Incarnates

Books

BookKindEditionLast update
  Season of War: Thondia
  Season of War: ThondiaExpansion3January 2023
  Battlescroll: Impending Vermindoom
  Battlescroll: Impending VermindoomRulebook3April 2024

Designers’ Commentary

Expansion: Season of War: Thondia

Q:Does an incarnate heal all of the wounds allocated to it in the battleshock phase, regardless of the result of the roll to determine whether its level is reduced?
A:
Yes.
Q:If an ability prevents an endless spell from being dispelled (e.g. the Disciples of Tzeentch battle trait ‘Arcane Armies’), can I use the Krondspine Incarnate of Ghur’s ‘Devour Endless Spell’ monstrous rampage and pick that endless spell?
A:
No.

Behemoth


12"
10
4+
WARSCROLL

Krondspine Incarnate of Ghur

The incarnates that haunt the Krondspine Range are terrifying entities, creations of pure Ghurish energy protected by monstrous bones and guided by a bestial intellect. In their presence, reason crumbles; the minds of mortals are filled with savagery, and wild energies are unleashed with furious abandon.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Vicious Claws
Vicious Claws1"6*3+3+-22
Tearing Fangs
Tearing Fangs2"1*3+2+-34
*Add the incarnate’s level to the Attacks characteristic.
STATE TABLE
StateLevelDominationRange
Empowered312"
Primal210"
Weakened18"
Abolished0-
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 480
Battlefield Role: Behemoth
Base size: 130mm
Notes: Single, Unique

DESCRIPTION

A Krondspine Incarnate of Ghur is armed with Vicious Claws and Tearing Fangs.

FLY: This incarnate can fly.

BONDING: This incarnate can only receive commands issued by the HERO it is bonded to.

If the All-out Attack command is received by this incarnate, the command is also received by all friendly units that are wholly within domination range of this incarnate, that are within 3" of an enemy unit, and that have not already received a command in that phase.

Add 1 to casting, dispelling and unbinding rolls for a WIZARD that is within domination range of an incarnate they are bonded to.

EMPOWERMENT: If a MONSTER is slain by wounds inflicted by this incarnate’s attacks, increase this incarnate’s level by 1.

WILD FORM: Add 1 to hit rolls for attacks made by this incarnate while it is in its wild form. This incarnate can run and still charge in the same turn while it is in its wild form. If this incarnate is in its wild form, is within 12" of another unit or an endless spell, and is not within 3" of another unit at the start of your charge phase, it must attempt a charge and must make a charge move if it is possible for it to do so.

Designer’s Note: Remember that an incarnate in its wild form treats other units in your army as enemy units, so it may be forced to charge and attack those units.

Inflamed Savagery: Warriors that are exposed to a Krondspine incarnate are likely to be driven mad by their own inflamed savagery, or physically transformed as the beast within is brought to the fore.
The following effects apply to all units that are wholly within domination range of this incarnate:
  • The unit’s commanding player can re-roll run rolls and charge rolls for the unit.
  • The unit cannot retreat.
  • If the unit is a WIZARD that it is not bonded to this incarnate, subtract 1 from casting, dispelling and unbinding rolls for that WIZARD.

Arcane Predator: Incarnates of Ghur are ferocious predators, hunting both living creatures and arcane entities with equal ferocity.
In your charge phase, if this incarnate is within 12" of an endless spell that was summoned by an enemy WIZARD, it can attempt a charge, and it can make a charge move as long as that charge move finishes within 1/2" of an enemy model or endless spell that was summoned by an enemy WIZARD.

In addition, this incarnate can carry out the Devour Endless Spell monstrous rampage below instead of any other monstrous rampage it can carryout.

MONSTROUS RAMPAGE
Devour Endless Spell: Pick 1 endless spell that was summoned by an enemy WIZARD and that is within 3" of this incarnate, and roll 2D6. Add this incarnate’s level to the roll. If the roll is greater than the casting value of the spell used to summon that endless spell, that endless spell is dispelled and the level of this incarnate is increased by 1. On any other roll, the level of this incarnate is reduced by 1.

KEYWORDS
INCARNATE, GHUR, MONSTER, KRONDSPINE INCARNATE
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
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.
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that 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.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
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.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
8.2 Retreat
When you pick a unit to retreat, 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. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.

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© Vyacheslav Maltsev 2013-2024