Cities of Sigmar – Alchemite Warforger

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WARSCROLL

Alchemite Warforger

The specialist wizards known as Alchemite Warforgers wield the raw energies of Chamon. They can change the properties of not only metal, but reality itself. As muscular and sweaty as blacksmiths, these mages pluck glowing runecubes frbm their crucibles, channelling metallurgic magic to destroy their foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tongstaff
Tongstaff2"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single

An Alchemite Warforger is armed with a Tongstaff.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. If you pick a spell from the Lore of the Collegiate Arcane for this unit, it must be Transmutation of Lead.

Runic Crucible: The hefty crucibles carried by these arcane metallurgists harness the elemental magics of Chamon, and can be used to empower the spellcasting of the Warforger or strengthen the armour of their allies.
At the start of your hero phase, you can pick 1 friendly unit with this ability and say it will either stoke or expend the power of its runic crucible. If this unit stokes the power of its runic crucible, add 1 to casting rolls for this unit until the end of the phase. If it expends the power of its runic crucible, it cannot cast any spells this phase, but until the start of your next hero phase, add 1 save rolls for friendly CITIES OF SIGMAR HUMAN units while they are wholly within 12" of this unit.

Blazing Weapons: As a red-hot runecube is extracted from the crucible, so too do the weapons of nearby allies radiate the heat of the forge.
Blazing Weapons is a spell with a casting value of 7 and a range of 12". If successfully cast, until the start of your next hero phase, friendly CITIES OF SIGMAR HUMAN units have blazing weapons while they are wholly within 12" of this unit. While a unit has blazing weapons, each unmodified hit roll of 6 for an attack made by that unit with a melee weapon causes 1 mortal wound to the target in addition to any damage it inflicts.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, COLLEGIATE ARCANE, HERO, WIZARD, ALCHEMITE WARFORGER
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The ORDER keyword is used in the following Cities of Sigmar warscrolls:

The CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:

Army List
Warscrolls collated

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14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The COLLEGIATE ARCANE keyword is used in the following Cities of Sigmar warscrolls:

Leader, Behemoth
Leader
Behemoth
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

The WIZARD keyword is used in the following Cities of Sigmar warscrolls:

Leader, Behemoth
Leader

Transmutation of Lead

As the wizard gestures at their foes, their weapons and armour become ever more heavy and cumbersome until the hapless warriors are crushed under their own weight.

Transmutation of Lead is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy within range and visible to the caster. Roll a number of dice equal to the number of models in that unit. For each roll that equals or exceeds that unit’s Save characteristic, that unit suffers 1 mortal wound.

© Vyacheslav Maltsev 2013-2024