Fyreslayers – Vulkite Berzerkers
This warscroll does not meet the selection criteria (see Settings tab).

Vulkite Berzerkers

Fyreslayers are natural warriors, skilled with axe and fearless in battle. Gifted with urgold runes, they become even more formidable as the power and fiery rage of Grimnir courses through their bodies.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Throwing Axe
Fyresteel Throwing Axe8"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fyresteel Handaxe
Fyresteel Handaxe1"23+3+-1
Fyresteel War-pick
Fyresteel War-pick1"23+4+-11

Unit Size: 10      Points: 160
Battlefield Role: Battleline
Base size: 32mm


This warscroll can be used in the following warscroll battalions:
 • Warrior Kinband
 • Vostarg Warrior Kinband


A unit of Vulkite Berzerkers has any number of models, each armed with Fyresteel Throwing Axes. In addition, the unit is armed with one of the following weapon options: Fyresteel Handaxe and Bladed Slingshield; Fyresteel War-pick and Bladed Slingshield; or pair of Fyresteel Handaxes.

KARL: 1 model in this unit can be a Karl. Add 1 to the Attacks characteristic of that model’s melee weapons.

HORN OF GRIMNIR: 1 in every 5 models in this unit can have a Horn of Grimnir. Add 1 to charge rolls for units that include any Horns of 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 pilein 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.

Bladed Slingshield: Some Vulkite Berzerkers carry razor-sharp shields that they hurl at the enemy as they charge.
After a unit armed with Bladed Slingshields makes a charge move, pick 1 enemy unit and roll a dice for each model from the charging unit within 8" of that enemy unit. For each 6, the enemy unit suffers 1 mortal wound. In addition, add 1 to save rolls for attacks made with melee weapons that target a unit armed with Bladed Slingshields if the target unit did not make a charge move in the same turn.

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.
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).
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

© Vyacheslav Maltsev 2013-2022