innumerable threats, from lurking monsters to hidden cults. It is the duty of the Saviours of Cinderfall to root out these horrors with blade and spell, and there are few more effective at this than Hanniver Toll and his companion Armand Callis. Along with a motley retinue of hired blades, these heroes fight a bitter underground war to keep the Cities of Sigmar from sliding into disorder and bloodshed.
REGIMENT OF RENOWN
Saviours of Cinderfall
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 270

Passive
DUTY BOUND: Hanniver Toll has assembled a formidable array of agents, bound by oath – or debt – to serve Sigmar unto death.

Effect: While every model in the same unit in the Regiment of Renown is contesting the same objective, add 1 to save rolls and ward rolls for that unit.

Once Per Battle (Army), Deployment Phase
SIGMAR’S JUSTICE: Callis, Toll and their companions are single-minded in their purpose: the elimination of a high-priority target.

Declare: Pick an enemy unit to be marked for justice. You can pick a unit that is in reserve.

Effect: For the rest of the battle, add 1 to wound rolls for combat attacks made by units in this Regiment of Renown that target a unit that is marked for justice.


REGIMENT OF RENOWN
Stumblefoot Gargant
The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 180

Once Per Turn (Army), Any Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

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

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE


REGIMENT OF RENOWN
The Blacktalons
From scions of the Dark Gods to marauding orruk warlords, threats to Sigmar’s people lurk in every corner of the realms. It is Neave Blacktalon, the God-King’s foremost assassin, who must put down these fell champions. Neave travels upon winds of magic during battle to unleash storms of never-ending axe blows. With her come the Blacktalons, tightly knit companions and warriors of deadly renown all.
REGIMENT OF RENOWN
The Blacktalons

BATTLE PROFILE

Points: 320

Once Per Battle (Army), Any Combat Phase
JUSTICE WILL BE SERVED: When her appointed target is within her grasp, Neave fights with the overwhelming fury of an Azyrite storm.

Declare: Pick the Neave Blacktalon in this Regiment of Renown to be the target if it is in combat with an enemy HERO.

Effect: The target can use 2 FIGHT abilities this phase. Each time it does so, if it is in combat with an enemy HERO, all of its attacks must target an enemy HERO. In addition, after the first FIGHT ability is used, the target has STRIKE-LAST for the rest of the turn.


REGIMENT OF RENOWN
The Horizon Seekers
One of the most famed Vanguard formations is that of Lord-Aquilor Tyran Veld, a grizzled veteran who has fought campaigns in every realm save Azyr. Known as the Horizon Seekers, his retinue are often seconded to Sigmar's allies, serving as scouts and putting their hard-earned knowledge of the realms' hinterlands to good effect as they harry enemies and seize control of vital objectives.
REGIMENT OF RENOWN
The Horizon Seekers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 500

Passive
HUNTER’S COHESION: The Horizon Seekers have long roamed the wilderness together, operating in well-honed unison to run circles around the foe.

Effect: Each time this Regiment of Renown’s Lord-Aquilor uses its ’Ride the Winds Aetheric’ ability, you can pick all units in this Regiment of Renown that are not in combat to be the targets.

In addition, add 1 to hit rolls for attacks made by this Regiment of Renown’s Lord-Aquilor and VANGUARD-PALLADORS units that target a HUNTED enemy unit.

Designer’s Note: See the ’Astral Compass’ ability on the Vanguard-Hunters warscroll to see how an enemy unit can become Hunted.


REGIMENT OF RENOWN
Valnir’s Stormwing
One of the brightest stars of the Hammers of Sigmar, Knight-Draconis Aldus Valnir is an expert drake-rider known for his death-defying bravery. Lending his lance to Sigmar's allies in the fight against darkness, he is accompanied in battle by his loyal bodyguard Ortana. The two have developed a formidable synergy, timing their aerial charges to deliver a devastating one-two punch to the enemy.
REGIMENT OF RENOWN
Valnir’s Stormwing

BATTLE PROFILE

Points: 400

Once Per Battle (Army), Your Hero Phase
HOUR OF RETRIBUTION: Aldus Valnir and Ortana dive down from the clouds into the midst of the reelingfoe, using the shock of their sudden assault to inflict maximum damage.

Effect: For the rest of the turn:
  • Add 1 to wound rolls for attacks made by units in this Regiment of Renown.
  • Add 1 to save rolls for units in this Regiment of Renown.
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.

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

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
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
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).
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.

The WARMASTER keyword is used in the following Fyreslayers warscrolls:

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.
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.
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.
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.
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).
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

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:

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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
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’).
Those HEROES can join an eligible regiment as a Vulcatrix’s Chosen.

Monster Hero

The MONSTER keyword is used in the following Fyreslayers warscrolls:

The MAGMADROTH keyword is used in the following Fyreslayers warscrolls:

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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.

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

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.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

The MUSICIAN keyword is used in the following Fyreslayers warscrolls:

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

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.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.
Obscuring
A unit cannot be targeted by shooting attacks if it is behind or wholly on this terrain feature, unless it has the FLY keyword.

The FYRESLAYERS and PRIEST keywords are 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

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.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
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:

15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


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!
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
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.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
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.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.

The VANGUARD-PALLADORS keyword is used in the following Stormcast Eternals warscrolls:

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