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Slaves to DarknessRealmscourge Rupture
Endless Spell

Realmscourge Rupture

Even by the standards of Chaos sorceries, Realmscourge Ruptures are not subtle weapons. When the necessary magical power has been channelled and released by a tribal shaman, the land itself writhes in the grip of Chaos, sharpened spikes surging forth like an accursed tidal wave to overwhelm anything in their path.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 60
Battlefield Role: Endless Spell

DESCRIPTION

A Realmscourge Rupture is a single model.

PREDATORY: A Realmscourge Rupture is a predatory endless spell. It can move up to 9" and can fly.

MAGIC

Summon Realmscourge Rupture: Slamming their staff against the earth, the sorcerer calls forth the power of a Realmscourge Rupture.
Summon Realmscourge Rupture has a casting value of 7. Only SLAVES TO DARKNESS WIZARDS can attempt to cast this spell. If successfully cast, set up a Realmscourge Rupture model wholly within 9" of the caster.

ABILITIES

Oncoming Annihilation: Once a Realmscourge Rupture has been conjured and let loose, it is almost impossible to stop.
When this model is set up, the player who set it up can immediately make a move with it.

Tide of Ruin: Realmscourge Ruptures surge across the battlefield as an inevitable wave of death, their jagged spikes retracting into the earth only to erupt once more further along the path of destruction.
Whenever you set up a Realmscourge Rupture, you must place it widthways in the direction you wish it to move. Whenever it moves, move it in a straight line in that direction (it cannot move backwards).

Debilitating Shockwave: The vicious spikes that erupt from an onrushing Realmscourge Rupture not only impale any unfortunate enough to be struck by them, but also send those nearby staggering through the tremors that rock the tortured earth.
After this model has moved, each unit that has any models it passed across, and each other unit that is within 1" of it at the end of its move, suffers D3 mortal wounds.

In addition, until the end of the battle round, halve the Move characteristic of each unit that has any models it passed across, and each other unit that is within 1" of it at the end of its move.

KEYWORDS
ENDLESS SPELL, REALMSCOURGE RUPTURE
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 SLAVES TO DARKNESS and WIZARD keywords are used in following Slaves to Darkness 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.

The ENDLESS SPELL keyword is used in following Slaves to Darkness warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2020