Stormcast Eternals – Celestian Vortex
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Endless Spell WARSCROLL

Celestian Vortex

A Celestian Vortex is a whirling tornado of Azyrite magic. Within this mystical typhoon swirl magical hammers cast in the image of Ghal Maraz. Any caught in the vortex’s path are soon shattered into oblivion.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 30
Battlefield Role: Endless Spell
Base size: 65mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 6". 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 STORMCAST ETERNALS WIZARDS can attempt to summon this endless spell.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and can fly.

Storm of Vengeance: Those caught in this deadly maelstrom find themselves battered by magical hammers and crushed by furious Azyrite energy.
After this endless spell has moved, the commanding player picks 1 unit that has any models it passed across and rolls 12 dice. For each 6, that unit suffers 1 mortal wound.

Tornado of Magic: A Celestian Vortex whips the air around it into a tornado that disrupts attacks made with missile weapons.
Subtract 1 from hit rolls for attacks made with missile weapons by units within 6" of this endless spell. This ability has no effect on STORMCAST ETERNALS units.
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.
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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.
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.
© Vyacheslav Maltsev 2013-2024