Endless Spells – Soulsnare Shackles

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ENDLESS SPELLS WARSCROLL
Soulsnare Shackles
-
6
5+
7+
The Soulsnare Shackles rise from the Great Oubliette, that vast dungeon where Nagash entraps any who fall foul of his warped justice. Thrashing with unearthly sentience, they slither unerringly towards any who bear even the most minor guilt. The Shackles seal not around flesh but around the soul, ensuring not even ethereal beings can escape. The more they struggle, the more these unfortunates are drained of vigour. Dread and grief seizes them until, at last, they surrender and are yanked into the Oubliette for the rest of time.
ENDLESS SPELLS WARSCROLL
Soulsnare Shackles
Passive
MULTIPLE PARTS
Effect: When a number of damage points equal to this MANIFESTATION’s Health characteristic are allocated to it, this MANIFESTATION is destroyed and all its parts are removed from play.

Any Hero Phase
BOUND FOR THE GREAT OUBLIETTE: These manacles latch onto not just the bodies of combatants but their souls, draining them of vigour until they are at last dragged into the yawning cells of the Great Oubliette.

Declare: For each part of this MANIFESTATION, you can pick an enemy unit within 3" of that part to be the targets. You cannot pick the same unit to be the target of this ability more than once per turn.

Effect: Roll a D3 for each target. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll.
  • Subtract a number of inches equal to the roll from the target’s Move characteristic for the rest of the turn.

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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