Fyreslayers – The Chosen Axes
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4"
2
5+
7
WARSCROLL

The Chosen Axes

The Chosen Axes are the hand-picked champions of the mighty Runefather Fjul- Grimnir. Bellowing oaths and trailing sparks, these dauntless warriors launch themselves into battle alongside their beloved leader, smashing aside all in their path.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Handaxes
Fyresteel Handaxes1"23+3+-1
Fyresteel Great Axe
Fyresteel Great Axe1"23+4+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 150
Battlefield Role: None
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.

DESCRIPTION

The Chosen Axes is a unit that has 3 models. Tefk Flamebearer and Mad Maegrim are both armed with a pair of Fyresteel Handaxes. Vol Orrukbane is armed with a Fyresteel Great Axe.

TEFK FLAMEBEARER: The leader of this unit is Tefk Flamebearer. Add 1 to the Attacks characteristic of Tefk Flamebearer’s Fyresteel Handaxes.

ABILITIES

Chosen Kin: Fjul-Grimnir is a demanding Runefather, and chooses only the most ferocious and fearless warriors to fight at his side.
Add 1 to wound rolls for attacks made by this unit while FJUL-GRIMNIR is within 3" of this unit. Do not take battleshock tests for this unit while it is within 3" of FJUL-GRIMNIR.

Berserk Fury: No Fyreslayer will easily accept death’s embrace while his kin are still fighting.
Once per battle, at the start of the combat phase, you can choose to unleash this unit’s berserk fury. If you do so, until the end of that phase, if a model from this unit is slain, before that model is removed from play, that model can make a pile in move and then attack with all of the melee weapons it is armed with.

Fyresteel Handaxes: Wielding two weapons with blurring speed, Vulkite Berzerkers unleash a flurry of furious blows.
You can re-roll hit rolls for attacks made with a pair of Fyresteel Handaxes.

KEYWORDS
ORDER, DUARDIN, FYRESLAYERS, VOSTARG, VULKITE BERZERKERS, CHOSEN AXES
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

The FJUL-GRIMNIR keyword is used in the following Fyreslayers warscrolls:

Leader
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
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.
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.

The FYRESLAYERS keyword is used in the following Fyreslayers warscrolls:

None
Battleline
Leader
Leader, Behemoth

The VULKITE BERZERKERS keyword is used in the following Fyreslayers warscrolls:

None
Battleline
© Vyacheslav Maltsev 2013-2021