Endless Spells – Lauchon the Soulseeker

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Endless Spell WARSCROLL

Lauchon the Soulseeker

The splintered echo of an ancient underworld deity, Lauchon the Soulseeker sails the swirling tides of death, drawn by the lure of powerful spirits. Spellcasters can join his macabre odyssey, if they are willing to offer a fitting sacrifice.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 40
Battlefield Role: Endless Spell
Base size: 90 x 52mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 6". If successfully cast, set up the endless spell wholly within range of the caster.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 18" and can fly.

Soul Price: The Soulseeker knows the location of every spirit in the realms, and can swiftly guide a spellcaster to that which they seek. In return, it demands a heavy toll.
Before the commanding player moves this endless spell, they can pick 1 friendly WIZARD with a Wounds characteristic of 9 or less wholly within 3" of this endless spell. Remove that WIZARD from the battlefield. After this endless spell has moved, set that WIZARD up again wholly within 3" of this endless spell and more than 9" from all enemy units. After that WIZARD has been set up, it suffers 1 mortal wound. If it is the commanding player’s turn, that WIZARD can make a normal move or run in the following movement phase.
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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8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024