Seraphon – Bound Aethervoid Pendulum
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Endless Spell

Bound Aethervoid Pendulum

Sweeping suddenly into existence like a reaper’s blade, the Aethervoid Pendulum cuts through armour, flesh, and even the fabric of the realms themselves with equal ease.

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


A Bound Aethervoid Pendulum is a single model.

PREDATORY: A Bound Aethervoid Pendulum is a predatory endless spell. It can move up to 8" and can fly.


Summon Bound Aethervoid Pendulum: With a dread invocation, the fabric of reality is torn by the swinging blade of one of the legendary Aethervoid Pendulums.
Summon Bound Aethervoid Pendulum has a casting value of 6. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Aethervoid Pendulum model wholly within 6" of the caster so that it points lengthways in the direction you wish it to move.


Slicing Into Reality: When an Aethervoid Pendulum is summoned it slices into the realm as if from nowhere, eviscerating everything in its path.
When this model is set up, the player who set it up can immediately make a move with it.

Scything Blade: A single pass of the Pendulum’s blade is enough to decimate the enemy ranks, sending out gory showers of severed limbs and decapitated heads as it swings.
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 D6 mortal wounds.

Unstoppable Mechanism: The swinging of the Aethervoid Pendulum is as inevitable and measured as time itself.
Whenever you set up this model, you must place it lengthways in the direction you wish it to move. Whenever it moves, move it in a straight line in that direction.

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, 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.
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© Vyacheslav Maltsev 2013-2021