Skaven – Warp Lightning Vortex

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Endless Spell WARSCROLL

Warp Lightning Vortex

A hurled clawful of warpstone shards swell rapidly in size until they become hovering prisms that crackle furiously with warp lightning. Green-black bolts flash back and forth, forming a lethal cage of energy that blasts apart any who dare too close.

Unit Size: -      Points: 80
Battlefield Role: Endless Spell
Base size: 40mm

PARTS: This endless spell has 3 parts.

SUMMONING: This endless spell is summoned with a spell that has a casting value of 8 and a range of 13". If successfully cast, set up 1 part of the endless spell wholly within range of the caster, then set up the second and third parts exactly 7" from the first part and exactly 7" from each other (the parts will form a triangle with each part exactly 7" from the other two parts). All of the parts must be set up more than 1" from all models, other endless spells and invocations.

Only SKAVEN WIZARDS can attempt to summon this endless spell.

Warp Lightning Bolts: Coruscating bolts of warp lightning leap outwards from the Warp Lightning Vortex, obliterating those nearby.
After this endless spell is set up and at the end of each movement phase, roll a dice for each unit within 6" of this endless spell. Add 1 to the roll if that unit is within 6" of 2 parts of this endless spell. Add 2 to the roll instead if that unit is within 6" of all 3 parts of this endless spell. On a 4+, that unit suffers D3 mortal wounds. On an unmodified roll of 6, that unit suffers D6 mortal wounds instead of D3.

Warp Vortex: The sheer destructive anarchy that surrounds a Warp Lightning Vortex slows the progress of warriors caught in its midst.
Units within 3" of this endless spell cannot run.
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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.
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.
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