Fyreslayers – Zharrgron Flame-spitter

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FYRESLAYERS WARSCROLL
Zharrgron Flame-spitter
-
5
6+
7
By concentrating their magmic powers, a Zharrgrim priest can summon forth fiery heat from the bowels of the realm. As energy bubbles up to the surface, the battlefield cracks like an eggshell. From its depths shoots an angry geyser of flame, punching its way forth into the sky. As earthquakes rock the battlefield, the foe quickly finds themselves bombarded with molten death. Once the smoke clears, ash and melted corpses of the enemy flanks are all that remain. The fyrds are then free to cut into their foes’ main forces, rushing them from multiple angles and hacking them down with blazing fyresteel weapons. In Aqshy, where fire churns under the surface of even the coldest tundras, the earth-wounds caused by Zharrgron Flame-spitters do not always close. More lava rushes forth, forming new hotspots of volcanic activity that can continue to bubble away for years. The greatest Aqshian battlefields are often pocked with magmic wounds that evidence the Fyreslayers’ past conquests.
FYRESLAYERS WARSCROLL
Zharrgron Flame-spitter
RANGED WEAPONS
RngAtkHitWndRndDmg
Magma Blast [Crit (2 Hits)]
Magma Blast
Crit (2 Hits)
18"84+3+11
Passive
MAGMA BLAST: At the beck of a Zharrgrim Priest, the Zharrgron Flamespitter hurls forth a fiery orb that arcs across the sky before detonating in an explosion of flame amidst the enemy lines.

Effect: Add 1 to hit rolls for this MANIFESTATION’s shooting attacks if the target unit has 10 or more models. Add 1 to hit rolls and wound rolls instead if the target unit has 15 or more models.

KEYWORDS
MANIFESTATION, INVOCATION, WARD (6+)
ORDER, FYRESLAYERS
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Faction Rules

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Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.

The MANIFESTATION keyword is used in the following Fyreslayers warscrolls:

The INVOCATION keyword is used in the following Fyreslayers warscrolls:

© Vyacheslav Maltsev 2013-2024