Source: Warhammer Fantasy: 7th Edition

Engine of the Gods
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An Ancient Stegadon taken as a monstrous mount by a Skink Priest replaces its howdah weapons with an Engine of the Gods.

If the Skink Priest is alive, he may use the power of the Engine (in addition to casting any spells). Note that none of these effects may be dispelled, such as by Dispel scrolls etc. The Engine of the Gods can create one of the following effects (choose at the beginning of each friendly Magic phase):

  • The Arcane Configuration: Choose any one Lore of Magic from the Warhammer rulebook. All casting values for the spells from this lore are reduced by one. These effects last until the beginning of the player's next Magic phase. If you have multiple Engines, each must choose a different Lore.

  • The Burning Alignment: All enemy units within 2D6", even if engaged in close combat, take D6 Strength 4 hits with no armour saves allowed. Undead, Daemon and Forest Spirit units take D6 Strength 5 hits with no armour saves allowed.

  • The Portent of Warding: All friendly units within 12" receive a 5+ ward save from any ranged attacks that originate from more than 12" from the Engine.

In addition, a Skink Priest that has taken the Engine of the Gods as a mount is counted as a Wizard of one level higher for the purposes of generating power dice and dispel dice, and for determining the maximum number of dice he may use to cast a spell. Should the Ancient Stegadon be killed and the Skink Priest survives, this ceases to apply.

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