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FyreslayersBattlesmith
4"
5
4+
7
WARSCROLL

Battlesmith

With furious bravery, the Battlesmiths keep their sacred icons aloft, rallying their warrior kin with the image of their grim-faced god. As they fight, the Battlesmiths recite the histories of the lodge, inspiring nearby Fyreslayers.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Fyresteel Throwing Axe8"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Ancestral Battle-axe1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Battlesmith is a single model armed with an Ancestral Battle-axe and Fyresteel Throwing Axes.

ABILITIES

Icon of Grimnir: The Battlesmith raises his icon of Grimnir and recounts tales of past glories, inspiring his allies and setting their ur-gold runes ablaze so that they might fight till the bitter end.
In your hero phase, you can say that this model is raising its icon of Grimnir. If it does so, add 1 to save rolls for attacks that target friendly FYRESLAYERS units wholly within 12" of this model until the start of your next hero phase. However, if you do so, until the start of your next hero phase, friendly FYRESLAYERS units wholly within 12" of this model cannot retreat. A unit cannot benefit from this ability more than once per phase.

None Shall Defile the Icon: The holy icon of Grimnir is one of the strongest connections the Fyreslayers have to their absent god, and they will not see it lost.
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.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HERO, TOTEM, BATTLESMITH
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The FYRESLAYERS keyword is used in following Fyreslayers warscrolls:

Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The FYRESLAYERS keyword is used in following Fyreslayers warscrolls:

The HERO keyword is used in following Fyreslayers warscrolls:

None
Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2019