Fyreslayers – Grimwrath Berzerker
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4"
6
4+
9
WARSCROLL

Grimwrath Berzerker

The power of Grimnir burns strongest in the hearts of the Grimwrath Berzerkers. Covered in glowing runes of ur-gold, they are avatars of destruction and endurance, hurling themselves through battle in a living storm of blood and flame.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"14+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyrestorm Greataxe
Fyrestorm Greataxe1"43+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: None
Base size: 32mm

BATTALIONS

This warscroll can be used in following warscroll battalions:
 • Grand Fyrd

DESCRIPTION

A Grimwrath Berzerker is a single model armed with a Fyrestorm Greataxe and Fyresteel Throwing Axes.

ABILITIES

Battle-fury: As a Grimwrath Berzerker hews left and right with his greataxe, felling scores of foes, he enters a state of single-minded frenzy.
At the end of the combat phase, if this model is within 3" of an enemy unit and has fought no more than once in that phase, roll a dice. On a 2+, this model can fight.

Dead, But Not Defeated: Tales abound of mortally wounded Grimwrath Berzerkers fighting on, determined to wreak destruction upon whichever fools had the temerity to seal their fate.
If this model is slain in the combat phase and has fought no more than once in that phase, it can fight before it is removed from play.

Grimwrath Oath: Before each battle, every Grimwrath Berzerker swears a sacred oath to Grimnir about what deeds they will achieve in his honour that day.
At the start of the first battle round, you can pick 1 of the following oaths for this model to swear. The rule for that oath applies until the end of the battle. If your army includes more than 1 model with this ability, you cannot pick the same oath more than once.

‘I will cut down the priests of Grimnir’s enemies!’: Add 1 to hit and wound rolls for attacks made by this model and add 1 to the damage inflicted by those attacks if the target is a PRIEST that does not have the FYRESLAYERS keyword.

‘I will guard them with my life!’: When you pick this oath, pick 1 friendly FYRESLAYERS HERO other than this model that does not have the MAGMADROTH keyword. If that HERO is within 3" of this model and not within 3" of a friendly AURIC HEARTHGUARD unit, roll a dice before you allocate that wound or mortal wound to that HERO. On a 2+, that wound or mortal wound is allocated to this model instead. In addition, add 1 to hit rolls for attacks made by this model while it is within 3" of that HERO.

‘I will let nothing stand in my way!’: This model can run and still charge in the same turn. In addition, you can re-roll run and charge rolls for this model.

‘I will prove Grimnir’s might to our allies!’: Add 1 to hit and wound rolls for attacks made by this model while this model is within 12" of a friendly allied unit (including this model if this model is itself taken as an allied unit).

‘I will not be stopped!’: Roll a dice each time you allocate a wound or mortal wound to this model. Add 1 to the roll if there are any enemy units within 3" of this model. On a 6+, that wound or mortal wound is negated.

‘I will strike hard and true in Grimnir’s name!’: If the unmodified hit roll for an attack made by this model is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, HERO, GRIMWRATH BERZERKER
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.
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 and HERO keywords are used in following Fyreslayers warscrolls:

None
Leader
Leader, Behemoth

The MAGMADROTH keyword is used in following Fyreslayers warscrolls:

Leader, Behemoth

The AURIC HEARTHGUARD keyword is used in following Fyreslayers warscrolls:

None
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
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.
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.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The HERO keyword is used in following Fyreslayers warscrolls:

None
Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021