Fyreslayers – Grimhold Exile

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FYRESLAYERS WARSCROLL
Grimhold Exile
4"
6
5+
2
To be a Grimhold Exile is to become an orphan of war, the last survivor of a magmahold that has fallen to ruin. Whilst many Fyreslayers would break upon the advent of such tragedy, these Exiles are souls of a rarer breed: duardin whose resolve cannot be broken no matter the unthinkable grief they have suffered. They are not deathseekers, but agents of retribution, determined to ensure the legacy of their people survives. When battle is joined, Grimhold Exiles transform into roaring agents of vengeance, with each blow from their hammers carrying Grimnir’s own blazing wrath. An Exile’s hammers are imbued with a portion of the Zharrkhul – the legendary Master Flame, ignited during the ancestor-god’s violent demise, that burns at the heart of each magmahold. Along with the ur-gold runes they stamp into their bodies, the Master Flame is the closest connection Grimnir’s cult have to their fallen deity. Some Grimhold Exiles seek to one day found a new magmahold, using the fragment of the Zharrkhul they carry to light the forge temple at such a stronghold’s heart. All Grimhold Exiles swiftly grow into formidable warriors – their ur-gold runes seem to blaze all the brighter, as if the deepest reserves of power locked within are coaxed out by the glow of the Master Flame.
FYRESLAYERS WARSCROLL
Grimhold Exile
MELEE WEAPONS
AtkHitWndRndDmg
Fyre-rune Hammers
Fyre-rune Hammers53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: Any FYRESLAYERS

Once Per Battle, Any Combat Phase
LAST OF THE LODGE-FIRE: In desperate need, a Grimhold Exile can draw upon the embers of the Zharrkhul by striking their hammer-faces together, setting a powerful foe ablaze with the flames of Grimnir’s wrath.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a number of dice equal to the target’s Health characteristic. For each 4+, inflict 1 mortal damage on the target.
KEYWORDSCORE, ATTACK, FIGHT

Once Per Battle, Your Hero Phase
HONOUR TO GRIMNIR!: Grimhold Exiles exhort their fellow duardin to fight with the vigour of their fallen god.

Declare: Pick up to 3 friendly FYRESLAYERS INFANTRY units wholly within 12" of this unit to be the targets.

Effect: You can re-roll charge rolls for the targets for the rest of the turn.

KEYWORDS
HERO, INFANTRY, WARD (6+)
ORDER, FYRESLAYERS, DUARDIN
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
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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14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2024