Endless Spells – Ravenak’s Gnashing Jaws

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ENDLESS SPELLS WARSCROLL
Ravenak’s Gnashing Jaws
3D6"
10
5+
7+
Ravenak’s Gnashing Jaws are the embodiment of hunger, an insatiable devourer that tears through anything that moves. No matter how many they rip into visceral, bloodied chunks, the Jaws never slacken. Gory streaks of meat and guts are left trailing behind such a spell – but more unsettling still is the uncertainty surrounding the fate of those devoured. Ravenak’s precise nature remains a topic of debate amongst scholars and shamans, with possibilities ranging from a godbeast trapped long ago by Sigmar to an aspect of savage Gorkamorka himself.
ENDLESS SPELLS WARSCROLL
Ravenak’s Gnashing Jaws
MELEE WEAPONS
AtkHitWndRndDmg
Gnashing Jaws [Charge (+1 Damage)]
Gnashing Jaws
Charge (+1 Damage)
104+2+11
Any Charge Phase
RAVENING HUNGER: Rampaging across the battlefield in a blur of bestial motion, Ravenak’s Gnashing Jaws are indiscriminate in their hunger.

Declare: If this MANIFESTATION charged this turn, pick an enemy unit within 1" of it to be the target.

Effect: Roll 10 dice. For each 5+, inflict 1 mortal damage on the target.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Faction Rules

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Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
© Vyacheslav Maltsev 2013-2025