Contents Infantry Hero Monster Hero Infantry Faction Terrain Regiment of Renown | ||
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Brazier Axe | |||||||
Brazier Axe | 5 | 3+ | 3+ | 1 | 2 |
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | HERO, INFANTRY, WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Latchkey Grandaxe | |||||||
Latchkey Grandaxe | 4 | 3+ | 3+ | 2 | 3 |
Once Per Battle (Army), Deployment Phase |
End of Any Turn |
KEYWORDS | WARMASTER, HERO, INFANTRY, WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Brazier Staff | |||||||
Brazier Staff | 3 | 3+ | 3+ | 1 | 2 |
Passive |
Reaction: You declared an Ur-gold Rune ability |
KEYWORDS | HERO, PRIEST (2), INFANTRY, WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Latch-axe | |||||||
Latch-axe | 4 | 3+ | 3+ | 1 | 2 |
Deployment Phase |
KEYWORDS | DEPLOY |
Your Hero Phase |
KEYWORDS | HERO, PRIEST (1), INFANTRY, WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Ancestral Weapons [Anti-MONSTER (+1 Rend)] | |||||||
Ancestral Weapons Anti-MONSTER (+1 Rend) | 5 | 3+ | 3+ | 1 | 2 |
Reaction: You declared a FIGHT ability for this unit |
Passive |
KEYWORDS | HERO, INFANTRY, WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Ancestral Battle-axe | |||||||
Ancestral Battle-axe | 5 | 3+ | 3+ | 1 | 2 |
Passive |
Passive |
KEYWORDS | HERO, INFANTRY, WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Doomseeker Weapons | |||||||
Doomseeker Weapons | 5 | 3+ | 3+ | 1 | 2 |
Deployment Phase |
Passive |
KEYWORDS | HERO, INFANTRY, WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Fyre-rune Hammers | |||||||
Fyre-rune Hammers | 5 | 3+ | 3+ | 2 | 2 |
Once Per Battle, Any Combat Phase |
KEYWORDS | CORE, ATTACK, FIGHT |
Once Per Battle, Your Hero Phase |
KEYWORDS | HERO, INFANTRY, WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Fyrestorm Greataxe | |||||||
Fyrestorm Greataxe | 5 | 3+ | 3+ | 2 | 2 |
Deployment Phase |
Once Per Battle, Any Combat Phase |
KEYWORDS | HERO, INFANTRY, WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Roaring Fyrestream [Anti-INFANTRY (+1 Rend), Companion] | ||||||||
Roaring Fyrestream Anti-INFANTRY (+1 Rend), Companion | 10" | 4 | 3+ | 3+ | 1 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Latchkey Grandaxe | ||||||||
Latchkey Grandaxe | 4 | 3+ | 3+ | 2 | 3 | |||
Magmadroth’s Claws and Horns [Companion] | ||||||||
Magmadroth’s Claws and Horns Companion | 6 | 4+ | 2+ | 1 | 2 | |||
Magmadroth’s Blazing Maw [Companion] | ||||||||
Magmadroth’s Blazing Maw Companion | 2 | 4+ | 2+ | 2 | 3 |
Passive |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Once Per Battle (Army), Your Combat Phase |
Passive |
KEYWORDS | WARMASTER, HERO, MONSTER, WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN, 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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Roaring Fyrestream [Anti-INFANTRY (+1 Rend), Companion] | ||||||||
Roaring Fyrestream Anti-INFANTRY (+1 Rend), Companion | 10" | 4 | 3+ | 3+ | 1 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Latch-axe | ||||||||
Latch-axe | 4 | 3+ | 3+ | 1 | 2 | |||
Magmadroth’s Blazing Maw [Companion] | ||||||||
Magmadroth’s Blazing Maw Companion | 2 | 4+ | 2+ | 2 | 3 | |||
Magmadroth’s Claws and Horns [Companion] | ||||||||
Magmadroth’s Claws and Horns Companion | 6 | 4+ | 2+ | 1 | 2 |
Passive |
Your Hero Phase |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Passive |
KEYWORDS | HERO, MONSTER, PRIEST (1), WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN, 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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Roaring Fyrestream [Anti-INFANTRY (+1 Rend), Companion] | ||||||||
Roaring Fyrestream Anti-INFANTRY (+1 Rend), Companion | 10" | 4 | 3+ | 3+ | 1 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Magmadroth’s Blazing Maw [Companion] | ||||||||
Magmadroth’s Blazing Maw Companion | 2 | 4+ | 2+ | 2 | 3 | |||
Magmadroth’s Claws and Horns [Companion] | ||||||||
Magmadroth’s Claws and Horns Companion | 6 | 4+ | 2+ | 1 | 2 | |||
Ancestral Weapons [Anti-MONSTER (+1 Rend)] | ||||||||
Ancestral Weapons Anti-MONSTER (+1 Rend) | 5 | 3+ | 3+ | 1 | 2 |
Passive |
Passive |
Once Per Turn (Army), End of Any Turn |
KEYWORDS | RAMPAGE |
Passive |
KEYWORDS | HERO, MONSTER, WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN, MAGMADROTH |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Magmapike [Shoot in Combat] | ||||||||
Magmapike Shoot in Combat | 12" | 2 | 4+ | 3+ | 1 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Magmapike | ||||||||
Magmapike | 1 | 3+ | 3+ | 1 | 1 |
Passive |
KEYWORDS | INFANTRY, CHAMPION, WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Berzerker Broadaxe | |||||||
Berzerker Broadaxe | 2 | 3+ | 3+ | 1 | 2 |
Passive |
Passive |
KEYWORDS | INFANTRY, CHAMPION, WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Flamestrike Poleaxe [Crit (Mortal)] | |||||||
Flamestrike Poleaxe Crit (Mortal) | 2 | 3+ | 3+ | 1 | 2 |
Passive |
End of Any Turn |
KEYWORDS | INFANTRY, CHAMPION, WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Fyresteel Weapons | |||||||
Fyresteel Weapons | 2 | 4+ | 3+ | 1 | 1 |
Passive |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Fyresteel Weapons | |||||||
Fyresteel Weapons | 2 | 4+ | 3+ | 1 | 1 |
Passive |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Vulkyn Weapons [Anti-MONSTER (+1 Rend)] | |||||||
Vulkyn Weapons Anti-MONSTER (+1 Rend) | 3 | 3+ | 3+ | 1 | 1 | ||
Emberteeth [Crit (Mortal), Companion] | |||||||
Emberteeth Crit (Mortal), Companion | 1 | 3+ | 3+ | - | 2 |
MODEL | BASE SIZE |
5 x Scalebreakers | 28.5mm |
Kyndledroth, Drothmaster, Drothblood Thane and Vulkyn Runefather | 32mm |
Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION (1/9), WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Fyresteel Weapons | |||||||
Fyresteel Weapons | 2 | 4+ | 3+ | 1 | 1 | ||
Latchkey Grandaxe | |||||||
Latchkey Grandaxe | 4 | 3+ | 3+ | 2 | 3 |
Passive |
Passive |
KEYWORDS | UNIQUE, INFANTRY, CHAMPION, WARD (6+) |
ORDER, FYRESLAYERS, DUARDIN |
- 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. | ||
Once Per Battle (Army), Your Hero Phase |
Start of Any Turn |
KEYWORDS | FACTION TERRAIN, WARD (6+) |
ORDER, FYRESLAYERS |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Raging Torrents of Lava [Shoot in Combat] | ||||||||
Raging Torrents of Lava Shoot in Combat | 8" | 2 | 4+ | 3+ | 2 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Molten Claws [Crit (Mortal)] | ||||||||
Molten Claws Crit (Mortal) | 6 | 4+ | 2+ | 1 | D3 |
End of Any Turn |
KEYWORDS | MANIFESTATION, INVOCATION, FLY, WARD (6+) |
ORDER, FYRESLAYERS |
- 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. | ||
Enemy Movement Phase |
KEYWORDS | MANIFESTATION, INVOCATION, WARD (6+) |
ORDER, FYRESLAYERS |
- 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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Magma Blast [Crit (2 Hits)] | ||||||||
Magma Blast Crit (2 Hits) | 18" | 8 | 4+ | 3+ | 1 | 1 |
Passive |
KEYWORDS | MANIFESTATION, INVOCATION, WARD (6+) |
ORDER, FYRESLAYERS |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Passive |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
| ||
Your Shooting Phase |
Once Per Turn (Army), Your Shooting Phase |
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… | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Turn (Army), Any Combat Phase |
Your Hero Phase | 7 |
KEYWORDS | SPELL |
Your Movement Phase |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
KEYWORDS | DEPLOY |
Your Movement Phase |
Once Per Turn (Army), Your Combat Phase |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle (Army), Your Hero Phase |
Your Hero Phase | 4 |
KEYWORDS | PRAYER, UNLIMITED |
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… | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
KEYWORDS | DEPLOY |
Passive |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Passive |
Once Per Battle (Army), Deployment Phase |
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… | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions:
ORGANISATION | ||
Once Per Turn (Army), Any Shooting Phase |
KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | RAMPAGE |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle (Army), Any Combat Phase |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Passive |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle (Army), Your Hero Phase |
The FYRESLAYERS keyword is used in the following Fyreslayers warscrolls:
The INFANTRY keyword is used in the following Fyreslayers warscrolls:
Passive |
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
The HERO keyword is used in the following Fyreslayers warscrolls:
The INFANTRY keyword is used in the following Fyreslayers warscrolls:
The WARD keyword is used in the following Fyreslayers warscrolls:
The ORDER keyword is used in the following Fyreslayers warscrolls:
The FYRESLAYERS keyword is used in the following Fyreslayers warscrolls:
The DUARDIN keyword is used in the following Fyreslayers warscrolls:
The non-HERO INFANTRY keyword is used in the following Fyreslayers warscrolls:
| ||
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
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:
| ||
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. | ||
Your Movement Phase |
KEYWORDS | CORE, MOVE |
Your Movement Phase |
KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
KEYWORDS | CORE, MOVE, RETREAT |
The PRIEST keyword is used in the following Fyreslayers warscrolls:
| ||
Any Hero Phase | 1 |
The FYRESLAYERS and HERO keywords are used in the following Fyreslayers warscrolls:
The MONSTER keyword is used in the following Fyreslayers warscrolls:
The MAGMADROTH keyword is used in the following Fyreslayers warscrolls:
Passive |
The CHAMPION keyword is used in the following Fyreslayers warscrolls:
The INFANTRY and HERO keywords are used in the following Fyreslayers warscrolls:
Passive |
The MUSICIAN keyword is used in the following Fyreslayers warscrolls:
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
The FYRESLAYERS and PRIEST keywords are used in the following Fyreslayers warscrolls:
Once Per Battle, Your Hero Phase | 7 |
KEYWORDS | PRAYER |
| ||
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. | ||
Your Hero Phase | 6 |
KEYWORDS | SPELL |
Reaction: Opponent declared a SPELL ability |
KEYWORDS | UNBIND |
The MANIFESTATION keyword is used in the following Fyreslayers warscrolls:
The INVOCATION keyword is used in the following Fyreslayers warscrolls:
Passive |
When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:
The VANGUARD-PALLADORS keyword is used in the following Stormcast Eternals warscrolls: