Legion of Azgorh – Magma Cannon
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Magma Cannon

A fiendish weapon first conceived for use against troggoths, the Magma Cannon is a deadly cross between a field artillery piece and a furnace. In battle, they unleash blasts of blazing magma upon their foes which quickly reduce their victims to ash.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magma Blast
Magma Blast18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Artillery Tools
Artillery Tools1"34+4+-1

Unit Size: 1      Points: 150
Battlefield Role: Artillery
Base size: 120 x 92mm
Notes: Single


This warscroll can be used in the following warscroll battalions:
 • Hashut’s Wrath Artillery Train


A Magma Cannon is armed with a Magma Blast.

CREW: A Deathshrieker Rocket Launcher has 3 Duardin Crew, who are armed with Artillery Tools.


Infernal Engineers: Daemonsmiths are masters in the art of directing the fell artillery they forge.
Add 6" to the Range characteristic of this model’s Magma Blast while this model is within 3" of any friendly DAEMONSMITHS.

Magma Blast: A Magma Cannon is a terrifying weapon, able to unleash blasts of molten rock that effortlessly consume metal and flesh alike.
Do not use the attack sequence for an attack made with Magma Blast. Instead, roll a dice. Add 1 to the roll if the target unit has 10 or more models. On a 3+, the target unit suffers a number of mortal wounds equal to the roll.

Siege Artillery: This war machine is a heavily armoured and ponderous device.
This unit cannot run or attempt a charge. In addition, add 1 to save rolls for attacks made with missile weapons that target this model.


The DAEMONSMITH keyword is used in the following Legion of Azgorh warscrolls:

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.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
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 WAR MACHINE keyword is used in the following Legion of Azgorh warscrolls:

Faction Rules
• Allies
© Vyacheslav Maltsev 2013-2021