Fyreslayers – Molten Infernoth
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Invocation WARSCROLL

Molten Infernoth

An elemental manifestation that personifies the blazing wrath of Vulcatrix, a Molten Infernoth can be drawn to battle by the summons of a Zharrgrim priest. Bursting out of the realm’s crust, the ferocious entity lumbers across the battlefield inspiring Fyreslayers while blasting the enemy with raging torrents of lava.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 75
Battlefield Role: Invocation
Base size: 120 x 92mm

SUMMONING: This invocation is summoned with a prayer that has an answer value of 4 and a range of 12". If answered, set up the invocation wholly within range and visible to the chanter, and more than 1" from all models, terrain features, other invocations and endless spells.

Burning Tide: The Molten Infernoth wades through solid earth, lumbering its way across the battlefield in search of prey.
After this invocation is set up and at the start of each of their hero phases, the commanding player can move this invocation as if it were a model with a Move characteristic of 2D6".

Erupting Inferno: The Infernoth’s fiery visage casts gobbets of molten metal at any creature nearby.
After this invocation has moved, the commanding player rolls 12 dice for each unit within 3" of it. For each 6, that unit suffers 1 mortal wound. If the roll to determine how far this invocation could move in this phase was a double, that unit suffers D3 mortal wounds for each 6 instead of 1 and this invocation is removed from play at the end of the phase. FYRESLAYERS units are not affected by this ability.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
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.
© Vyacheslav Maltsev 2013-2021