Fyreslayers – Hearthguard Berzerkers with Flamestrike Poleaxes

This warscroll does not meet the selection criteria (see Settings tab).
FYRESLAYERS WARSCROLL
Hearthguard Berzerkers
with Flamestrike Poleaxes
4"
2
6+
1
The most skilled warriors of a magmahold are granted a place within the Hearthguard Berzerkers. These elite warriors are bodyguards to the royal family – the Auric Runefather and his Runesons. Hearthguard Berzerkers wield two-handed weapons, the better to keep the enemy at a distance from their ward. The deadly Berzerker broadaxe is a mighty weapon capable of splitting an ogor in two, while the flamestrike poleaxe features both a cleaving blade and a fiery brazier attached to the haft by a heavy chain. Those deemed skilled enough warriors to join the Hearthguard Berzerkers are first invited to partake in ceremonial battles. Known as the Trials of Grimfyre, they involve the slaying of a gauntlet of beasts and monsters. Those who survive are allowed to pledge their oath of service, and in return are gifted their fireblessed weapon from the Runefather himself. The trials are a reflection of the challenges that await these warriors, for they must be prepared to lay down their lives unquestioningly for their lieges every time the Fyreslayers march to battle.
FYRESLAYERS WARSCROLL
Hearthguard Berzerkers
with Flamestrike Poleaxes
MELEE WEAPONS
AtkHitWndRndDmg
Flamestrike Poleaxe [Crit (Mortal)]
Flamestrike Poleaxe
Crit (Mortal)
23+3+12
BATTLE PROFILE

Unit Size: 5      Points: 140
Base size: 32mm
Can be reinforced: Yes

Passive
DUTY UNTO DEATH: Hearthguard Berzerkers are sworn to protect their lodge and its masters until their dying breath.

Effect: While any friendly FYRESLAYERS INFANTRY HEROES are wholly within this unit’s combat range, both this unit and those friendly units have WARD (5+).

End of Any Turn
SMOULDERING BRAZIERS: With each swing of a flamestrike poleaxe, the brazier chained to it arcs towards the foe, sparks and fire trailing in its wake.

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

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
INFANTRY, CHAMPION, 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).
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
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).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.

The INFANTRY and HERO keywords are used in the following Fyreslayers warscrolls:

© Vyacheslav Maltsev 2013-2024