Endless Spells – Aethervoid Pendulum

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Endless Spell WARSCROLL

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 50
Battlefield Role: Endless Spell
Base size: Use model

SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 8". If successfully cast, set up the endless spell wholly within range of the caster. When this endless spell is set up, pivot the model so that the tip of the pendulum blade is pointing in the direction in which you wish the endless spell to move.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and can fly. When you move this endless spell, it must move in a straight line either in the direction in which the tip of the pendulum blade is pointing or in the opposite direction to the direction in which the tip of the pendulum blade is pointing.

Scything Blade: A single pass of the pendulum’s blade is enough to decimate enemy ranks, sending out gory showers of severed limbs and decapitated heads as it swings.
After this endless spell has moved, roll a dice for each unit that has any models that it passed across, and each other unit that is within 1" of it at the end of its move. On a 2+, that unit suffers D6 mortal wounds.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Faction Rules

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