4" 6 5+ 2 6+ 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 |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Passive |
| ||
| 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. | ||
| Q: | If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian? |
| A: | Yes. |
Passive |
The INFANTRY keyword is used in the following Fyreslayers warscrolls:
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Q: | When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move? |
| A: | No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move. |
| Q: | If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll? |
| A: | No. |
The FYRESLAYERS 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:
| Q: | If a HERO is able to join another HERO's regiment (e.g. The Shadow Queen joining Morathi-Khaine, do they take the place of a non-HERO unit in that regiment? |
| A: | Yes. |
The HERO keyword is used in the following Fyreslayers warscrolls: