8" 10 5+ 7+ The Purple Sun is a harbinger of annihilation. Fell magics coalesce into a glowing orb that floats with an eerie serenity, emanating rays of amethyst light that turn any they strike to lifeless crystal. Strong or mighty, craven or courageous: none are spared. All the while, a skeletal face leers out of the Purple Sun. Learned Necromancers say that this is the face of the mad god Xereus, whose name is invoked in rites of conjuring and who is said to be imprisoned within the Purple Sun as penance for ancient crimes. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Transmuting Rays [Crit (Mortal)] | |||||||
Transmuting Rays Crit (Mortal) | 2D6 | 3+ | 3+ | 1 | 1 |
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KEYWORDS | CORE, MOVE |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, 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:
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||