FyreslayersForge Brethren
Warscroll Battalion

Forge Brethren

ORGANISATION
A Forge Brethren battalion consists of the following units:
 • 1 AURIC RUNESMITER
 • 3 units of Auric Hearthguard
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

ABILITIES

Bulwark of Molten Stone: Shrouded in the shimmering heat of the forge-temple, the Forge Brethren direct their magmapikes to form blazing barricades of lava with sustained volleys of fire, before returning to blasting their enemies to ash.
At the start of the enemy hero phase, you can pick 1 friendly unit wholly within 18" of any units of AURIC HEARTHGUARD from this battalion. If you do so, add 1 to save rolls for attacks that target that unit until the start of your next hero phase.

The AURIC RUNESMITER keyword is used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth

The AURIC HEARTHGUARD keyword is used in following Fyreslayers warscrolls:

None
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
© Vyacheslav Maltsev 2013-2020