Seraphon – Bound Quicksilver Swords
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Endless Spell

Bound Quicksilver Swords

Borne aloft on currents of Chamonic energy, Quicksilver Swords fly across the battlefield in tight formations before fanning out to eviscerate and behead those in their path.

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


Bound Quicksilver Swords is a single model.

PREDATORY: Bound Quicksilver Swords is a predatory endless spell. It can move up to 8" and can fly.


Summon Bound Quicksilver Swords: With the Smith Queen of Anvrok’s dying promise of vengeance against the forces of Chaos incanted, a dozen of her most finely wrought blades slice their way into the realmsphere to assail their conjurer’s enemies.
Summon Bound Quicksilver Swords has a casting value of 6. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Quicksilver Swords model wholly within 10" of the caster.


Volley of Blades: The caster sends the Quicksilver Swords straight into the heart of the enemy.
When this model is set up, the player who set it up can immediately make a move with it.

Dancing Blades: With startling rapidity and efficiency, and seemingly possessed of vengeful purpose, the Quicksilver Swords cut through the enemy lines, their keen-edged blades severing not only limbs but spirits from their bodies.
After this model has moved, you can pick 1 unit within 6" of it 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.

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