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==Prayers== Each PRIEST in a Fyreslayer list can pick one of those. Each prayer can only be chanted once per turn. #'''Wrath of Vulcatrix:''' 3+ to be answered, pick a friendly Magmadroth unit with range, until the start of you r next hero phase use the top row on that units damage table. Can work wonders on a beefed up Runelord on Magmadroth to help blend up whatevers within range. #'''Prayer of Ash:''' 4+ to be answered, a friendly unit wholly within 18" of the priest gets -1 to wounds for rolls for attacks that target that unit. #'''Ember Storm:''' 3+ to be answered, a friendly unit of Vulkite Berzerkers or Hearthguard Berzerkers wholly within 18" of this priest can run and charge. More mobility is always good, but once again, there are better options. If you have multiple Priests and an infantry-centered list, pick it. If not, picking Prayer of Ash first would probably be a good idea. #'''Prayer of Grimnir's Fury:''' 3+ to be answered, a friendly hero not mounted on a magmadroth within 12" of this priest and 3" of an enemy unit can pile in and attack with all its melee weapons. Weirdly this does not specify Fyreslayer hero despite the magmadroth stipulation. Have fun with allies (Gotrek, a Celestant-Prime, etc) or your Grimwrath Berzerker. ===Magmic Invocations=== Just like Khorne's legions, these take the place of faction-specific Endless Spells, cast by Fyreslayer Priests instead of wizards. Also like the Endless Judgments of Khorne, these have a random chance of vanishing <s>each turn</s> at the end of each Round. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Magmic_Invocation_Zharrgron_Flame_Spitter_EN.pdf Zharrgon Flame-Spitter] (3+):''' You summon a setpiece that acts as anti-horde artillery. During the Shooting Phase, one Priest within 6" can fire at a unit 24" away and roll 12d6, dealing Mortal Wounds on 6's. The reason this is anti-horde? If the unit carries over 10 models, the rolls all get +1, while a unit with over 20 models adds +2 to the rolls. If the controlling player rolls 4 or more unmodified 6's with the 12 dice after the mortal wounds have been allocated this invocation is removed from play. Since it says unmodified, it seems to encourage you to attack larger hordes. As you can spike more 4+ rolls before it gets removed. And as bad as 4 or more sounds statisically ou will probably only roll 2-3 6's on 12 dice, so its actually safer than it sounds. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Magmic_Invocation_Runic_Fyrewall_EN.pdf Runic Fyrewall] (3+):''' You get a small piece of cover that models cannot move across or through unless they have the Magmadroth keyword or can fly. In additon at the start of each phase the commanding player can pick 1 Fyreslayer unit wholly within 12" of this invocation to draw on its power. You roll a dice, on a 1-5 this unit gains a 6+ ward until the end of the phase. On a roll of 6 that unit gets 4+ ward until end of phase and this invocation is removed from play. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Magmic_Invocation_Molten_Infernoth_EN.pdf Molten Infernoth] (4+):''' You can bring another monster to your side. It has a rather meh movement of 2d6", but it rolls 12d6 for ''every'' unit within 3" after it moves, scoring mortal wounds on a 6. If the movement roll for this invocation is a double, it will cause d3 mortal wounds for each 6 that is rolled instead of 1. However at the end of the phase this invocation is removed from play. This unit has no effect on Fyreslayers units.
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