Slaves to Darkness – Realmscourge Rupture

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Endless Spell WARSCROLL

Realmscourge Rupture

Realmscourge Ruptures are not subtle weapons. When the necessary magical power has been channelled and released by a tribal shaman, the land itself writhes in the grip of Chaos, sharpened spikes surging forth like an accursed tidal wave to overwhelm anything in their path.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 60
Battlefield Role: Endless Spell
Base size: Use model

SUMMONING: This endless spell is summoned with a spell that has a casting value of 7 and a range of 9". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only SLAVES TO DARKNESS WIZARDS can attempt to summon this endless spell.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 9" and can fly. When this endless spell is moved, it must move in a straight line in the direction in which its spikes are pointing.

Debilitating Shockwave: The vicious spikes that erupt from an onrushing Realmscourge Rupture not only impale any unfortunate enough to be struck by them, but also send those nearby staggering through the tremors that rock the tortured earth.
After this endless spell has moved, roll a dice for each unit that has any models it passed across and for each other unit within 1" of it at the end of its move. On a 2+, that unit suffers D3 mortal wounds and its Move characteristic is halved until the end of the battle round.
Army List
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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.
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.
© Vyacheslav Maltsev 2013-2024