The Fyreslayers are the sons of Grimnir, the duardin god of battle who perished in an epic fight against Vulcatrix, mother of Salamanders.
They are fierce warriors originally from Aqshy, the Realm of Fire, characterized by their prominent hair style.
If leading a warband of half-naked dwarves is your playstyle then there is no better choice than Fyreslayers.

What changed in the new edition for the Fyreslayers Hoardseekers Warband?
Fyreslayers downtrend in point cost continued with the new edition at the cost of a small reduction in wounds for the Leaders. Hearthguard Berzerker Karls saw their damage touched a bit down, but in exchange the normal Hearthguard Berzerker and the Vulkite saw their Strength go up.
The Auric Flamekeeper was added and the Auric Runeson profile was split in two weapon loadouts. The Grimhold Exile followed as well.
No major changes on their abilities.
The FAQ simplified the Vulkite Berzerker profile removing the 2 different weapon options and adding a generic Fyresteel weapon with 2 attacks at Strength 4 for 1/4 damage.
Briar and Bone added an optional battle trait.
Background and Lore of the Fyreslayers Warband
The Fyreslayers are duardins dedicated to Grimnir. Their long-lost god died fighting against the godbeast Vulcatrix.
From the shattered remains of the two gods were born the Magmadroth, powerful reptilian beasts able to spit fire and be extremely resistant, and the ur-gold, a substance so similar to gold that only Fyreslayers priests can recognize the difference.
The ur-gold is used for many purposes, but especially in battle as, other than providing incredible powers to the wielder, releases parts of Grimnir’s spirit.
The duardin’s belief is indeed that when enough shards of Grimnir will be released, it will be possible to bring back life to their god.
Fyreslayers live in powerful subterranean fortresses called Magmaholds and they group together in lodges.
Each lodge is ruled by a Runefather who may provide control of one of his armies, depending on the size of the magmahold population, to one of his numerous Runesons.
The priests belong to the Zhargrimm order and are led by Auric Runemasters.
The infantry of the Fyreslayers is made by the Vulkite Berzerkers, that form the bulk of the army equipped with Fyresteel axes or war-picks, Hearthguard Berzerkers, that represent the elite melee specialists and tasked to protect the leaders of the lodge, and the Auric Hearthguard, the protectors of the forge-temple.
Fyreslayers can be found anywhere there is a chance to obtain more ur-gold or rectify a wrong, selling their services to the highest bidder.
And Eighpoints is no exception, providing plentiful of occasions for the most adventurous duardins gathered in small warbands called Hoardseekers.
But how do the Fyreslayers play on the tabletop?
Before flocking to war in search of ur-gold, let’s see them in detail.
Overview and Points for the fighters in the Fyreslayers Warband
Note: if you haven’t read the basic rules for Warcry before reading this article, it might be helpful to know that the game’s abilities are activated by using 6 dice that you roll at the start of your turn.
If two of the dice show the same value, they can be used to activate a Double ability. If three show the same value, they can be used for a Triple ability, and so on.
So, when this article refers to an ability being a Double, a Triple or a Quad, it refers to this system. It might sound a bit confusing, but takes no time to get used to when you start playing
The Fyreslayers warband is made from 8 kits with 19 options of which 14 are leaders.

Auric Runefather: 145 points
The Auric Runefather is the veritable leader of any Hoardseeker.
22 Wounds on Toughness 4 represent a decent amount of damage that can be taken in a warband otherwise quite fragile.
In melee he can make use of his 2″ polearm to avoid direct engagement with 3 Attacks at Strength 5 for 2/5 damage.
As all Fyreslayers, the Runefather has access to Fyresteel Throwing Axe that for a Double allows to roll 2 dice and damage an enemy 6″ away for 1 damage on each 4 or 5 or up to 6 damage on a 6.
And to Relentless Zeal, that still for a Double, increases by 3″ the next Movement action.
The Quad available to all Hoardseekers, Unleash Runic Fury, allows to add up to 6 attacks per action. Now a Runefather with 9 Attacks at Strength 5 is a veritable monster!
All Leaders have also access to Honour Our Oaths, to be used after taking down an enemy with the leader to increase by 1 the melee attacks of all friendly fighters within 6″. Used with the right leader and the right escort. can become white powerful.
Finally, the fifth ability available to a Runefather (must be a record!) is another Double: Lodge Leader. This increases by 1 the Strength of all nearby fighters. Combined with the Quad above a simple Hearthguard can now become 9 Attacks at Strength 6…

Auric Runeson
- Auric Runeson with Ancestral War-axe: 130 points
- Auric Runeson with Wyrmslayer Javelin: 130 points
The Runeson is a cheaper Runefather with access to all same 5 abilities.
The main difference is the reduced Wounds (20), and the 2 different weapon profiles:
- The Ancestral War-axe has 1″ range, 4 Attacks at Strength 4 for 2/4 damage.
- The Wyrmslayer Javelin brings the range to 8″ but reduces the attacks to 2.
The difference in price with the Auric Runefather is not that much now, but the Ancetral War-axe is probably a better option for someone leading from the front. The Javelin allows the leader to stay back and still fight, but as many abilities have a bubble of 6″ and consider involvement in melee, it may force this leader too much out of the fight.

Grimwrath Berzerker: 135 points
The Grimwrath is your butcher. In AoS it has been demoted from Leader to simple hero, allowing more of them to be listed. In Warcry maintains the Leader runemark, competing with other options unless he is selected as a Hero instead.
As a combatant is similar to a Hearthguard with 3 Attacks at Strength 5 for 2/5 damage.
22 Wounds and Toughness 4 makes him also a quite durable fighter, considering also his moderate cost between Fyreslayers leaders.
His special ability, Battle Fury, costs a Quad and gives him up to 6″ Move for the round. In addition, he has to perform a bonus move and at the end can make a bonus attack.
As ability goes, considering his attacks, is quite strong, in the sense bonus actions are always quite good, especially if they allow a 3″ Movement character to move for free up to 9″ before an attack, also free.
The wording makes it such that you need to be careful, as you can perform the bonus attack only after the bonus move, meaning you can’t use this ability if already engaged. After the bonus attack you are free to keep using the increased Movement for the rest of the round.

Battlesmith: 120 points
The Battlesmith has a similar weapon profile as the Runeson with Ancestral War-axe with 1 Attack less.
The other difference is made by his Triple, Icon of Griminir, that can add 1 Toughness to all friendly fighters within 6″.
Toughness is the only thing Fyreslayers lack, as 4 is the average and only two Vulkite reach 5. The need to increase it by 1 can be situational, but against most armies with Strength 4 can make a significative difference.
He probably does not have the credentials for the Leader of the Hoardseeker, but as a support Hero would be perfect.

Auric Runemaster: 120 points
The Runemaster is the priest of the warband. His ability, Volcano’s Call, works only if the enemy in range (12″) is on the battlefield floor (so platforms do not count).
You can then roll up to 6 dice and for each 4-5 allocate 1 damage, for each 6, 2 damage to that enemy.
It is one of those random abilities with 50% chance to do nothing, but costs a Double and can potentially do up to 12 damage. A more realistic number would be 4 or 5 assuming you have at least a Double valued 5 or more.
In melee the Runemaster is one of the least impressive with 1/4 damage, but at least has 2″ range and Strength 4.

Doomseeker: 135 points
If the Grimwrath was hitting hard, the Doomseeker is more balanced with 5 Attacks at Strength 4 for 2/4 damage.
Those 2 extra attacks compensate with the lack of special ability, putting him back in the list of valid options for a second leader.

Auric Runesmiter: 110 points
The Runesmiter is the “wizard” of the Hoardseekers, with a weapon profile similar to the Runemaster but 1″ range only.
He differentiates himself providing support to one friendly fighter within 3″: increasing up to 6 the Strength of that fighter for the next melee attack.
It costs only a Double and compared to Lodge Leader that works in a 6″ bubble, can bring Strength to absurd values like 10. Problem is that, except extraordinary situations, you don’t need more than Strength 6, so a Double two would be enough…
It is also limited to the next melee action, rather than the entire activation and is targeted to a single model that could potentially be eliminated or isolated before his turn.
Let’s say we are not a big fan of this ability or model.

Auric Flamekeeper: 105 points
The Flamekeeper is one of the latest addition in Fyreslayers already bloated list of leaders. His profile is identical to the Runesmiter so what he adds to the fray is his reaction.
Masterflame Rune can be activated when a friendly fighter is taken down and increases by 1 the damage of every other fighter within 6″ of the Flamekeeper. This is huge as it impacts both hits and critical hits, doesn’t cost an ability but just one of the Flamekeeper actions and can be easily combined with all other abilities that increase Strength and attacks.
Losing a fighter is never an occasion to celebrate, but in this case it really sweetens the pill. While you can’t control when and which fighter your opponent is going to kill, you could use cheap fighters as bait and then create your own combo with the surviving ones. Cheap Vulkite comes to mind as sacrificial pawns…

Grimhold Exile: 165 points
The Grimhold Exile too joins the fray, with an attacking profile worth of a Doomseeker (5 attacks at Strength 4) but for the first time in a Fyreslayers leader also a Toughness of 5, which combined with the 20 Wounds makes extremely hard take him down.
All of this at the cost of the most expensive leader in the warband. In addition, he comes with a Triple ability which can do some damage to a single fighter within 3″, but can be devastating to someone with high Wounds (25 or more) because the damage goes from 1 damage each 4+ to half the ability value on a 3+ (rolling 6 dice) with a potential statistical 12 damage with a Triple 5.

Hearthguard Berzerkers
- Hearthguard Berzerker Karl with Berzerker Broadaxe: 140 points
- Hearthguard Berzerker Karl with Flamestrike Poleaxe: 140 points
- Hearthguard Berzerker with Berzerker Broadaxe: 100 points
- Hearthguard Berzerker with Flamestrike Poleaxe: 95 points
The Hearthguard Berzerkers represent the elite fighting force of the Fyreslayers.
As all non-Leader Fyreslayers they have 12 wounds (16 for the Karls), Toughness 4 and an “impressive” 3” Movement.
Despite being slow and not super resilient, they punch quite hard: the Berzerker Broadaxe provides 3 attacks (4 for the Karl) with Strength 5 for 2/4 damage and 2” range while the Flamestrike Poleaxe has the same range, Strength 4 for 3 attacks (4 the Karl) but more damage (2/5).
The warband Quad, Unleash Runic Fury, can bring a Berzerker to 18 attacks per activation, and even with Strength 3 they are bound to do some serious damage.
Berzerkers also have their own ability, Duty Unto Death, that can be used only if they are injured (at least 5 wounds allocated), and allows them to move and attack for free once.
In combination with Honour Our Oaths can provide a lot of potential damage but even in itself it’s extremely strong as it allows up to 3 attack sequences in one single activation including and an always welcome bonus move, especially considering the slowness of the warband.
As mentioned, the Karls have similar profiles with the Broadaxe providing greater Strength and the Poleaxe more damage on critical hit.

Auric Hearthguard
- Auric Hearthguard Karl: 140 points
- Auric Hearthguard: 115 point
The Auric Hearthguard have the farthest ranged option available to this warband: the magmapike with range 3-15”.
With that weapon they can Encase in Molten Rock their opponents: they just need to attack a fighter, does not need to actually damage them and then, until the end of the battle round, their movement is reduced depending on the ability’s value up to a minimum of 1.
The magmapike itself is a good weapon with 2 attacks at Strength 4 for 2/4 damage at distance and 3 attacks at Strength 3 (4 for the Karl) for 1/2 damage in melee.
The best way to use them is, of course, to keep them at distance and let them melt their opponents helping at the same time to compensate the slow movement of the warband.
As everyone else in the warband they too have Movement 3”, 12 wounds (16 for the Karl) and Toughness 4. They also have access to the abilities Fyresteel Throwing Axe, Relentless Zeal and Unleash Runic Fury (although the bonus attack cannot be done with the ranged option).
The Karl also has access to Honour Our Oaths although the increased attack is not valid for the ranged weapon and considering you want the Auric as far as possible from the enemy line the 6” bubble from this Karl may not include any of your fighters.

Vulkite Berzerkers
- Vulkite Berzerker Karl: 110 points
- Vulkite Berzerker with Fyresteel Weapon and Bladed Slingshield: 65 points
- Vulkite Berzerker with pair of Fyresteel Handaxes: 70 points
The Vulkite are the cheapest models of this warband and this allows them to be used in scores.
For their low cost, they still have Toughness 4 (the 2 versions with Slingshield up to 5) and 12 wounds (16 the Karl) making them an efficient cheap unit.
The different weapon profiles can be resumed this way:
- The Fyresteel Weapon and Bladed Slingshield has 2 attacks at Strength 4 for 1/4 damage.
- The pair of Fyresteel Handaxes doubles the amount of attacks at the cost of Toughness (4 instead of 5).
The Karl instead has 4 attacks at Strength 4 for 2/4 damage representing a valid option as a cheap leader.
The Vulkite with Slingshield, apart from being the toughest guys in the warband, have also their own ability: Slingshield Charge, that allows up to 6 damage to an engaged enemy at the end of a Move action.
The Karl can also use Honour Our Oaths if he can eliminate an opponent and there is a Triple available.
For their cost, and for the numbers you can field, they are definitely valid options.

The Chosen Axes (450 points)
- Fjul-Grimnir: 195 points
- Tefk Flamebearer: 80 points
- Mad Maegrim: 80 points
- Vol Orrukbane: 95 points
The Chosen Axes are a Fyreslayers Bladeborn warband from Warhammer Underworlds Season 1.
- The Chosen Kin (Double, all Chosen Axes): a fighter nearby Fjul-Grimnir can increase their melee Attack by 2.
Fjul-Grimnir is an upgraded Auric Runefather whose simple presence allows the other Chosen Axes to increase their attacks (The Chosen Kin), while he can buff their Strength with Lodge Leader for an explosive combination. He also has a better damage output (3/6) compared to a simple Runefather.
Tefk and Mad Maegrim are Vulkite Berzerkers with pair of Fyresteel Handaxes with 2 more wounds but access to the ability above. Vol, instead, is a Vulkite with a single axe and a weapon profile (and a cost) similar to a Hearthguard Berzerker with Broadaxe, but only 1″ range and without their ability to perform a bonus move and attack while heavily damaged.
Did you know we make guides for all Warcry Warbands?
You can find all the warcry warbands guides here.
Abilities for the Fyreslayers Warcry Warband
- Fyresteel Throwing Axe (Double, Everyone): Choose an enemy within 6” and roll 2 dice. For each 4-5 allocate 1 damage, for each 6 as much damage as the value of this ability.
- Encase in Molten Rock (Double, all Auric Hearthguard): Subtract up to 3″ to the Movement characteristic of an enemy fighter targeted in the next attack.
- Relentless Zeal (Double, Everyone): Add 3″ to the next Movement action.
- Volcano’s Call (Double, Auric Runemaster): A chance to perform high damage to an enemy 12″ away on the battlefield floor.
- Runic Empowerment (Double, Auric Runesmiter): Add up to 6 to the Strength characteristic of melee attacks of a nearby fighter.
- Lodge Leader (Double, Auric Runefather and Runeson): Add 1 to the Strength of melee attacks of all friendly fighters in range.
- Duty Unto Death (Triple, all Hearthguard Berzerkers): The fighter can make a bonus move action and then a bonus attack but only if it has 5 or more damage points allocated.
- Slingshield Charge (Triple, both Vulkite with Slingshield): At the end of the next move action allocate up to 6 damage to an engaged enemy fighter.
- Honour Our Oaths (Triple, all Leaders): Add 1 to the Attacks of melee actions of friendly fighters within 6″ after the Leader took down an enemy.
- Icon of Grimnir (Triple, Battlesmith): Add up to 3 to the Toughness of friendly fighters close-by.
- Lodge-fire Blaze (Triple, Grimhold Exile): Roll 6 dice, for each 4+ allocate 1 damage to a close-by enemy fighter. It if has 25 or more Wounds, allocate up to 3 on a 3+ instead.
- Unleash Runic Fury (Quad, Everyone): Add up to 6 Attacks to the melee attack actions of this fighter.
- Battle Fury (Quad, Grimwrath Berzerker): Add up to 6″ to the Move characteristic. In addition perform a bonus move and then can make a bonus attack.
Reaction for the Fyreslayers Warband
Introduced in the new season of Warcry, Reactions are things that can be done in certain circumstances, but always during the enemy turn. They cost one action, so they can be used only by fighters that have not activated yet or are waiting. There are 3 universal reactions and one specific to each warband:
Gathered Heroes (Everyone)
- When: After an enemy finishes a move within 3″.
- What: A bonus move for another friendly fighter within 3″ that needs to end within 1″ of the enemy fighter.
Masterflame Rune (Auric Flamekeeper)
- When: When a friendly fighter is taken down.
- What: Increase by 1 the damage on hits and critical hits for all friendly fighters nearby the Flamekeeper.
Battle Trait for the Fyreslayers Warband
The battle trait is an addition introduced in Briar and Bone which adds an extra optional rule that affects all characters with the same runemark, without using any ability dice. Each faction has its own but the Grand Alliance one can be used instead:
- Order – Courageous Defenders: When using Take Cover reaction the critical hit becomes normal hit on a 3+ instead of 4+.
- Chaos – Aspire to Glory: Once per battle round, add 1 to the first critical hit from a melee attack from a fighter whose cost is 125 points or less.
- Death- Deathless Minions: Once per battle round, a critical hit to a Minion from a shooting attack is counted as a normal hit instead.
- Destruction – Relentless Destroyers: During melee attacks the target cannot claim the +1 Toughness bonus from cover.
Runic Momentum: After using an ability, add 1″ to that fighter next Move ability.
Strategy and Tactics for the Fyreslayers Warband
The Fyreslayers are a wild warband, that sacrifices defence for raw power in attack.
All their abilities provide an offensive edge and if used correctly can actually make the difference.
With 3” movement, the ability to move an extra 3” for a Double (Relentless Zeal) can allow an engagement last minute or taking a coveted objective otherwise unreachable.
Otherwise, for a Double they can try their luck throwing axes up to 6” away (Fyresteel Throwing Axe) although the results are unpredictable: the damage range can go from 0 to 12 with a more statistic 1…
Unleash Runic Fury costs a Quad but provides extra attacks for melee weapons bringing a Leader to up to 20 Attacks per activation (you will need to have rolled four 6s in the initiative phase although).
Honour Our Oaths costs a Triple but with enough wild dice kept in reserve can allow interesting combinations like an extra attack on the extra action available to the Hearthguard Berzerker (at the cost of 2 Triples) or an extra attack on top of the extra attacks used on Unleash Runic Fury (at the costs of a Quad and a Triple).
Even without this, the ability is powerful and provides extra attacks to your horde of duardins provided they are within 6” of the leader and he is able to eliminate an opponent in the same round.
Berzerkers have access to an extra bonus move and an extra attack that can be extremely deadly at the right moment but to use it they need to be injured so it’s an “all-in” action that can miserably fail.
In general, there’s no purpose of keeping the duardins in defensive positions because they will eventually be taken out, so using this ability is often a valid choice.
And here enters the best addition to this warband: the Auric Flamekeeper. If you lose a duardin (or actually any ally too) anywhere on the battlefield, at the cost of one reaction (one of the 2 actions the Flamekeeper can perform), you can increase by 1 the damage of all hits and critical hits of your friendly fighters within 6″ of the Flamekeeper. This combos really well with Honour Our Oaths for an extra attack (could potentially be done by the Flamekeeper itself if he takes down an enemy) or with Lodge Leader that costs only a Double but adds 1 to the Strength of the duardin in range. Higher Strength means more chances than even a normal hit goes through, only now could be a minimum of 3 damage per successful hit…
The other warband reaction allows to use one action of a fighter to bring another one close-by in contact with a passing-by enemy. This is useful if you have a low-wounds Vulkite one step from death, to bring a Hearthguard Berzerker in contact with the enemy so that it does not need to waste an action to move.
Auric Hearthguard can reduce an enemy movement by simply attacking, even at 15” distance for just a Double. This ability can be extremely useful to prevent an enemy from taking an objective or from running away if you need to finish him off with your slower units.
Finally, the Vulkite are the cheapest unit allowing you to field quite a few of them and sacrifice them to activate the two warband reactions.
The range of available leaders is huge, but some really increase the synergies in the warband, from the added Toughness granted by the Battlesmith, to the extra Strength available thanks to the Runefather or Runeson, to the increased damage from the Flamekeeper.
These 4 leaders in particular are good options to choose from, but with 13 options available, you will have a tough time to decide. The Grimhold Exile, last to enter the fray, is an alternative if you can afford his high cost as it combines one of the best attacks in the warband with the toughest defence.
A Grimwrath let loose on the battlefields, especially if you have a good Quad available, is also an important mechanic to not underestimate. In the end you can take only 1 Leader at the beginning of a narrative campaign or 2 in a matched play, so someone will need to stay home…
The strategy of the warband is clear, use the Hearthguard ranged options to slow your enemies or weaken them until your melee fighters are in range and use the other abilities at the right time to eliminate the strongest opponents.
Controlling the board will be highly unlikely so concentrate on strategic objectives and be careful with high movement opponents.
Pros and Cons of the Fyreslayers Warband
Pros:
+ Versatile warband
+ Many attacks
+ Several synergies
Cons:
– Extremely focussed on attack
– Extremely slow
Some thematic warband for the Hoardseekers
Just for fun here we present few thematic warbands, meant more for fun or narrative context than for competitive play. Note that in narrative play you need to complete a quest that allows you to recruit a Hero before being able to add him to your roster.
Happy Family: Auric Runefather, Battlesmith, 2 Auric Hearthguard, 2 Hearthguard Berzerker with Broadaxe, 4 Vulkite with pair of Handaxes.
How to buy a Fyreslayers Warcry Warband
Note: all prices used are standard Games Workshop prices. It is possible to get the different things cheaper (check the links for prices).
The Fyreslayers warband can be purchased from 2 boxes and few blisters. But to get every single assembly option you may need to buy more than one of the same box.
Unless you already have an Age of Sigmar Fyreslayers warband, in that case you most likely already have everything you need.
The fighter cards and ability cards were released with the White Dwarf issue 451, but they have now been expanded and available in the Sentinels of Order book.

The Start Collecting! Fyreslayers can be a bit pricey (£60) because of the giant Magmadroth, but is also the only way currently to get a Runeson and a Runesmiter without conversions. A Runefather is available also in a Warhammer Underworld warband, so if you want you can mount the Runefather on Magmadroth and buy the Chosen Axes. The kit contains also 10 Vulkite.

The Vulkite Berzerkers are also available individually for £35 in a 10-models box.
It contains all you need to assemble a Karl and a mixture of the other models, however if you plan to use the same miniatures in Age of Sigmar, all 10 need to be equipped with the same weapon profile.

The second box allows you to assemble both Hearthguard Berzerkers and Auric Hearthguard. 5 models for £27.5 means you will need at least 2 sets if you want every single miniature.
Only one can be assembled as a Karl, meaning you need to choose between the 3 different options.
If you want to use them in Age of Sigmar, you will need at least 3 sets, one for type/weapon profile. Otherwise once chosen your karl, you still have 4 more models to customize.
The Warhammer Underworld warband “The Chosen Axes” can provide an alternative Auric Runefather, a Vulkite Karl and 2 Vulkite with pair of Axes for £15.

That leaves out only a couple of individual blisters: Auric Runemaster (£20), Battlesmith (£20), Doomseeker (£17.5) and Grimwrath Berzerker (£20).
Tips on painting a Fyreslayers Warband for Warcry
Do you have some awesome Fyreslayers painted up?
Then I really want to display them here.
You can read more about how to make that happen here.
The Fyreslayers lodges each have their own colour-scheme but for some more traditional colours there is plenty of tutorials from when the Fyreslayers were originally released from Warhammer Community or other painters.
The Chosen Axes warband allowed a chance to refresh GW’s own guide.
Contrast paint also allows really quick results.
And for details you can look at obsidian blades or beards tutorials.