Seraphon – Realmshaper Engine

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SERAPHON WARSCROLL
Realmshaper Engine
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15
4+
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Ancient terraforming machines of tremendous potency, the Realmshaper Engines are used by the Seraphon to change the environment to better suit their needs, transforming arid deserts or tundra wasteland into dense, sweltering jungles teeming with life. Teleported to the field by the portal-generators of temple-ships or dropped from the heavens on trails of fire, these massive ziggurats slam to earth with tremendous force and embed themselves in the realmcrust. They stir into action almost immediately, feeding off nearby ley lines and discharging thrumming arcs of primal power that violently alter the surrounding lands. Realmshaper Engines deployed by the Starborne hosts are charged with celestial energies absorbed from the heavens and have a particularly dramatic effect on their surroundings. When charged by a potent wielder of Azyrite magic such as a slann or skink priest, they shatter the earth and split the skies through the raw power of creation. The Realmshapers of the Coalesced Seraphon have often remained in place for many years; they are more symbolic shrines to the supremacy of the Old Ones than active tools of terraforming. Marking the outer limits of a temple-city’s domain, they still radiate primordial power that increases the ferocity of the local fauna and the bloodthirsty aggression of any Seraphon nearby.
SERAPHON WARSCROLL
Realmshaper Engine
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Unstable

Passive
FIERCE GUARDIANS: The defenders of these ancient edifices will stop at nothing to see any intruders driven back.

Effect: Add 1 to hit rolls for combat attacks made by friendly SAURUS or KROXIGOR units that target an enemy unit while that enemy unit is within 9" of this terrain feature.

Your Hero Phase
POWER UNLEASHED: The waves of power that spread from an activated Realmshaper Engine bring the surrounding landscape to violent life.

Declare: If there are any friendly SERAPHON WIZARDS within 3" of this terrain feature, pick another terrain feature within 24" of this terrain feature, then pick up to 3 enemy units within 3" of that terrain feature to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If that terrain feature has a Health characteristic, inflict D3 mortal damage on it.

KEYWORDS
FACTION TERRAIN
ORDER, SERAPHON

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The KROXIGOR keyword is used in the following Seraphon warscrolls:

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).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The SERAPHON and WIZARD keywords are used in the following Seraphon warscrolls:

Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
© Vyacheslav Maltsev 2013-2024