Fyreslayers – Vulkite Berzerkers with Fyresteel Weapons

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FYRESLAYERS WARSCROLL
Vulkite Berzerkers
with Fyresteel Weapons
4"
2
6+
1
At the fore of the Fyreslayer fyrds come the Vulkite Berzerkers, doughty warriors that form the heart of their army. Wielding fyresteel axes and war-picks, they hurl themselves into the thick of combat, roaring and laughing as they hew their enemies apart. Even when they are riddled with arrows and bleeding from half a dozen grievous wounds, the Vulkite Berzerkers will fight on, the light of Grimnir in their eyes and wide smiles upon their blood-spattered faces. The secret to these warriors’ terrifying resilience and battle-rage comes from the ur-gold runes that are ritually embedded in their flesh. These allow each Berzerker to channel the fury of Grimnir himself, augmenting a duardin’s physical prowess and resolve. When the latent power within these runes is fuelled by the rites of the Zharrgrim priests, the bearer’s martial skill reaches near supernatural levels. Many Vulkite Berzerkers wield weapons in each hand, the better to overwhelm their foes with a flurry of attacks. When they plunge deep into the fray, these warriors become a whirlwind of blades, arcing, spinning and hacking to send the limbs of their foes flying left and right.
FYRESLAYERS WARSCROLL
Vulkite Berzerkers
with Fyresteel Weapons
MELEE WEAPONS
AtkHitWndRndDmg
Fyresteel Weapons
Fyresteel Weapons24+3+11
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 32mm
Can be reinforced: Yes

Passive
WHIRLWIND OF DESTRUCTION: With the light of Grimnir burning in their eyes, these impetuous warriors hurl themselves into the fray, leaving a trail of death in their wake.

Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons if this unit charged this turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), WARD (6+)
ORDER, FYRESLAYERS, DUARDIN
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.

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.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

The MUSICIAN keyword is used in the following Fyreslayers warscrolls:

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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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

© Vyacheslav Maltsev 2013-2024