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Stormcast EternalsEverblaze Comet
Endless Spell Warscroll

Everblaze Comet

To summon an Everblaze Comet is to pick a shooting star from the firmament and draw it down to crash into the enemy lines with devastating impact. Such astral projectiles burn on, pulsing with celestial force even after landing.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Endless Spell Warscroll

DESCRIPTION

An Everblaze Comet is a single model.

ABILITIES

Burning Vengeance: An Everblaze Comet smashes into the battlefield with tremendous force, whereupon it embeds itself into the ground, radiating a corona of deadly Azyrite energies.
After this model is set up, roll a dice for each unit within 10" of this model. On a 1-2, that unit suffers 1 mortal wound. On a 3-4, that unit suffers D3 mortal wounds. On a 5-6, that unit suffers 3 mortal wounds.

In addition, at the start of each battle round, roll a dice for each unit within 5" of this model. On a 1-3, that unit suffers 1 mortal wound. On a 4-6, that unit suffers D3 mortal wounds.

Arcane Disruption: The emanations from an Everblaze Comet disrupt the arcane abilities of nearby wizards.
Subtract 1 from casting rolls for WIZARDS while they are within 5" of this model.

MAGIC

Summon Everblaze Comet: Reaching an arm to the heavens, the wizard calls down a pure comet of Azyrite energy. Radiating the pure light of Sigmar’s realm, it crashes into the foe’s ranks with devastating effect.
Summon Everblaze Comet has a casting value of 6. Only STORMCAST ETERNAL WIZARDS can attempt to cast this spell. If successfully cast, set up an Everblaze Comet model wholly within 36" of the caster.

KEYWORDS
ENDLESS SPELL, AZYR, EVERBLAZE COMET
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.
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.
Army List
Artillery
Battleline

The AZYR keyword is used in following Stormcast Eternals warscrolls:

Endless Spell Warscroll

The ENDLESS SPELL keyword is used in following Stormcast Eternals warscrolls:

Endless Spell Warscroll
© Vyacheslav Maltsev 2013-2019