Skaven – Bell of Doom

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Endless Spell WARSCROLL

Bell of Doom

Swirling vapours boil from the yawning maw of the spell’s caster, billowing into an unnatural cloud. Lightning flashes amidst the gloomy mass, silhouetting a huge bell that swings in mid-air, tolling out the doom of those who dare resist the skaventide.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 30
Battlefield Role: Endless Spell
Base size: 40mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 13". If successfully cast, set up the endless spell wholly within range and visible to the caster, more than 1" from all models, other endless spells and invocations.

Only SKAVEN WIZARDS can attempt to summon this endless spell.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 2D6" and can fly.

Apocalyptic Doom: With a deafening explosion, the Bell of Doom splits asunder.
After this endless spell has moved, roll 3D6. On a 13, each unit within 13" of this endless spell suffers D3 mortal wounds, and then this endless spell is removed from play.

Boldness or Despair: The dreadful ringing of the Bell of Doom fills the minds of the skavens foes with a deep despair while emboldening the normally cowardly ratmen.
Do not take battleshock tests for SKAVEN units wholly within 13" of this endless spell. Subtract 1 from the Bravery characteristic of other units within 13" of this endless spell.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
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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.
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.
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.
© Vyacheslav Maltsev 2013-2024