Fyreslayers – Battlesmith

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FYRESLAYERS WARSCROLL
Battlesmith
4"
5
5+
5
Ancestral reverence is at the centre of duardin culture, and the Fyreslayers are no different. It is the sacred task of the Battlesmith to rouse their kin, both around the fire and in the heat of battle, by chanting the great sagas of their forebears. In turn, the fyrds fight ever harder, forging their own legends for the Battlesmith to observe and record. Of course, to inspire the front lines in such a way demands incredible fighting prowess of the Battlesmiths. Each is handpicked by a lodge’s Runefather from amidst its finest forge workers, ensuring they possess immense strength and a knack for slicing up foes with a fyresteel axe. They are expected to strike their own icons of Grimnir to hold aloft in battle, and the sight of such fearsome totems stoke the inner flames of all Fyreslayers and rally them around it with renewed strength. Any warriors within earshot of a Battlesmith booming legends of old finds themselves rekindled in spirit, their ur-gold runes blazing with Grimnir’s power.
FYRESLAYERS WARSCROLL
Battlesmith
MELEE WEAPONS
AtkHitWndRndDmg
Ancestral Battle-axe
Ancestral Battle-axe53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: Any FYRESLAYERS

Passive
ICON OF GRIMNIR: The Battlesmith raises their icon of Grimnir and recounts tales of past glories, inspiring their allies and setting their ur-gold runes ablaze so that they might fight until the bitter end.

Effect: Ignore negative modifiers to the control scores of friendly FYRESLAYERS units while they are wholly within 12" of this unit.

Passive
BARD OF THE LODGE: Standing defiant in front of the enemy, a Battlesmith recites tales of the lodge’s glorious history, rallying the warriors around them.

Effect: If a friendly unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.

KEYWORDS
HERO, INFANTRY, WARD (6+)
ORDER, FYRESLAYERS, DUARDIN
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Faction Rules

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32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
© Vyacheslav Maltsev 2013-2024