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==Foundry of Rage== Or is it the Foundry of Blood? The supplement description seems confused. Everything is on fire, the acrid smoke and loud noises hurting your wizards' delicate eyes and ears, making it harder to cast. Khorne loves this place, and his armies do too. Seriously, if you're playing against a Khorne army on this field then you may as well concede defeat before you even start. ===Blood, Brass, and Toil=== After rolling to see who goes first, the two turn rolls are added together and if they total 8 or more, Khorne starts the barbecue and the forges on the board alight. Any unit within 1" of a terrain feature suffers a mortal wound, and it gets worse from there as the match progresses. With every passing round, the proximity to take a mortal wound from a terrain feature doubles and your army becomes less effective at a distance. Unless you're playing a Khorne army, in which case you can ignore basically all of this while you pound your opponent into a fine paste. All of these effects are applied before modifiers, and last until the end of the battle: *2nd Round: Units within 2" of a terrain feature suffer a mortal wound. Command abilities reduced to a max of 8". *3rd Round: Units within 4" of a terrain feature suffer a mortal wound. Units can't shoot or cast spells at targets more than 8" away. *4th Round: Units within 8" of a terrain feature suffer a mortal wound. Units can't shoot or cast spells at targets more than 4" away. ===Call to Chaos: Path to Glory=== Khorne warbands playing in the Foundry of Rage in "Path to Glory" campaigns gain one additional Favour Point if they claim a victory but lose D3 Favour if they lose. One would assume Khorne also screams at them until the flesh flies from their bones, but this isn't specified in the rules. ===Foundry of Rage Triumphs=== #'''Brazen Skull:''' Equipped to a '''HERO''' in your army, can be "used" by shattering it at the start of any of your Hero phases. Forces your opponent to cast with only one die until your next Hero phase. Weirdly, this isn't specified as a "once per battle" use item, and could theoretically be used all the time, forever, to irritate the hell out of Tzeentch players. #'''Bloodforged Standard:''' Choose a unit standard, banner, or icon bearer, or a model with the keyword '''TOTEM'''. As long as that model is alive, re-roll saves of 1 for its unit. #'''Phial of Forgefire:''' Choose a '''HERO''' in your army to carry this. It can be opened once per battle and inflicts D3 mortal wounds on an enemy unit within 8". #'''Call of the Forge:''' Once per battle, after rolling for turn order, pick a terrain feture on the field. Every unit within 8" of it suffers a mortal wound. #'''The Crimson Watch:''' Once per battle, at the start of your Hero phase, roll three dice. Up to that many Bloodletters can be added to your army as a unit. Must be setup within 8" of a '''HERO''', and not within 3" of an enemy unit. #'''Mark of the Molten Brass:''' Applied to a General in your army. Each time the General piles in, roll a dice before attacking. On a 4+, each enemy unit within 3" suffers a mortal wound.
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