10" 12 4+ 8+ Blood pounds, war drums thunder in the mind and the hunt beckons as a Krondspine Incarnate emerges. These entities are shards of Ghur’s awakened animus, concentrated within primal realmstone and named for the mountains where they were first encountered. A Krondspine Incarnate draws to themselves the bones and claws of dead beasts, both to defend themselves and slaughter in kind. Like all things of Ghur, they are predatory, but their favoured prey is magic – opposing spells and arcane constructs that they can tear to aetheric chunks. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Amberbone Claws and Fangs [Anti-MANIFESTATION (+1 Rend)] | |||||||
Amberbone Claws and Fangs Anti-MANIFESTATION (+1 Rend) | 6 | 4+ | 2+ | 2 | 3 |
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KEYWORDS | MANIFESTATION, ENDLESS SPELL, INCARNATE, FLY, WARD (6+) |
The MANIFESTATION keyword is used in the following Endless Spells warscrolls:
The ENDLESS SPELL keyword is used in the following Endless Spells warscrolls:
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When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
The FLY keyword is used in the following Endless Spells warscrolls:
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The WARD keyword is used in the following Endless Spells warscrolls:
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KEYWORDS | CORE, MOVE, CHARGE |
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KEYWORDS | BANISH |