Rules Focus: Flamekeeper

Our Kazyr Rules Focus series continues! With Prince Kaelith, the Flareborn Reavers and the Emberwrought Warden introduced, it's time to meet the fourth additional unit joining the faction alongside the Kazyr Skirmish Pack.
Meet the Flamekeeper. While other Kazyr warriors charge into battle or hold the line against overwhelming odds, the Flamekeeper has a different job: keeping the Cinders burning and making sure the rest of your army gets the most out of them.
At just 13 points, the Flamekeeper is a relatively affordable support unit. But don't let that modest price tag fool you. With the ability to generate Cinders, improve friendly attacks and punish enemies for getting too close to your markers, this fiery little fellow can have quite an impact on the battlefield. And if things get personal, he's got a few tricks up his sleeve, too.

Keeping the fire alive

Let's start with the ability that defines the Flamekeeper's role: Cinder Shepherd. Once per activation, the Flamekeeper may place a friendly Cinder marker within 2" of itself.
Simple? Absolutely. Useful? Very much so.
Cinders are at the heart of the Kazyr's gameplay. They provide benefits through Essence Weaver Leadership abilities and can be consumed to fuel powerful effects.
Having a unit that can reliably generate additional Cinders gives you more flexibility when deciding how to use them.
And there's another reason to keep those markers close. Flame Warden causes an enemy unit to suffer Burning whenever one of its models contacts a friendly Cinder within 4" of the Flamekeeper. That means your opponent needs to be careful when moving around your Cinders. They're no longer just useful resources for your army, but potential hazards for anyone getting too close.
A little guidance goes a long way
Generating Cinders is nice. But the Flamekeeper can also make consuming them considerably more rewarding. For two yellow Essence or an action, Fiery Guidance allows a friendly unit to gain +1 to its hit rolls when it removes a Cinder marker within 4" of the Flamekeeper. The bonus lasts until the end of that friendly unit's activation, while Fiery Guidance itself remains active until the Flamekeeper's next activation.
This creates some interesting opportunities. Imagine an Emberwrought Tyrant consuming a Cinder to activate Trailblaze, gaining additional movement and an attack while also improving its chances of landing a hit. Or Flareborn Skirmishers consuming a Cinder for Burning Velocity, combining their burst of speed with more reliable attacks.
The important part is positioning. The Flamekeeper needs to be close enough to the Cinder being consumed, so planning your marker placement becomes even more valuable. And because Fiery Guidance can trigger when a friendly unit removes a Cinder, the Flamekeeper rewards you for doing something your Kazyr army already wants to do.
More than a walking lighter
Despite its focus on supporting the rest of your army, the Flamekeeper isn't completely helpless in a fight. With DEF 7 and ARM 4, he's surprisingly difficult to hit, although successful attacks can still hurt. His Ashfire Bolt provides a ranged arcane attack with a 6" range, while his Scimitar gives him a melee option.
And that's where Battlemage comes into play. Whenever the Flamekeeper hits an enemy with a melee attack, his next arcane damage roll against that model during the same action is infused with an additional yellow die. Combined with Spellblade, this gives him an interesting way to mix melee and arcane attacks.
He's certainly not going to replace your dedicated damage dealers, but opponents who assume he's nothing more than a support unit might be in for a surprise. And thanks to Immunity (Burning), he doesn't have to worry about catching fire himself.
Which, considering his profession, is probably a good thing.
Small model. Big impact.
The Flamekeeper brings a different kind of value to the Kazyr army. While units like Prince Kaelith or the Emberwrought Warden will impact the battlefield very directly, the Flamekeeper influence will be more indirect, but by no means less valuable.
Cinder Shepherd helps maintain your Cinder network, Fiery Guidance rewards units for consuming markers, and Flame Warden makes those same markers more dangerous for your opponent. And with Battlemage and Spellblade, he can contribute to the fighting when necessary.
The key is keeping him in the right place. Too far behind your army, and his support abilities may struggle to reach the units that need them. Too far forward, and your opponent might find an opportunity to remove him before he's made his points count. Position him well, however, and the Flamekeeper can help your entire army get more out of its most important resource.
Because sometimes the most important warrior isn't the one swinging the biggest sword. It's the one keeping the fire burning ...



