Stormcast Eternals – Everblaze Comet
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Endless Spell WARSCROLL

Everblaze Comet

Everblaze Comets are nothing less than blessed meteors plucked from the firmament and sent hurtling onto the battlefield. Even after impact, these cosmic shards pulse with arcane power, disrupting nearby magics and incinerating anything in the vicinity
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Endless Spell
Base size: 65mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 36". 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.

Burning Vengeance: An Everblaze Comet smashes into the battlefield with tremendous force, whereupon it embeds itself into the ground, radiating a corona of deadly Azyrite energies.
After this endless spell is set up, roll a dice for each unit within 10" of this endless spell. On a 1, that unit suffers 1 mortal wound. On a 2-5, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds.

Arcane Disruption: The emanations from an Everblaze Comet disrupt the arcane abilities of nearby wizards.
Subtract 1 from casting rolls for WIZARDS within 10" of this endless spell.
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.
© Vyacheslav Maltsev 2013-2024