Fyreslayers – Bael-Grimnir on Flamespitter

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Bael-Grimnir on Flamespitter*

Bael-Grimnir is the undisputed lord of the Vostarg, a stern patriarch who has ruled his lodge for centuries. Mounted atop his loyal Magmadroth, Flamespitter, the Runefather’s stubborn defiance and battle prowess is an inspiration to those of his kin who fight beside him.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
Roaring Fyrestream
Roaring Fyrestream12"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Claws and Horns
Claws and Horns1"4+3+-12
Blazing Maw
Blazing Maw1"14+2+-2D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
Wounds SufferedMoveRoaring FyrestreamClaws and Horns

Unit Size: 1      Points: 300
Battlefield Role: Leader, Behemoth
Notes: Single, Unique.


This warscroll can be used in the following warscroll battalions:
 • Lords of the Lodge


Bael-Grimnir on Flamespitter is a single model armed with Hrathling and Fyresteel Throwing Axes.

MOUNT: Flamespitter attacks with its Claws and Horns, Blazing Maw and a Roaring Fyrestream.


Furious Endurance: Bael-Grimnir’s refusal to submit to injury burns with the same white-hot intensity as the sacred runes that adorn his skin.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 6 that wound or mortal wound is negated.

Roaring Fyrestream: Throwing back its head, a Magmadroth can spew a wave of flaming bile that sears through armour as though it were wax.
Do not use the attack sequence for an attack made with a Roaring Fyrestream. Instead, make the dice roll shown on the damage table above. If the roll is equal to or less than the number of models in the target unit, that unit suffers D3 mortal wounds. If the roll is equal to or less than the number of models in the target unit, and the target unit is within 6" of this model, the target unit suffers D6 mortal wounds instead.

Lashing Tail: Magmadroths can use their muscular spiked tails to pulverise scores of lesser prey with a single swipe.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. If the roll is less than the number of models in that unit, it suffers D3 mortal wounds.

Volcanic Blood: Magmadroths pulse with the throbbing heat of the volcanic caverns where they make their fyrenests.
Roll a dice each time a wound is allocated to this model that was inflicted by a melee weapon. On a 4+ the attacking unit suffers 1 mortal wound.

Stare Down: Bael-Grimnir’s stern gaze can bring doubt to the mind of the most stalwart warrior.
In your hero phase, pick an enemy unit within 3" of this model. Subtract D3 from that unit’s Bravery characteristic until the start of your next hero phase.

Hrathling: The traditional weapon of the Vostarg’s master, Hrathling’s fearsome sharpness and intricate design sees it sunder enemy weapons with frightful ease.
At the end of the combat phase, pick an enemy HERO within 3" of this model and roll a dice. On a 5+, pick one of the melee weapons that model is armed with; the weapon cannot be one used by the model’s mount (if it has one). Subtract 1 from hit rolls for attacks made with that weapon for the rest of the battle. You cannot pick the same weapon to be affected by this ability more than once per battle.

Flamespitter’s Fury: This legendary Magmadroth can incinerate foes at a distance its brethren cannot hope to rival.
Add 6" to the Range characteristic of this model’s Roaring Fyrestream if this model did not move in the movement phase of the same turn.


Runefather’s Favour: Champions of the Vostarg who catch Bael-Grimnir’s eye fight all the harder, each seeking to excel and lay low the mightiest of foes to earn a nod of approval from the legendary Runefather.
You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly VOSTARG HERO within 12" of this model, other than this model, and roll a dice. On a 4+ that HERO can immediately pile-in and attack with all of the melee weapons it is armed with. You cannot pick the same HERO to benefit from this ability more than once per hero phase.

14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.

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12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

The MAGMADROTH keyword is used in the following Fyreslayers warscrolls:

Leader, Behemoth

The AURIC RUNEFATHER keyword is used in the following Fyreslayers warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024