Fyreslayers – Fjul-Grimnir
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The deeds of Fjul-Grimnir are spoken of by generations of Vostarg warriors. For them, he is the epitome of that which the Sons of Grimnir should aspire to, a fearless warrior who has sacrificed his body and soul in pursuit of honour and ur-gold.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Latchkey Grandaxe
Latchkey Grandaxe3"33+3+-13

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Fjul-Grimnir and The Chosen Axes must be taken as a set. Although taken as a set, each is a separate unit.


Fjul-Grimnir is a named character that is a single model. He is armed with a Latchkey Grandaxe.


Grimnir’s Blessing: Fjul-Grimnir and his Chosen Axes are fated for great deeds, and while they stand together there is no foe that can lay them low.
Roll a dice each time you allocate a wound or mortal wound to Fjul-Grimnir while this model is within 3" of a friendly Chosen Axes unit. On a 5+ that wound or mortal wound is negated.

Stare Down: A Runefather’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.

Weapon-breaker: A latchkey grandaxe’s unique design allows the wielder to catch an enemy’s weapon between its metal teeth before breaking it with a forceful twist of the arm.
At the end of the combat phase, pick an enemy HERO within 3" of this model and roll a dice. On a 6, pick one of the melee weapons that model is armed with. 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.


Honour Our Oaths: Fjul-Grimnir has battled for decades to uphold an ancient Vostarg oath.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly model with this command ability. Until the end of that phase, add 1 to hit rolls for attacks made by friendly VOSTARG units while they are wholly within 12" of that model. The same unit cannot be picked to be affected by this command ability more than once per phase.

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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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 FYRESLAYERS keyword is used in the following Fyreslayers warscrolls:

Leader, Behemoth

The HERO 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 2013-2021