Beasts of ChaosDoomblast Dirgehorn
Endless Spell

Doomblast Dirgehorn

Wrought from coalesced Chaos energies, the Doomblast Dirgehorn emits an unending dolorous blast that drowns out all thought. The howling cacophony strips the minds of those in earshot of their sanity, reducing skilled warriors to fumbling fools who lash out in a state of animal stupor.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 50
Battlefield Role: Endless Spell

DESCRIPTION

A Doomblast Dirgehorn is a single model.

MAGIC

Summon Doomblast Dirgehorn: Drawn from beneath the earth, animal bones are fused into the shape of a giant horn.
Summon Doomblast Dirgehorn has a casting value of 6. Only BEASTS OF CHAOS WIZARDS can attempt to cast this spell. If successfully cast, set up a Doomblast Dirgehorn model wholly within 12" of the caster.

ABILITIES

Booming Cacophony: In the terrible blasting of the Dirgehorn can be heard the bestial growls of a thousand beastherds.
Subtract 1 from hit rolls for attacks made by units within 3" of this model. BEASTS OF CHAOS models are not affected by this ability.

Rising Discord: The discomposing sound of the Dirgehorn grows ever louder until it reverberates across the entire battlefield.
At the start of each battle round after this model is set up, add 3" to the range of this model’s Booming Cacophony ability. If this model is dispelled, the next time it is set up on the battlefield, the range of this ability starts at 3".

KEYWORDS
ENDLESS SPELL, DOOMBLAST DIRGEHORN
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.

The BEASTS OF CHAOS and WIZARD keywords are used in following Beasts of Chaos warscrolls:

Leader
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The BEASTS OF CHAOS keyword is used in following Beasts of Chaos warscrolls:

Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.

The ENDLESS SPELL keyword is used in following Beasts of Chaos warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2020