FyreslayersMagmic Battleforge
Scenery

Magmic Battleforge

Formed instantaneously from molten metal, the Magmic Battleforge is a reflection of godly power, a manifestation of Grimnir’s fury fused with the white-hot fires of Vulcatrix. This mystic furnace can be summoned to a battlefield, where its elemental heat can ignite ur-gold runes and stoke the powers of the Zharrgrim.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 0
Battlefield Role: Scenery

DESCRIPTION

A Magmic Battleforge is a single terrain feature. It is an obstacle.

Scenery Rules

Molten Blessing: Drawing upon the powerful elemental energies of the Magmic Battleforge, the Zharrgrim priest casts clouds of cinders adrift on the air, imbuing those of his sacred order with burning power.
At the start of your hero phase, 1 friendly FYRESLAYERS PRIEST within 6" of a Magmic Battleforge can control its magmic energies. If they do so, until the end of that phase, add 1 to prayer rolls for friendly FYRESLAYERS PRIESTS while they are within 18" of that Magmic Battleforge. You cannot use the Molten Blessing ability and the Spending the Forge ability for the same Magmic Battleforge in the same phase.

Spending the Forge: In times of need a Zharrgrim priest may expend all of the Magmic Battleforge’s power, igniting the ur-gold runes of their Fyreslayer kin and infusing the warriors with strength.
Once per battle, at the start of your hero phase, 1 friendly FYRESLAYERS PRIEST within 6" of a Magmic Battleforge can spend all of the forge’s energy instead of using its Molten Blessing ability. If they do so, until the start of your next hero phase, you can re-roll save rolls of 1 for friendly FYRESLAYERS units on the battlefield. However, for the rest of the battle, FYRESLAYERS PRIESTS can no longer use this Magmic Battleforge’s Molten Blessing ability.

KEYWORDS
SCENERY, FYRESLAYERS, MAGMIC BATTLEFORGE
Obstacles
Some terrain features are obstacles that block attacks to targets that lie beyond them. When this is the case, it will be noted on the warscroll for the terrain feature.

When a missile weapon targets an enemy unit that has all of its models within 1" of an obstacle, then the target unit receives the benefit of cover if the attacking model is closer to the obstacle than it is to the target unit.

The FYRESLAYERS and PRIEST keywords are used in following Fyreslayers warscrolls:

Leader
Leader, Behemoth
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