Hey, hope you are well. This is Rob’s Cookie cutter guide to this unit. To be updated as i add more information.
This army is all about the buffs and synergy which is why the war scroll looks just ok at first glance but this unit is one of the best melle trading units in the game.
2 wounds with a 5+ save and a 6+ DPR is not bad and tankier than some other units but they can become a whole lot more survivable. On the warscroll itself, you can see you can make the DPR a 4+ by having a hero nearby
Duty Unto Death:
We can use a runic priest to add +1 save
Units That Synergise With It
AURIC RUNESON COMMAND ABILITY:
Start of the combat phase.
+1 to wound for Fyreslayers units wholly within 12″ of that model until the end of that phase.
AURIC RUNEFATHER COMMAND ABILITY:
Start of charge phase
+1 charge Fyreslayers units wholly within 12″ of that model until the end of that phase.
FJUL-GRIMNIR COMMAND ABILITY
Honour Our Oaths:
Start of the combat phase.Until the end of that phase, +1 to hit by Vostarg units while they are wholly within 12″
The same unit cannot be picked to be affected by this command ability more than once per phase.
Grand Ritual of Awakening:
The Runesmiter consecrates a small nugget of ur-gold over the runic altar, then consumes it to unleash a wave of energy.
Once per battle, hero phase, you can say this model has consumed a nugget of ur-gold.
+1 save for Fyreslayers units wholly within 12″ of this model until the start of your next hero phase.
Start of your hero phase,
3+ pick a friendly Fyreslayers unit wholly within 12″ of this model, or wholly within 18″ of this model if this model is armed with a Forge Key. Re-roll wound rolls until the start of your next hero phase.
AURIC RUNESMITER ABILITIES:
Deploy this +1 unit in reserve to deepstrike at the end of the movement phase
Other unit must be set up wholly within 12” of this one
Runic Empowerment (3+):
With a sonorous chant, the Runesmiter infuses the ur-gold runes set into the flesh of his Fyreslayer kin with power.
Start of your hero phase
3+ pick a friendly Fyreslayers unit wholly within 12″ of this model, or wholly within 18″ of this model if this model is armed with a Forge Key. Reroll to wound until the start of your next hero phase.
AURIC RUNEMASTER ABILITIES:
The Auric Runemaster searches the enemy ranks for the telltale glimmer of ur-gold, and gives a triumphant cry when it is found.
Hero phase, 12″ range, pick one unit and roll 2 dice.
One 6 = reroll 1s to hit for all fyreslayers for the rest of the battle
Two or more 6 = reroll 1s to hit and wound for all fyreslayers for the rest of the battle
Icon of Grimnir:
Hero phase, +1 to save for Fyreslayers units wholly within 12″ until the start of your next hero phase. If you do until the start of your next hero phase, friendly Fyreslayers units wholly within 12″ of this model cannot retreat.
None Shall Defile the Icon:
If this model is slain, before it is removed from play, friendly Fyreslayers units wholly within 12″ of this model can swear to protect the fallen icon. If a unit does so, that unit cannot make normal moves and charge moves for the rest of the battle, but you can re-roll hit and wound rolls for attacks made with melee weapons by that unit.
Unit it synergises with
Any heros not on a magmadroth due to
Rune of Fury:
Re-roll hit rolls of 1- Fyreslayers units.
Enhanced Effect: +1 Attack to melee weapons – Fyreslayers units.
Rune of Awakened Steel:
Melee weapons +1 rend
Rune of Relentless Zeal:
+2 to move
Enhanced Effect: +2 to charge
Rune of Farsight:
+1 to hit Fyresteel Throwing Axes
Enhanced Effect: +1 to wound rolls Fyresteel Throwing Axes
You can summon the Runic Fyre wall which will add to the survivability
Re-roll save rolls of 1 for attacks that target Fyreslayers units wholly within 12″ of this model.
3 PRAYER OF ASH: 4+
Borne on a gust of hot forgewinds, a circle of ash settles around the priest’s allies, protecting them from harm.
At the start of your hero phase
4+ pick a friendly unit wholly within 18″ of this Priest. Add 1 to save rolls for attacks that target that unit until the start of your next hero phase.
2 SEARING HEAT: 3+
The priest gestures towards the enemy, causing steam to rise from armour plates, leather to harden and crack, and weapon hafts to become scalding hot.
At the start of your hero phase,
3+ pick an enemy unit within 18″ of this Priest. Subtract 1 from hit rolls for attacks made by that unit until the start of your next hero phase.
LORDS OF THE LODGE
1 unit Hearthguard Berzerkers wholly within 12″ of a Hero can fight 2 times in the combat phase
With eyes blazing and sparks flying from their beards, the warriors of the Vostarg rush forwards in their eagerness to smite the foe.
+1 to charge.
Movement phase in the first battle round, Vostarg unit auto run 6”
Honour Our Ancestors:
The Vostarg’s past is full of triumphs and glory, and they feel a driving pressure to match those peerless deeds of yore.
Start of the combat phase. Vostarg Hero. Until the end of that phase, +1 to hit for Hero and Vulkite Berzerkers and Hearthguard Berzerkers wholly within 12″ of that Hero. You cannot use this command ability more than once per phase.
A Vostarg general must have this command trait instead of one listed
While any foe still stands, there can be no respite from the fury of Grimnir.
Vostarg units wholly within 12″ at the start of your movement phase = run and charge
ARTEFACT OF POWER:
The first Vostarg Hero to receive an artefact of power must be given the Vosaxe.
Forged with legendary Vostargi obsidian, this formidable weapon is a mighty heirloom of the Vostarg.
1 Melee Weapon = +1 Rend. 6s to wound = +1 Damage
Seize by Force:
The warriors of Hermdar lodge assault enemy positions with a fiery determination.
Hermdar units wholly within enemy territory or wholly within 12″ of an objective do not take battleshock tests.
Skull-breakers and Oath-takers:
Those of Hermdar are renowned for the fury of their counter-attacks.
A Hermdar general must have this command trait instead of one listed earlier.
This stoic warrior stands as solid and unmoveable as a mountain.
-1 to wound, general and friendly Hermdar units wholly within 12″.
ARTEFACT OF POWER:
The first Hermdar Hero to receive an artefact of power must be given the Tyrant Slayer.
The blood of countless warlords stains this mighty weapon of red-hot fyresteel.
1 melee weapon. Re-roll wounds vs an enemy Hero.
6 to hit vs a hero + 1M in addition
Spending the Forge:
Once per battle, Start of your hero phase, 1 friendly Fyreslayers Priest within 6″ of a Magmic Battleforge can spend all of the forge’s energy instead of using its Molten Blessing ability.
Until the start of your next hero phase, you can re-roll save rolls of 1 for friendly Fyreslayers units on the battlefield. However, for the rest of the battle, Fyreslayers Priests can no longer use this Magmic Battleforge’s Molten Blessing ability.