Fyreslayers – Grombrindal, The White Dwarf

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FYRESLAYERS WARSCROLL
Grombrindal, The White Dwarf
4"
8
4+
2
3+
Reforged by Grungni to unite the duardin of the Mortal realms, Grombrindal – the White Dwarf – has become the living embodiment of his people.
FYRESLAYERS WARSCROLL
Grombrindal, The White Dwarf
MELEE WEAPONS
AtkHitWndRndDmg
Rune Axe of Grimnir [Crit (2 Hits)]
Rune Axe of Grimnir
Crit (2 Hits)
53+3+23
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 360
Base size: 40mm
Can be reinforced: No
Regiment Options: Any ORDER DUARDIN units
Notes: Legends Warscroll

Passive
ARMOUR OF GLIMRIL SCALES: Replicated by Runesmiths from a single scale wedged between the teeth of a slain Chaos Lord at the pivotal Battle of Thraag, the White Dwarf's armour is able to deflect even the hardest blows.

Effect: If this unit would be automatically destroyed, it is not automatically destroyed. Instead, allocate D3 damage points to it (ward rolls cannot be made for those damage points).

Passive
RUNE AXE OF GRIMNIR: This legendary blade allows Grombrindal to cleave through rank after rank of enemy warriors with ease.

Effect: The Attacks characteristic of this unit’s Rune Axe of Grimnir is 7 if this unit charged this turn.

Passive
AS STERN AS STONE: No duardin would ever be found wanting under the gaze of the White Dwarf

Effect: Friendly DUARDIN INFANTRY units have WARD (5+) while they are wholly within 12" of this unit.

Passive
LIVING LEGEND: Grombrindal is the embodiment of the duardin soul guardian of their ancestral traditions and champion in their times of need.

Effect: Add 2 to the control scores of friendly DUARDIN INFANTRY units while they are wholly within 12" of this unit.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (3+)
ORDER, DUARDIN
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.

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Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used 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.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.

The UNIQUE keyword is used in the following Fyreslayers warscrolls:

Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
Universal Core Abilities - 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

The warscrolls using ORDER and DUARDIN keywords can be found in the following Factions:

Order: Cities of Sigmar, Fyreslayers, Kharadron Overlords.

The ORDER and DUARDIN keywords are used in the following warscrolls:

© Vyacheslav Maltsev 2013-2025