Leader, Behemoth
An Auric Runefather atop the back of a flame-spewing Magmadroth thunders into battle, hacking down enemies with his latchkey grandaxe while his steed tears apart foes by the dozen with its searing talons and blazing maw. As fearless as they are mighty, these formidable warlords inspire awed devotion in those they command.
Fyresteel Throwing Axe |
| Fyresteel Throwing Axe | 8" | 1 | 4+ | 4+ | -1 | 1 |
Roaring Fyrestream |
| Roaring Fyrestream | 9" | See below | | 3+ | -1 | 1 |
Latchkey Grandaxe |
| Latchkey Grandaxe | 3" | 4 | 3+ | 3+ | -1 | 3 |
Blazing Maw |
| Blazing Maw | 1" | 3 | 4+ | 2+ | -2 | D3 |
Claws and Horns |
| Claws and Horns | 1" | | 3+ | 3+ | -1 | 2 |
0-6 | 12" | 2+ | 6 |
7-10 | 10" | 3+ | 5 |
11-13 | 9" | 4+ | 4 |
14+ | 8" | 5+ | 3 |
Unit Size: 1 Points: 340
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
An Auric Runefather on Magmadroth is armed with a Fyresteel Throwing Axe and Latchkey Grandaxe.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Lords of the Lodge
MOUNT: This unit’s Magmadroth is armed with a Roaring Fyrestream Blazing Maw, and Claws and Horns.
Roaring Fyrestream: Throwing back its head, a Magmadroth can spew a wave of flaming bile that melts swathes of the enemy as though they were wax.
The Attacks characteristic of a Roaring Fyrestream is equal to the number of models in the target unit (to a maximum Attacks characteristic of 10).
In addition, at the end of your
shooting phase, if this unit did not make an attack with its Roaring Fyrestream in that phase, you can say that an inferno is raging inside this unit. If an inferno is raging inside this unit, improve the Rend characteristic of its Roaring Fyrestream by 2. After the next attack made with this unit’s Roaring Fyrestream has been resolved, an inferno is no longer raging inside this unit.
Lashing Tail: Magmadroths can use their muscular spiked tails to pulverise scores of lesser prey with a single swipe.
At the end of the
combat phase, roll a dice for each enemy unit within 3" of this unit. If the roll is equal to or less than the number of models in that enemy unit, that unit suffers D3
mortal wounds.
Volcanic Blood: Born of fire and flame, Magmadroths pulse with the throbbing heat of the volcanic caverns in which they make their fyrenests.
Roll a dice each time a wound caused by an attack made with a melee weapon is allocated to this unit. On a 4+, the attacking unit suffers 1
mortal wound.
Lord of the Lodge: With discipline and zeal in equal measure, the Runefather inspires his warriors to bring down the wrath of Grimnir upon any who oppose them.
Once per battle, at the start of your
combat phase, you can pick 1 friendly unit on the battlefield with this ability to unleash the wrath of Grimnir. If you do so, until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly
FYRESLAYERS units while they are wholly within 12" of that unit.
ORDER, FYRESLAYERS, DUARDIN, HERO, MONSTER, MAGMADROTH, AURIC RUNEFATHER, LOFNIR DROTHKEEPERS |
It is the Auric Runesmiter’s sacred duty to see the spirit of Grimnir stirred from slumber within the lodge’s warriors, a task he carries out in the midst of raging combat. Sparks fly as the battle-priest awakens the ur-gold runes of his Fyreslayer kin, imbuing them with uncanny strength and resilience.
Fyresteel Throwing Axe |
| Fyresteel Throwing Axe | 8" | 1 | 4+ | 4+ | -1 | 1 |
Roaring Fyrestream |
| Roaring Fyrestream | 9" | See below | | 3+ | -1 | 1 |
Latch-axe |
| Latch-axe | 1" | 2 | 4+ | 3+ | - | 2 |
Blazing Maw |
| Blazing Maw | 1" | 3 | 4+ | 2+ | -2 | D3 |
Claws and Horns |
| Claws and Horns | 1" | | 3+ | 3+ | -1 | 2 |
0-6 | 12" | 2+ | 6 |
7-10 | 10" | 3+ | 5 |
11-13 | 9" | 4+ | 4 |
14+ | 8" | 5+ | 3 |
Unit Size: 1 Points: 310
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single
An Auric Runesmiter on Magmadroth is armed with a Fyresteel Throwing Axe and Latch-axe. It carries 1 of the following: Runic Iron; or Forge Key.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Forge Brethren
MOUNT: This unit’s Magmadroth is armed with a Roaring Fyrestream, Blazing Maw and Claws and Horns.
Roaring Fyrestream: Throwing back its head, a Magmadroth can spew a wave of flaming bile that melts swathes of the enemy as though they were wax.
The Attacks characteristic of a Roaring Fyrestream is equal to the number of models in the target unit (to a maximum Attacks characteristic of 10).
In addition, at the end of your
shooting phase, if this unit did not make an attack with its Roaring Fyrestream in that phase, you can say that an inferno is raging inside this unit. If an inferno is raging inside this unit, improve the Rend characteristic of its Roaring Fyrestream by 2. After the next attack made with this unit’s Roaring Fyrestream has been resolved, an inferno is no longer raging inside this unit.
Lashing Tail: Magmadroths can use their muscular spiked tails to pulverise scores of lesser prey with a single swipe.
At the end of the
combat phase, roll a dice for each enemy unit within 3" of this unit. If the roll is equal to or less than the number of models in that enemy unit, that unit suffers D3
mortal wounds.
Volcanic Blood: Born of fire and flame, Magmadroths pulse with the throbbing heat of the volcanic caverns in which they make their fyrenests.
Roll a dice each time a wound caused by an attack made with a melee weapon is allocated to this unit. On a 4+, the attacking unit suffers 1
mortal wound.
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.
Runic Empowerment is a prayer that has an
answer value of 3 and a range of 12" if the chanter is carrying a Runic Iron or 18" if the chanter is carrying a Forge Key. If the chanter is carrying a Runic Iron, you can re-roll the
chanting roll. If answered, pick 1 friendly
FYRESLAYERS unit wholly within range and visible to the chanter. Add 1 to
wound rolls for attacks made by that unit until your next
hero phase.
ORDER, FYRESLAYERS, DUARDIN, HERO, MONSTER, PRIEST, MAGMADROTH, AURIC RUNESMITER, LOFNIR DROTHKEEPERS |
Hot-headed and eager to prove that his bravery and battle-skill are greater than any of his kin, the Auric Runeson charges into battle with a booming war cry. Like a blazing fist, the Fyreslayer noble and his Magmadroth burn a flaming hole in the ranks of the enemy.
Wyrmslayer Javelin |
| Wyrmslayer Javelin | 12" | 1 | 4+ | 3+ | -2 | D3 |
Fyresteel Throwing Axe |
| Fyresteel Throwing Axe | 8" | 1 | 4+ | 4+ | -1 | 1 |
Roaring Fyrestream |
| Roaring Fyrestream | 9" | See below | | 3+ | -1 | 1 |
Ancestral War-axe |
| Ancestral War-axe | 1" | 5 | 3+ | 3+ | -1 | 2 |
Wyrmslayer Javelin |
| Wyrmslayer Javelin | 2" | 3 | 4+ | 3+ | -2 | D3 |
Blazing Maw |
| Blazing Maw | 1" | 3 | 4+ | 2+ | -2 | D3 |
Claws and Horns |
| Claws and Horns | 1" | | 3+ | 3+ | -1 | 2 |
0-6 | 12" | 2+ | 6 |
7-10 | 10" | 3+ | 5 |
11-13 | 9" | 4+ | 4 |
14+ | 8" | 5+ | 3 |
Unit Size: 1
Points: 310
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mmNotes: Single, Battleline in a
Lofnir army
An Auric Runeson on Magmadroth is armed with a Fyresteel Throwing Axe and 1 of the following weapon options: Wyrmslayer Javelin; or Ancestral War-axe.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Warrior Kinband
MOUNT: This unit’s Magmadroth is armed with a Roaring Fyrestream, Blazing Maw and Claws and Horns.
Roaring Fyrestream: Throwing back its head, a Magmadroth can spew a wave of flaming bile that melts swathes of the enemy as though they were wax.
The Attacks characteristic of a Roaring Fyrestream is equal to the number of models in the target unit (to a maximum Attacks characteristic of 10).
In addition, at the end of your
shooting phase, if this unit did not make an attack with its Roaring Fyrestream in that phase, you can say that an inferno is raging inside this unit. If an inferno is raging inside this unit, improve the Rend characteristic of its Roaring Fyrestream by 2. After the next attack made with this unit’s Roaring Fyrestream has been resolved, an inferno is no longer raging inside this unit.
Lashing Tail: Magmadroths can use their muscular spiked tails to pulverise scores of lesser prey with a single swipe.
At the end of the
combat phase, roll a dice for each enemy unit within 3" of this unit. If the roll is equal to or less than the number of models in that enemy unit, that unit suffers D3
mortal wounds.
Volcanic Blood: Born of fire and flame, Magmadroths pulse with the throbbing heat of the volcanic caverns in which they make their fyrenests.
Roll a dice each time a wound caused by an attack made with a melee weapon is allocated to this unit. On a 4+, the attacking unit suffers 1
mortal wound.
Vying for Glory: Runesons seek their father s favour in battle by slaying the most fearsome enemy creatures.
If the unmodified
hit roll for an attack made by this unit that targets a
MONSTER is 6, that attack causes a number of
mortal wounds to the target equal to the weapon’s Damage characteristic and the
attack sequence ends. This ability has no effect on attacks made by this unit’s
mount.
ORDER, FYRESLAYERS, DUARDIN, HERO, MONSTER, MAGMADROTH, AURIC RUNESON, LOFNIR DROTHKEEPERS |
Bael-Grimnir is the undisputed lord of the Vostarg, a stern patriarch who has ruled his lodge for centuries. Mounted atop his loyal Magmadroth, Flamespitter, the Runefather’s stubborn defiance and battle prowess is an inspiration to those of his kin who fight beside him.
Fyresteel Throwing Axe |
| Fyresteel Throwing Axe | 8" | 1 | 5+ | 5+ | - | 1 |
Roaring Fyrestream |
| Roaring Fyrestream | 12" | |
Claws and Horns |
| Claws and Horns | 1" | | 4+ | 3+ | -1 | 2 |
Blazing Maw |
| Blazing Maw | 1" | 1 | 4+ | 2+ | -2 | D3 |
Hrathling |
| Hrathling | 3" | 4 | 3+ | 3+ | -1 | 3 |
0-3 | 12" | D6 | 6 |
4-6 | 10" | D6 | 5 |
7-9 | 8" | 2D6 | 4 |
10-12 | 7" | 2D6 | 3 |
13+ | 6" | 3D6 | 2 |
Unit Size: 1 Points: 300
Battlefield Role: Leader, Behemoth
Notes: Single, Unique.
Bael-Grimnir on Flamespitter is a single model armed with Hrathling and Fyresteel Throwing Axes.
MOUNT: Flamespitter attacks with its Claws and Horns, Blazing Maw and a Roaring Fyrestream.
Furious Endurance: Bael-Grimnir’s refusal to submit to injury burns with the same white-hot intensity as the sacred runes that adorn his skin.
Roll a dice each time you
allocate a wound or
mortal wound to this model. On a 6 that wound or mortal wound is negated.
Roaring Fyrestream: Throwing back its head, a Magmadroth can spew a wave of flaming bile that sears through armour as though it were wax.
Do not use the
attack sequence for an attack made with a Roaring Fyrestream. Instead, make the dice roll shown on the damage table above. If the roll is equal to or less than the number of models in the target unit, that unit suffers D3
mortal wounds. If the roll is equal to or less than the number of models in the target unit, and the target unit is within 6" of this model, the target unit suffers D6 mortal wounds instead.
Lashing Tail: Magmadroths can use their muscular spiked tails to pulverise scores of lesser prey with a single swipe.
At the end of the
combat phase, roll a dice for each enemy unit within 3" of this model. If the roll is less than the number of models in that unit, it suffers D3
mortal wounds.
Volcanic Blood: Magmadroths pulse with the throbbing heat of the volcanic caverns where they make their fyrenests.
Roll a dice each time a wound is allocated to this model that was inflicted by a melee weapon. On a 4+ the attacking unit suffers 1
mortal wound.
Stare Down: Bael-Grimnir’s stern gaze can bring doubt to the mind of the most stalwart warrior.
In your
hero phase, pick an enemy unit within 3" of this model. Subtract D3 from that unit’s Bravery characteristic until the start of your next hero phase.
Hrathling: The traditional weapon of the Vostarg’s master, Hrathling’s fearsome sharpness and intricate design sees it sunder enemy weapons with frightful ease.
At the end of the
combat phase, pick an enemy
HERO within 3" of this model and roll a dice. On a 5+, pick one of the melee weapons that model is armed with; the weapon cannot be one used by the model’s
mount (if it has one). Subtract 1 from
hit rolls for attacks made with that weapon for the rest of the battle. You cannot pick the same weapon to be affected by this ability more than once per battle.
Flamespitter’s Fury: This legendary Magmadroth can incinerate foes at a distance its brethren cannot hope to rival.
Add 6" to the Range characteristic of this model’s Roaring Fyrestream if this model did not move in the
movement phase of the same turn.
Runefather’s Favour: Champions of the Vostarg who catch Bael-Grimnir’s eye fight all the harder, each seeking to excel and lay low the mightiest of foes to earn a nod of approval from the legendary Runefather.
You can use this
command ability at the start of your
hero phase. If you do so, pick 1 friendly
VOSTARG HERO within 12" of this model, other than this model, and roll a dice. On a 4+ that
HERO can immediately
pile-in and attack with all of the melee weapons it is armed with. You cannot pick the same
HERO to benefit from this ability more than once per hero phase.
ORDER, DUARDIN, MAGMADROTH, FYRESLAYERS, VOSTARG, MONSTER, HERO, AURIC RUNEFATHER |
Leader
Auric Flamekeepers are the fearsome funerary priests of the lodges. They keep alive the fiery spirit of Grimnir by absorbing ur-gold power from fallen Fyreslayers, channelling this energy to imbue their comrades with the supernatural might of a fallen god.
Brazier Axe |
| Brazier Axe | 1" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Base size: 32mm
Notes: Single
An Auric Flamekeeper is armed with a Brazier Axe.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Forge Brethren
Masterflame Rune: A Flamekeeper’s sacred symbol of office can harness the ur-gold runes of fallen warriors in order to bestow blessings of Grimnir upon their brethren.
When this unit is set up, place a D6 beside it with the 1 facing up. Each time a friendly
FYRESLAYERS model is slain within 12" of this unit as a result of attacks or abilities, increase the value of the dice beside this unit by 1 (to a maximum of 6).
Once per turn, at the start of the
combat phase, if the value of the dice beside this unit is 6, you can say that this unit will draw upon the power of the runes of their fallen brethren. If you do so, pick 1 friendly
AURIC HEARTHGUARD,
HEARTHGUARD BERZERKERS,
VULKITE BERZERKERS or
VULKYN FLAMESEEKERS unit wholly within 12" of this unit and apply 1 of the following effects to that unit. Then, change the value of the dice beside this unit back to 1. Each effect lasts until the end of that phase.
Grimnir’s Grit: That unit has a
ward of 6+.
Grimnir’s Wrath: If a model in that unit is slain and that model has not yet fought in that phase, that model can fight before it is removed from play.
Grimnir’s Resolve: If that unit is within 12" of an enemy unit and not within 3" of any enemy units, and that unit has not
run or
retreated in the same turn, that unit can immediately attempt a charge.
Grimnir’s Vengeance: Add 1 to the Damage characteristic of that unit’s melee weapons.
ORDER, FYRESLAYERS, DUARDIN, HERO, TOTEM, AURIC FLAMEKEEPER, LOFNIR DROTHKEEPERS |
Some Auric Runefathers prefer to fight on foot, where they can meet the enemy face to face and carve them apart with their mighty grandaxes. These formidable souls are accompanied to battle by a hand-picked retinue, each of whom would gladly lay down their life to protect their liege.
Fyresteel Throwing Axe |
| Fyresteel Throwing Axe | 8" | 1 | 4+ | 4+ | -1 | 1 |
Latchkey Grandaxe |
| Latchkey Grandaxe | 3" | 4 | 3+ | 3+ | -1 | 3 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 32mm
Notes: Single
An Auric Runefather is armed with a Fyresteel Throwing Axe and Latchkey Grandaxe.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Lords of the Lodge
RETINUE: At the start of the first battle round, before determining who has the first turn, you can pick 1 friendly
AURIC HEARTHGUARD or
HEARTHGUARD BERZERKERS unit on the battlefield that is not another unit’s retinue to be this unit’s retinue.
Royal Retinue: The bravest of warriors are hand-picked by the lodge’s ruling family to serve as their bodyguards in battle.
Before you
allocate a wound or
mortal wound to this unit, or instead of making a
ward roll for a wound or mortal wound that would be allocated to this unit, if this unit is within 3" of its retinue, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to this unit as normal. On a 3+, that wound or mortal wound is allocated to this unit’s retinue instead. If the retinue has a ward, you can make a ward roll before allocating that wound or mortal wound to it.
Dauntless Assault: The leaders of the lodge are often the first into the fray, their retinue following in their wake.
After this unit has fought in the
combat phase for the first time, if its retinue has not yet fought in that combat phase, is within 3" of an enemy unit and is wholly within 12" of this unit, this unit’s retinue can fight immediately.
Lord of the Lodge: With discipline and zeal in equal measure, the Runefather inspires his warriors to bringdown the wrath of Grimnir upon any who oppose them.
Once per battle, at the start of your
combat phase, you can pick 1 friendly unit on the battlefield with this ability to unleash the wrath of Grimnir. If you do so, until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly
FYRESLAYERS units while they are wholly within 12" of that unit.
ORDER, FYRESLAYERS, DUARDIN, HERO, AURIC RUNEFATHER, LOFNIR DROTHKEEPERS |
Venerable and wise in the ways of war, Auric Runemasters offer expert guidance to their lodge-masters and are a steadying presence on the battlefield. With a gesture the mighty High Priests of the Zharrgrim can call forth geysers of magma to incinerate their foes.
Fyresteel Throwing Axe |
| Fyresteel Throwing Axe | 8" | 1 | 4+ | 4+ | -1 | 1 |
Brazier-staff |
| Brazier-staff | 1" | 2 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 130
Battlefield Role: Leader
Base size: 32mm
Notes: Single
An Auric Runemaster is armed with a Fyresteel Throwing Axe and Brazier Staff. It carries a Runic Iron.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Lords of the Lodge
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.
If this unit is part of a Fyreslayers army, it knows all of the
prayers from the
Zharrgrim Blessings prayer scripture in addition to the other prayers it knows.
Wise Council: Auric Runemasters have tempered their fiery nature and offer invaluable council to the lodge leader in battle.
At the start of your
hero phase, if
your general is within 3" of any friendly
AURIC RUNEMASTERS, you receive 1
command point.
Volcano’s Call: With staff held aloft, the Auric Runemaster coaxes a stream of magma to bubble up from the ground, releasing a rising column of ash.
Volcano’s Call is a prayer that has an
answer value of 3 and a range of 18". As the chanter is carrying a Runic Iron, you can re-roll the
chanting roll. If answered, pick 1
terrain feature wholly within range and visible to the chanter. Roll a dice for each model within 1" of that terrain feature. For each 6, that model’s unit suffers 1
mortal wound. In addition, until your next
hero phase, that terrain feature blocks visibility in the same manner as a
wyldwood.
ORDER, FYRESLAYERS, DUARDIN, HERO, PRIEST, AURIC RUNEMASTER, LOFNIR DROTHKEEPERS |
The booming invocations of an Auric Runesmiter fill the lodge’s warriors with blazing vigour, but can also stir the molten earth. Rivers of magma part at their behest, creating tunnels that the Fyreslayers can use to outflank their foes.
Fyresteel Throwing Axe |
| Fyresteel Throwing Axe | 8" | 1 | 4+ | 4+ | -1 | 1 |
Latch-axe |
| Latch-axe | 1" | 2 | 4+ | 3+ | - | 2 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 32mm
Notes: Single
An Auric Runesmiter is armed with a Fyresteel Throwing Axe and Latch-axe. It carries 1 of the following: Runic Iron; or Forge Key.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Forge Brethren
Magmic Tunnelling: A Runesmiter standing upon stone can command the rock to allow them passage.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up underground as a
reserve unit. Then, instead of setting up another friendly
FYRESLAYERS unit, you can place that unit to one side and say that it will join this unit underground as a reserve unit. 1 unit can join this unit underground as a reserve unit.
At the end of your
movement phase, you can set up this unit anywhere on the battlefield more than 9" from all enemy units. Then, set up the unit that joined this unit wholly within 12" of this unit and more than 9" from all enemy units.
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.
Runic Empowerment is a prayer that has an
answer value of 3 and a range of 12" if the chanter is carrying a Runic Iron or 18" if the chanter is carrying a Forge Key. If the chanter is carrying a Runic Iron, you can re-roll the
chanting roll. If answered, pick 1 friendly
FYRESLAYERS unit wholly within range and visible to the chanter. Add 1 to
wound rolls for attacks made by that unit until your next
hero phase.
ORDER, FYRESLAYERS, DUARDIN, HERO, PRIEST, AURIC RUNESMITER, LOFNIR DROTHKEEPERS |
Fearless and bold, Auric Runesons show their devotion to Grimnir with daring assaults and furious charges. Where the fighting is at its thickest, and the opportunities for glory and legendary deeds greatest, there will the Runesons be found.
Wyrmslayer Javelin |
| Wyrmslayer Javelin | 12" | 1 | 4+ | 3+ | -2 | D3 |
Fyresteel Throwing Axe |
| Fyresteel Throwing Axe | 8" | 1 | 4+ | 4+ | -1 | 1 |
Ancestral War-axe |
| Ancestral War-axe | 1" | 5 | 3+ | 3+ | -1 | 2 |
Wyrmslayer Javelin |
| Wyrmslayer Javelin | 2" | 3 | 4+ | 3+ | -2 | D3 |
Unit Size: 1 Points: 70
Battlefield Role: Leader
Base size: 32mm
Notes: Single
An Auric Runeson is armed with a Fyresteel Throwing Axe and 1 of the following weapon options: Wyrmslayer Javelin; or Ancestral War-axe.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Warrior Kinband
RETINUE: At the start of the first battle round, before determining who has the first turn, you can pick 1 friendly
AURIC HEARTHGUARD or
HEARTHGUARD BERZERKERS unit on the battlefield that is not another unit’s retinue to be this unit’s retinue.
Royal Retinue: The bravest of warriors are hand-picked by the lodge's ruling family to serve as their bodyguards in battle.
Before you
allocate a wound or
mortal wound to this unit, or instead of making a
ward roll for a wound or mortal wound that would be allocated to this unit, if this unit is within 3" of its retinue, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to this unit as normal. On a 3+, that wound or mortal wound is allocated to this unit’s retinue instead. If the retinue has a ward, you can make a ward roll before allocating that wound or mortal wound to it.
Dauntless Assault: The leaders of the lodge are often the first into the fray, their retinue following in their wake.
After this unit has fought in the
combat phase for the first time, if its retinue has not yet fought in that combat phase, is within 3" of an enemy unit and is wholly within 12" of this unit, this unit’s retinue can fight immediately.
Vying for Glory: Runesons seek their father's favour in battle by slaying the most fearsome enemy creatures.
If the unmodified
hit roll for an attack made by this unit that targets a
MONSTER is 6, that attack causes a number of
mortal wounds to the target equal to the weapon’s Damage characteristic and the
attack sequence ends.
ORDER, FYRESLAYERS, DUARDIN, HERO, AURIC RUNESON, LOFNIR DROTHKEEPERS |
With furious bravery, the Battlesmiths keep their sacred icons aloft, rallying their warrior kin with the image of their grim-faced god. As they fight, the Battlesmiths recite the histories of the lodge, inspiring nearby Fyreslayers.
Fyresteel Throwing Axe |
| Fyresteel Throwing Axe | 8" | 1 | 4+ | 4+ | -1 | 1 |
Ancestral Battle-axe |
| Ancestral Battle-axe | 1" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 140
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Battlesmith is armed with a Fyresteel Throwing Axe and Ancestral Battle-axe.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Lords of the Lodge
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.
Friendly
FYRESLAYERS units wholly within 12" of this unit have a
ward of 6+.
In addition, once per battle, in your
hero phase, you can pick 1 friendly unit on the battlefield with this ability to plant its Icon of Grimnir. If you do so, until the start of your next hero phase, friendly
FYRESLAYERS units wholly within 12" of that unit have a ward of 5+ instead of 6+.
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.
If this unit issues the
Rally command to a friendly
FYRESLAYERS unit, you can return 1 slain model to the unit that receives the command for each 4+ instead of each 6.
ORDER, FYRESLAYERS, DUARDIN, HERO, TOTEM, BATTLESMITH, LOFNIR DROTHKEEPERS |
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.
Latchkey Grandaxe |
| Latchkey Grandaxe | 3" | 4 | 3+ | 3+ | -1 | 3 |
Unit Size: 1
Points: 160
Battlefield Role: Leader
Base size: 32mmNotes: Single, Unique. Fjul-Grimnir and
The Chosen Axes units must be taken as a set. Although taken as a set, each is a separate unit.
Fjul-Grimnir is armed with a Latchkey Grandaxe.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Lords of the Lodge
RETINUE: This unit’s retinue is the The Chosen Axes unit in your army.
Royal Retinue: The bravest of warriors are hand-picked by the lodge’s ruling family to serve as their bodyguards in battle.
Before you
allocate a wound or
mortal wound to this unit, or instead of making a
ward roll for a wound or mortal wound that would be allocated to this unit, if this unit is within 3" of its retinue, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to this unit as normal. On a 3+, that wound or mortal wound is allocated to this unit’s retinue instead. If the retinue has a ward, you can make a ward roll before allocating that wound or mortal wound to it.
Dauntless Assault: The leaders of the lodge are often the first into the fray, their retinue following in their wake.
After this unit has fought in the
combat phase for the first time, if its retinue has not yet fought in that combat phase, is within 3" of an enemy unit and is wholly within 12" of this unit, this unit’s retinue can fight immediately.
ORDER, FYRESLAYERS, DUARDIN, VOSTARG, HERO, AURIC RUNEFATHER, FJUL-GRIMNIR |
Grimhold Exiles are the survivors of fallen magmaholds, warriors who fight to honour their lost kin with each blazing hammer-strike.
Fyre-rune Hammers |
| Fyre-rune Hammers | 1" | 5 | 3+ | 3+ | -2 | 2 |
Unit Size: 1 Points: 140
Battlefield Role: Leader
Notes: Single
A Grimhold Exile is armed with Fyre-rune Hammers.
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.
Once per battle, when you pick this unit to fight, instead of
piling in and attacking with it, you can say that it will unleash the last of the lodge-fire. If you do so, pick 1 enemy unit within 1" of this unit and roll a number of dice equal to the Wounds characteristic of that enemy unit. For each 4+, that enemy unit suffers a
mortal wound.
Honour to Grimnir!: Grimhold Exiles exhort their fellow duardin to fight with the vigour of their fallen god.
Once per battle in your
hero phase, this unit can raise this battle cry. If it does so, friendly
FYRESLAYERS units that do not have a
mount and are wholly within 6" of this unit when it raises this battle cry are inspired until the end of the turn. Inspired units can
run and still
charge later in the turn.
Living Legacy: The allies of a Grimhold Exile strive with all their might to ensure that no harm comes to these bearers of the sacred flame.
While this unit is within 3" of another friendly unit that has 3 or more models, this unit has a
ward of 4+.
ORDER, FYRESLAYERS, DUARDIN, HERO, GRIMHOLD EXILE, LOFNIR DROTHKEEPERS |
Battleline
Many Vulkite Berzerkers favour the versatile slingshield. This bladed weapon can either be used to block incoming blows or be hurled before a charge in order to disrupt the foe’s ranks and soften them up for an axe between the eyes.
Fyresteel Throwing Axe |
| Fyresteel Throwing Axe | 8" | 1 | 4+ | 4+ | - | 1 |
Fyresteel Handaxe |
| Fyresteel Handaxe | 2" | 1 | 3+ | 3+ | - | 1 |
Fyresteel War-pick |
| Fyresteel War-pick | 2" | 1 | 3+ | 4+ | -1 | 1 |
Unit Size: 10 Points: 150
Battlefield Role: Battleline
Base size: 32mm
Each model in a Vulkite Berzerkers unit with Bladed Slingshields is armed with a Fyresteel Throwing Axe and 1 of the following weapon options: Fyresteel Handaxe and Bladed Slingshield; or Fyresteel War-pick and Bladed Slingshield. All models in the unit must be armed with the same weapon option.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Warrior Kinband
CHAMPION: 1 model in this unit can be a Karl. Add 1 to the Attacks characteristic of that model’s melee weapons.
MUSICIAN: 1 in every 5 models in this unit can be a Hornblower of Grimnir. Add 1 to
charge rolls for this unit if it includes any Hornblowers of Grimnir.
Berserk Fury: No Fyreslayer will easily accept death's embrace while their kin are still fighting.
Once per battle, at the start of the
combat phase, you can say that this unit will unleash its berserk fury. If you do so, until the end of that phase, if a model in this unit is slain, that model can fight before it is removed from play.
Bladed Slingshield: Some Vulkite Berzerkers carry razor-sharp shields that they hurl at the enemy as they charge.
After this unit makes a
charge move, you can pick 1 enemy unit within 1" of this unit and roll 1 dice for each model in this unit. For each 6, that enemy unit suffers 1
mortal wound.
ORDER, FYRESLAYERS, DUARDIN, VULKITE BERZERKERS, VULKITE BERZERKERS WITH BLADED SLINGSHIELDS, LOFNIR DROTHKEEPERS |
Skilled and fearless Vulkite Berzerkers wielding twin fyresteel axes make up the core ranks of Fyreslayer fyrds. As their ur-gold runes blaze, they become ever more ferocious, the power and fiery rage of Grimnir coursing through their bodies.
Fyresteel Throwing Axe |
| Fyresteel Throwing Axe | 8" | 1 | 4+ | 4+ | - | 1 |
Fyresteel Handaxes |
| Fyresteel Handaxes | 2" | 2 | 3+ | 3+ | - | 1 |
Unit Size: 10 Points: 160
Battlefield Role: Battleline
Base size: 32mm
Each model in a Vulkite Berzerkers with Fyresteel Handaxes unit is armed with a Fyresteel Throwing Axe and Fyresteel Handaxes.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Warrior Kinband
CHAMPION: 1 model in this unit can be a Karl. Add 1 to the Attacks characteristic of that model’s melee weapons.
MUSICIAN: 1 in every 5 models in this unit can be a Hornblower of Grimnir. Add 1 to
charge rolls for this unit if it includes any Hornblowers of Grimnir.
Berserk Fury: No Fyreslayer will easily accept death’s embrace while their kin are still fighting.
Once per battle, at the start of the
combat phase, you can say that this unit will unleash its berserk fury. If you do so, until the end of that phase, if a model in this unit is slain, that model can fight before it is removed from play.
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.
Add 1 to the Attacks characteristic of this unit’s melee weapons if this unit made a
charge move in the same turn.
ORDER, FYRESLAYERS, DUARDIN, VULKITE BERZERKERS, VULKITE BERZERKERS WITH FYRESTEEL HANDAXES, LOFNIR DROTHKEEPERS |
None
The Auric Hearthguard carry ornate magmapikes, weapons that fire flaming gobbets of lava. It is the sworn duty to protect the forge-temple and the lodge’s priesthood, a task they execute with grim determination.
Magmapike |
| Magmapike | 18" | 2 | 4+ | 3+ | -1 | 1 |
Fyresteel Throwing Axe |
| Fyresteel Throwing Axe | 8" | 1 | 4+ | 4+ | - | 1 |
Magmapike |
| Magmapike | 1" | 1 | 3+ | 3+ | -1 | 1 |
Unit Size: 5
Points: 110
Battlefield Role: None
Base size: 32mmNotes: Battleline in a
Hermdar army or if general is a
FYRESLAYERS PRIEST
Each model in an Auric Hearthguard unit is armed with a Fyresteel Throwing Axe and Magmapike.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Forge Brethren
CHAMPION: 1 model in this unit can be a Karl. Add 1 to the Attacks characteristic of that model’s Magmapike.
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.
If the unmodified
hit roll for a shooting attack made with a Magmapike is 6, subtract 1" from the target unit’s Move characteristic until the end of your opponent’s next turn. This ability cannot reduce the target unit’s Move characteristic below half.
ORDER, FYRESLAYERS, DUARDIN, AURIC HEARTHGUARD, LOFNIR DROTHKEEPERS |
It is said of the Doomseeker that their axe scorches the air with every swing, that they spit glowing cinders with every war cry, and that the wrath of the forge burns in their glare. This is no dishonourable mercenary but a religious crusader whose word is their bond.
Fyresteel Throwing Axe |
| Fyresteel Throwing Axe | 8" | 1 | 4+ | 4+ | -1 | 1 |
Doomseeker Axe |
| Doomseeker Axe | 1" | 3 | 3+ | 3+ | -1 | 1 |
Runic War-iron |
| Runic War-iron | 1" | 3 | 3+ | 3+ | - | 1 |
Unit Size: 1 Points: 70
Battlefield Role: None
Base size: 32mm
Notes: Single
A Doomseeker is armed with a Fyresteel Throwing Axe, Doomseeker Axe and Runic War-iron.
Oathbound: A Doomseeker chooses their quarry and shouts a vow to Grimnir that they will either destroy the enemy or die trying.
At the start of the first battle round, pick 1 enemy unit for this unit to swear to destroy. At the end of the
combat phase, if this unit is within 3" of that unit and has fought no more than once in that phase, this unit can fight but it can only target that unit.
In addition, in the combat phase, if this unit is destroyed within 3" of the unit it has sworn to destroy and has fought no more than once in that phase, this unit can fight before it is removed from play.
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.
Add 1 to the Damage characteristic of this unit’s melee weapons if this unit has 1 wound allocated to it. Add 2 to the Damage characteristic of this unit’s melee weapons instead if this unit has 2 or more wounds allocated to it or if the
Oathbound ability has allowed this unit to fight before being removed from play.
ORDER, FYRESLAYERS, DUARDIN, HERO, DOOMSEEKER, LOFNIR DROTHKEEPERS |
The power of Grimnir burns strongest m the hearts of the Grimwrath Berzerkers. Covered in glowing runes of ur-gold, they are avatars of destruction and endurance, hurling themselves through battle in a living storm of blood and flame.
Fyresteel Throwing Axe |
| Fyresteel Throwing Axe | 8" | 1 | 4+ | 4+ | -1 | 1 |
Fyrestorm Greataxe |
| Fyrestorm Greataxe | 1" | 4 | 3+ | 3+ | -2 | 2 |
Unit Size: 1 Points: 110
Battlefield Role: None
Base size: 32mm
Notes: Single
A Grimwrath Berzerker is armed with a Fyresteel Throwing Axe and Fyrestorm Greataxe.
Battle-fury: Hewing left and right with their greataxe, a Grimwrath Berzerker enters a state of single-minded frenzy.
At the end of the
combat phase, if this unit is within 3" of an enemy unit and has fought no more than once in that phase, roll a dice. On a 2+, this unit can fight.
Dead But Not Defeated: A mortally wounded Grimwrath Berzerker will fight on, determined to destroy whoever had the temerity to seal their fate.
In the
combat phase, if this unit is destroyed and has fought no more than once in that phase, this unit can fight before it is removed from play.
ORDER, FYRESLAYERS, DUARDIN, HERO, GRIMWRATH BERZERKER, LOFNIR DROTHKEEPERS |
Hearthguard Berzerkers are the chosen champions of the Runefather. Masterful warriors, they wade into battle, broadaxes hewing apart the foe or flamestrike poleaxes with smouldering braziers setting enemies alight.
Fyresteel Throwing Axe |
| Fyresteel Throwing Axe | 8" | 1 | 4+ | 4+ | - | 1 |
Berzerker Broadaxe |
| Berzerker Broadaxe | 2" | 2 | 3+ | 3+ | -1 | 2 |
Flamestrike Poleaxe |
| Flamestrike Poleaxe | 2" | 2 | 3+ | 3+ | - | 1 |
Unit Size: 5 Points: 150
Battlefield Role: None
Base size: 32mm
Notes: Battleline if general is an AURIC RUNEFATHER
Each model in a Hearthguard Berzerkers unit is armed with a Fyresteel Throwing Axe and 1 of the following weapon options: Berzerker Broadaxe; or Flamestrike Poleaxe. All models in the unit must be armed with the same weapon option.
CHAMPION: 1 model in this unit can be a Karl. Add 1 to the Attacks characteristic of that model’s melee weapons.
Duty Unto Death: Hearthguard Berzerkers are sworn to protect their lodge and its masters until their dying breath.
This unit has a
ward of 4+ if it is wholly within 9" of any friendly
FYRESLAYERS HEROES.
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.
If the unmodified
hit roll for an attack made with a Flamestrike Poleaxe is 6, that attack causes 2
mortal wounds to the target in addition to any damage it inflicts.
ORDER, FYRESLAYERS, DUARDIN, HEARTHGUARD BERZERKERS, LOFNIR DROTHKEEPERS |
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.
Fyresteel Handaxes |
| Fyresteel Handaxes | 1" | 2 | 3+ | 3+ | - | 1 |
Fyresteel Greataxe |
| Fyresteel Greataxe | 1" | 2 | 3+ | 4+ | -1 | 2 |
Unit Size: 3
Points: 160
Battlefield Role: None
Base size: 32mmNotes: Single, Unique.
Fjul-Grimnir and The Chosen Axes units must be taken as a set. Although taken as a set, each is a separate unit.
The models in The Chosen Axes are Tefk Flamebearer, Mad Maegrim and Vol Orrukbane. Tefk Flamebearer and Mad Maegrim are armed with Fyresteel Handaxes. Vol Orrukbane is armed with a Fyresteel Greataxe.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Warrior Kinband
CHAMPION: Tefk Flamebearer is the unit champion. Add 1 to the Attacks characteristic of that model’s melee weapons.
Berserk Fury: No Fyreslayer will easily accept death’s embrace while their kin are still fighting.
Once per battle, at the start of the
combat phase, you can say that this unit will unleash its berserk fury. If you do so, until the end of that phase, each time a model in this unit is slain, that model can fight before it is removed from play.
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.
Add 1 to the Attacks characteristic of this unit’s melee weapons if this unit made a
charge move in the same turn.
ORDER, FYRESLAYERS, DUARDIN, VOSTARG, VULKITE BERZERKERS, THE CHOSEN AXES |
Even before the destruction of the World-that-Was, Gotrek Gurnisson was the greatest monster slayer of his age. Now, armed with the legendary axe Zangrom-Thaz and bearing the Master Rune of Krag Blackhammer, he has become a veritable demigod of battle.
Zangrom-Thaz |
| Zangrom-Thaz | 1" | 6 | 3+ | 3+ | -2 | 3 |
Unit Size: 1
Points: 480
Battlefield Role: None
Base size: 32mmNotes: Single, Unique. This unit can be included as an ally in any army that has an
ORDER general. If this unit is included in an army, no other
allied units can be included in the army. You can include Gotrek Gurnisson in a Pitched Battle army even if his points cost exceeds the amount allowed for allied units.
Gotrek Gurnisson is armed with Zangrom-Thaz.
Avatar of Grimnir: Gotrek has survived countless battles and trials over the years, to become an almost unstoppable avatar of the duardin warrior-god Grimnir.
If the damage inflicted by an attack, spell or ability that targets or affects this model is greater than 1, change it to 1. In addition, if a spell or ability would slay this model, this model suffers 1
mortal wound instead. However, if this model is included in your army, it cannot be set up in
reserve (it must be set up on the battlefield), and you cannot use spells or abilities on this model that would allow you to set it up again after the battle has begun.
Krag Blackhammer’s Master Rune: This ur-gold rune has enhanced Gotrek’s already prodigious natural abilities manyfold, allowing him to swiftly strike down even the most powerful of foes.
You can re-roll
hit and wound rolls for attacks made by this model. In addition, if the unmodified hit roll for an attack made by this model is 6, that attack inflicts D6
mortal wounds on the target in addition to any normal damage.
Unstoppable Battle Fury: Once Gotrek has started to fight, he continues to do so with a relentless fury that abates only when all his opponents lie slain.
At the end of the
combat phase, if this model is within 3" of an enemy unit, this model can fight again.
Shoulder Plate of Edassa: On his left shoulder - the side that was once protected by Felix Jaeger - Gotrek wears a section of plate armour forged in the image of a roaring lion. Through some form of spiritual protection or perhaps just pure luck, the ornate artefact seems to protect its wearer from a great deal of harm.
Roll a dice each time you
allocate a wound or
mortal wound to this model. On a 3+, that wound or mortal wound is negated.
ORDER, DUARDIN, HERO, GOTREK GURNISSON |
Master beast-tamers all, the Vulkyn Flameseekers scour the realms in search of Magmadroth eggs and young. They strike out into the wilderness for months at a time, wielding fyresteel weapons that can dig through rock and cut through flesh.
Fyresteel Throwing Axe |
| Fyresteel Throwing Axe | 8" | 1 | 4+ | 4+ | - | 1 |
Vulkyn Fyresteel Weapon |
| Vulkyn Fyresteel Weapon | 2" | 3 | 3+ | 3+ | - | 1 |
Emberteeth |
| Emberteeth | 1" | 1 | 3+ | 3+ | - | 1 |
Unit Size: 9
Points: 140
Battlefield Role: None
|
5 x Scalebreakers | 28.5mm |
Kyndledroth, Drothmaster, Drothblood Thane and Vulkyn Runefather | 32mm |
Notes: Battleline in a
Lofnir army
Each model in a Vulkyn Flameseekers unit is armed with a Fyresteel Throwing Axe and Vulkyn Fyresteel Weapon.
VULKYN RUNEFATHER: 1 in every 9 models in this unit must be a Vulkyn Runefather. Add 1 to the Attacks characteristic of that model’s Vulkyn Fyresteel Weapon. That model can
issue commands to their own unit.
DROTHMASTER: 1 in every 9 models in this unit must be a Drothmaster.
KYNDLEDROTH: 1 in every 9 models in this unit must be a Kyndledroth. A Kyndledroth is armed with Emberteeth instead of a Fyresteel Throwing Axe and Vulkyn Fyresteel Weapon.
Magmadroth-scale Whip: A Drothmaster is skilled at dominating monstrous wild beasts.
While this unit includes a Drothmaster, enemy
MONSTERS within 3" of this unit cannot carry out
monstrous rampages.
Kyndledroth: The molten fury of a fierytempered Magmadroth resides within each Kyndledroth.
At the end of the
combat phase, pick 1 enemy unit within 1" of this unit and roll 2 dice for each Kyndledroth in this unit. For each 4+, that enemy unit suffers 1
mortal wound.
ORDER, FYRESLAYERS, DUARDIN, LOFNIR, VULKYN FLAMESEEKERS, LOFNIR DROTHKEEPERS |
Behemoth
The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
Soul-sheering Blast |
| Soul-sheering Blast | 12" | 1 | |
Raking Claws |
| Raking Claws | 2" | | 4+ | 3+ | -2 | 2 |
Amethyst Fangs |
| Amethyst Fangs | 3" | 3 | 3+ | | -2 | D6 |
0-6 | 16" | 8 | 2+ |
7-9 | 14" | 7 | 3+ |
10-11 | 11" | 6 | 4+ |
12+ | 9" | 5 | 5+ |
Unit Size: 1 Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single
A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
ORDER keyword.
Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
This model has a
ward of 5+.
Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purple-glowing pile of ash.
Do not use the
attack sequence for an attack made with Soul-sheering Blast. Instead, roll a dice. On a 5+, the target unit suffers D6
mortal wounds.
Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a
spell or the ability of an
endless spell, you can roll a dice. On a 4+, ignore the effects of that spell or the ability of that endless spell on this model.
ORDER, DRAGON, MONSTER, CARMINE DRAGON |
Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
Slime Spray |
| Slime Spray | 12" | 1 | 4+ | 3+ | -2 | D6 |
Cavernous Maw |
| Cavernous Maw | 3" | 3 | 3+ | 2+ | | D6 |
Writhing Coils |
| Writhing Coils | 2" | | 4+ | 4+ | -1 | 1 |
0-6 | 14" | -3 | 3D6 |
7-8 | 12" | -2 | 2D6 |
9-10 | 10" | -2 | D6 |
11+ | 8" | -1 | D3 |
Unit Size: 1 Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in
reserve. If you do so, at the end of your second
movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.
Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a
ward of 5+.
Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across
terrain features and other models in the same manner as a model that can
fly.
Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1
wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.
Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
Amber Breath |
| Amber Breath | 12" | D6 | 5+ | 3+ | -2 | D3 |
Savage Talons |
| Savage Talons | 2" | | 3+ | 4+ | -2 | 1 |
Impaling Horns |
| Impaling Horns | 2" | 4 | 4+ | 3+ | -1 | D3 |
0-5 | 10" | 3+ | 12 |
6-8 | 8" | 4+ | 10 |
9-11 | 7" | 4+ | 8 |
12+ | 6" | 5+ | 6 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.
MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the
DESTRUCTION or
ORDER keyword.
Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.
Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.
Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to
wound rolls for attacks made by this model if it is within 1" of any
terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (
core rules, 28.1.3).
The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll
charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS |
An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
Fiery Bolts |
| Fiery Bolts | 18" | | 4+ | 4+ | -1 | 1 |
Tendrils of Fire |
| Tendrils of Fire | 2" | 6 | 3+ | 4+ | - | 1 |
Burning Lance |
| Burning Lance | 3" | 3 | 3+ | 2+ | -2 | 2 |
0-3 | 8" | 3+ | 10 |
4-6 | 7" | 4+ | 8 |
7-9 | 6" | 4+ | 6 |
10-12 | 5" | 5+ | 4 |
13+ | 4" | 6+ | 2 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.
MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the
DESTRUCTION or
ORDER keyword.
Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified
hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.
Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the
combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3
mortal wounds.
Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to
wound rolls for attacks made by this model if it is within 1" of any
terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (
core rules, 28.1.3).
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE |
These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
Brimstone Dragonfire |
| Brimstone Dragonfire | 18" | 1 | |
Furnace-hot Jaws |
| Furnace-hot Jaws | 3" | 4 | 3+ | 2+ | | D6 |
Crushing Claws |
| Crushing Claws | 2" | | 4+ | 3+ | -1 | 2 |
0-10 | 16" | -3 | 8 |
11-13 | 14" | -3 | 7 |
14-16 | 12" | -2 | 6 |
17+ | 10" | -2 | 5 |
Unit Size: 1 Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single
A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the
attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6
mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.
Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a
wound or
mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.
DRAGON, MONSTER, MAGMA DRAGON |
Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough to go into battle against them.
Chill Breath |
| Chill Breath | 8" | 6 | 4+ | 3+ | -1 | 1 |
Hideous Jaws |
| Hideous Jaws | 1" | 3 | 3+ | 3+ | | D3 |
Powerful Tail |
| Powerful Tail | 2" | 1 | 4+ | 3+ | -1 | |
0-5 | 8" | -3 | 6 |
6-7 | 7" | -2 | D6 |
8-9 | 6" | -2 | D3 |
10+ | 5" | -1 | 2 |
Unit Size: 1 Points: 280
Battlefield Role: Behemoth
Notes: Single
A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified
wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.
Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from
hit rolls for attacks made with melee weapons that target this model.
Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can
heal up to D3 wounds allocated to this model.
Faction Terrain Feature
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| Formed in moments from molten blood of the land, the Magmic Battleforge is a manifestation of Grimnir’s fury fused with the white-hot fires of Vulcatrix. 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. Unit Size: - Points: 0 Battlefield Role: Faction Terrain Feature Base size: Use model
SET-UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.
IMPASSABLE: You cannot move a model over this terrain feature unless it can fly, and you cannot move a model onto this terrain feature or set up a model on this terrain feature (even if it can fly).
Molten Blessing: Drawing upon the powerful elemental energies of the Magmic Battleforge, a Zharrgrim priest casts clouds of cinders adrift on the air, imbuing those of their sacred order with burning power.
At the start of your hero phase, you can pick 1 friendly FYRESLAYERS PRIEST within 6" of this terrain feature to control its magmic energies. If you do so, until the end of that phase, add 1 to chanting rolls for friendly FYRESLAYERS PRIESTS within 18" of this terrain feature. You cannot use this terrain feature’s Molten Blessing ability and its Spending the Forge ability in the same 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.
Once per battle, at the start of your hero phase, instead of using this terrain feature’s Molten Blessing ability, you can pick 1 friendly FYRESLAYERS PRIEST within 6" of this terrain feature to spend all of its energy. If you do so, until the start of your next hero phase, friendly FYRESLAYERS units on the battlefield have a ward of 6+. However, for the rest of the battle, FYRESLAYERS PRIESTS can no longer use this terrain feature’s Molten Blessing ability. | |
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Invocation
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| An elemental manifestation that personifies the blazing wrath of Vulcatrix, a Molten Infernoth can be drawn to battle by the summons of a Zharrgrim priest. Bursting out of the realm’s crust, the ferocious entity lumbers across the battlefield inspiring Fyreslayers while blasting the enemy with raging torrents of lava. Unit Size: - Points: 50 Battlefield Role: Invocation Base size: 120 x 92mm
SUMMONING: This invocation is summoned with a prayer that has an answer value of 4 and a range of 12". If answered, set up the invocation wholly within range and visible to the chanter, and more than 1" from all models, terrain features, other invocations and endless spells. Only FYRESLAYERS PRIESTS can attempt to summon this invocation.
Burning Tide: The Molten Infernoth wades through solid earth, lumbering its way across the battlefield in search of prey.
After this invocation is set up, the commanding player can immediately move it up to 2D6". In addition, at the start of each of their subsequent hero phases, if this invocation is still on the battlefield, the commanding player can move it up to 2D6".
Erupting Inferno: The Infernoth’s fiery visage casts gobbets of molten metal at any creature nearby.
After this invocation has moved, the commanding player rolls 12 dice for each unit within 3" of it. For each 6, that unit suffers 1 mortal wound. If the roll to determine how far this invocation moved in this phase was a double, that unit suffers D3 mortal wounds for each 6 instead of 1 and at the end of the phase, this invocation is removed from play. FYRESLAYERS units are not affected by this ability. | |
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| At the command of a Zharrgrim priest, a Runic Fyrewall can be raised from the fiery chasms far beneath his soot-stained feet. Glinting with runes, this scintillating barrier of gold and flame bars the enemy’s path, and protects the flanks of the Fyreslayers’ fyrds as they press ever forward. Unit Size: - Points: 60 Battlefield Role: Invocation Base size: Use model
SUMMONING: This invocation is summoned with a prayer that has an answer value of 3 and a range of 18". If answered, set up the invocation wholly within range and visible to the chanter, and more than 1" from all models, terrain features, other invocations and endless spells. Only FYRESLAYERS PRIESTS can attempt to summon this invocation.
Roaring Rune-fire: The leaping flames of a Runic Fyrewall act as a barrier that only creatures born of fire can pass.
Models cannot move across or through this invocation unless they have the MAGMADROTH keyword or can fly.
Awakened Runes: The flames of a Runic Fyrewall ignite any ur-gold runes embedded in nearby Fyreslayers, causing them to blaze with power.
At the start of each phase, the commanding player can pick 1 friendly FYRESLAYERS unit wholly within 12" of this invocation to draw upon its power. If they do so, the commanding player rolls a dice. On a 1-5, that unit has a ward of 6+ until the end of the phase. On a 6, that unit has a ward of 4+ until the end of the phase and this invocation is removed from play at the end of the phase. | |
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| By concentrating their magmic powers, a Zharrgrim priest can summon forth fiery heat from the bowels of the realm. With a rumble and a crack, an angry geyser opens up in the earth, bombarding the foe with molten death. Unit Size: - Points: 40 Battlefield Role: Invocation Base size: Use model
SUMMONING: This invocation is summoned with a prayer that has an answer value of 3 and a range of 6". If answered, set up the invocation wholly within range and visible to the chanter, and more than 1" from all models, terrain features, other invocations and endless spells. Only FYRESLAYERS PRIESTS can attempt to summon this invocation.
Magma Blast: At the beck of a Zharrgrim priest, the Zharrgron Flame-spitter hurls forth a fiery orb that arcs across the sky before detonating in an explosion of flame amidst the enemy lines.
At the start of the commanding player’s shooting phase, if there are any friendly FYRESLAYERS PRIESTS within 6" of this invocation, the commanding player can pick 1 enemy unit within 24" of this invocation and roll 12 dice. Add 1 to the roll if that unit has 10 or more models. Add 2 to the roll instead if that unit has 20 or more models. For each 6+, that unit suffers 1 mortal wound. If the commanding player rolls 4 or more unmodified 6s, after the mortal wounds have been allocated to that unit, this invocation is removed from play. | |
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Warscroll Battalion
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| Unit Size: - Points: 150 Battlefield Role: Warscroll Battalion
Martial Pride and Stubborn Will: With the eyes of their lords and comrades upon them, these duardin are even more single-minded in their pursuit of glory. HEROES in this battalion can issue the Fierce Counter-attack command even if that command has already been issued in the same phase, but the unit that receives the command must be a unit in this battalion. | |
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| Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
Martial Pride and Stubborn Will: With the eyes of their lords and comrades upon them, these duardin are even more single-minded in their pursuit of glory. HEROES in this battalion can issue the Fierce Counter-attack command even if that command has already been issued in the same phase, but the unit that receives the command must be a unit in this battalion. | |
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| Unit Size: - Points: 160 Battlefield Role: Warscroll Battalion
Martial Pride and Stubborn Will: With the eyes of their lords and comrades upon them, these duardin are even more single-minded in their pursuit of glory. HEROES in this battalion can issue the Fierce Counter-attack command even if that command has already been issued in the same phase, but the unit that receives the command must be a unit in this battalion. | |
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Regiment of Renown
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| The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched with 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. Gossamid Champion: Elthwin has fought alongside her Gossamid Archers innumerable times. Under her command, their arrows unerringly strike the weak points of their targets.
Add 1 to wound rolls for attacks made by the GOSSAMID ARCHERS unit in this regiment of renown while it is wholly within 12" of the ARCH-REVENANT in this regiment of renown.
Flight of the Zephyrspites: In their effort to return to Alarielle’s court, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.
If the GOSSAMID ARCHERS unit in this regiment of renown is within 3" of the ARCH-REVENANT in this regiment of renown when you roll a 2+ to retreat using its Zephyrspites ability, instead of retreating, you can remove both units from the battlefield, then immediately set them up again so that the GOSSAMID ARCHERS unit is wholly within 3" of a terrain feature, the ARCH-REVENANT is wholly within 3" of the GOSSAMID ARCHERS unit, and both units are more than 9" from all enemy units. | |
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| Once, Clan Arzabul were nobles amongst the Khazalid Empire. Yet the fall of that kingdom quashed their fortunes. Rather than succumb to despair, the Runelord Norgrimm leads the survivors to search the ruined karaks for valuable rune-lore. Amongst this recovered knowledge is the Rune of Restored Hearth. Unit Size: - Points: 340 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Norgrimm’s Rune Throng. Although taken as a set, each is a separate unit.
Rune of Restored Hearth: Each time he strikes this rune, Norgrimm and his kin are one step closer to the restoration of their ancient glory, and they’ll be damned if anyone tries to set them back.
Once per battle, in your hero phase, you can pick 1 objective within 6" of the RUNELORD in this regiment of renown and say Norgrimm will strike the Rune of Restored Hearth. If you do so, for the rest of the battle, models in this regiment of renown count as 2 models for the purposes of contesting that objective, and their unit has a ward of 5+ while they are contesting that objective. | |
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| 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. Justice Will Be Served: When a potential target is near, the Blacktalons are resolute in their determination to deliver Azyrite justice.
Friendly THE BLACKTALONS units have a ward of 6+. | |
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