SeraphonBound Geminids of Uhl-Gysh
Endless Spell

Bound Geminids of Uhl-Gysh

Drawn from the twilight demi-realm between Hysh and Ulgu, the Geminids lash out with the raw magic of light and shadow, annihilating the flesh and alternately filling the mind with horrific lies and unbearable truths.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 70
Battlefield Role: Endless Spell

DESCRIPTION

Bound Geminids of Uhl-Gysh consists of 2 models (if it is dispelled, remove both models).

PREDATORY: Bound Geminids of Uhl-Gysh is a predatory endless spell. When you move this endless spell, it can move up to 8" and can fly. Both models from this endless spell must finish any move within 6" of each other; if this is impossible, it is dispelled.

MAGIC

Summon Bound Geminids: By balancing opposing forces of the aether, a wizard can conjure an orb of pure light and one of utter darkness.
Summon Bound Geminids has a casting value of 7. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up both models within 6" of each other and wholly within 18" of the caster. You must then nominate one model to be the Shadow Geminid and the other to be the Light Geminid.

ABILITIES

Unleashed: Upon summonation, the Geminids are sent spinning towards the foe.
When this model is set up, the player who set it up can immediately make a move with it.

Tendrils of Shadow and Light: Where the Shadow Geminid leaves behind a noxious dark mist populated by illusions, the Light Geminid radiates incinerating light and bestows mind-destroying truths.
After the Shadow Geminid has moved, each unit that has any models it passed across suffers D3 mortal wounds. In addition, until the end of the battle round, subtract 1 (to a minimum of 1) from the Attacks characteristic of melee weapons used by a unit that has any models it passed across. A unit is not affected by the Shadow Geminid if it was passed across by the Light Geminid in the same battle round.

After the Light Geminid has moved, each unit that has any models it passed across suffers D3 mortal wounds. In addition, until the end of the battle round, subtract 1 from hit rolls for attacks made by a unit that has any models it passed across. A unit is not affected by the Light Geminid if it was passed across by the Shadow Geminid in the same battle round (a unit can be affected by one or other of the models each battle round, but not both).

KEYWORDS
ENDLESS SPELL, BOUND, GEMINIDS OF UHL-GYSH
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.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
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 SERAPHON and WIZARD keywords are used in following Seraphon warscrolls:

Leader
Leader, Behemoth
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020