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Stormcast EternalsCelestian Vortex
Endless Spell Warscroll

Celestian Vortex

A Celestian Vortex is a whirling tornado of Azyrite magic. Borne aloft within it are magical hammers cast in the image of Ghal Maraz, the Great Shatterer. Anyone in the vortex’s path are hurled, smashed and broken, into the dirt.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell Warscroll

DESCRIPTION

A Celestian Vortex is a single model.

PREDATORY: A Celestian Vortex is a predatory endless spell. A Celestian Vortex can move up to 8" and can fly.

ABILITIES

Swirling Doom: When a Celestian Vortex is summoned, it immediately swirls across the battlefield leaving devastation in its wake.
When this model is set up, the player who set it up can immediately make a move with it.

Storm of Vengeance: Those caught in this deadly maelstrom find themselves battered by magical hammers and crushed by furious Azyrite energy.
After moving this model, you can pick 1 enemy unit within 1" of this model and roll 12 dice. For each roll of 6+, that unit suffers 1 mortal wound. If the unit being rolled for is a CHAOS unit, it suffers 1 mortal wound for each roll of 5+ instead.

Tornado of Magic: A Celestian Vortex whips the air around it into a tornado that disrupts attacks made with missile weapons.
Subtract 1 from hit rolls for attacks made with missile weapons by units while they are within 6" of this model.

MAGIC

Summon Celestian Vortex: The wizard casts a pair of ensorcelled hammers into the air, which begin to spin. As the vortex gets more intense, the hammers multiply to form a maelstrom of skull-crushing force.
Summon Celestian Vortex has a casting value of 6. Only STORMCAST ETERNAL WIZARDS can attempt to cast this spell. If successfully cast, set up a Celestian Vortex model wholly within 12" of the caster.

KEYWORDS
ENDLESS SPELL, AZYR, CELESTIAN VORTEX
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.
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.
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.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
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 ENDLESS SPELL keyword is used in following Stormcast Eternals warscrolls:

Endless Spell Warscroll

The AZYR keyword is used in following Stormcast Eternals warscrolls:

Endless Spell Warscroll
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© Vyacheslav Maltsev 2013-2019