The incarnates that haunt the Krondspine Range are terrifying entities, creations of pure Ghurish energy protected by monstrous bones and guided by a bestial intellect. In their presence, reason crumbles; the minds of mortals are filled with savagery, and wild energies are unleashed with furious abandon.
Vicious Claws |
| Vicious Claws | 1" | 6* | 3+ | 3+ | -2 | 2 |
Tearing Fangs |
| Tearing Fangs | 2" | 1* | 3+ | 2+ | -3 | 4 |
Empowered | 3 | 12" |
Primal | 2 | 10" |
Weakened | 1 | 8" |
Abolished | 0 | - |
Unit Size: 1 Points: 480
Battlefield Role: Behemoth
Base size: 130mm
Notes: Single, Unique
A Krondspine Incarnate of Ghur is armed with Vicious Claws and Tearing Fangs.
BONDING: This incarnate can only receive commands issued by the
HERO it is bonded to.
If the
All-out Attack command is received by this incarnate, the command is also received by all friendly units that are wholly within domination range of this incarnate, that are within 3" of an enemy unit, and that have not already received a command in that phase.
Add 1 to
casting,
dispelling and
unbinding rolls for a
WIZARD that is within domination range of an incarnate they are bonded to.
EMPOWERMENT: If a
MONSTER is slain by wounds inflicted by this incarnate’s attacks, increase this incarnate’s level by 1.
WILD FORM: Add 1 to
hit rolls for attacks made by this incarnate while it is in its wild form. This incarnate can
run and still
charge in the same turn while it is in its wild form. If this incarnate is in its wild form, is within 12" of another
unit or an
endless spell, and is not within 3" of another unit at the start of your
charge phase, it must
attempt a charge and must make a
charge move if it is possible for it to do so.
Designer’s Note: Remember that an incarnate in its wild form treats other units in your army as enemy units, so it may be forced to charge and attack those units.
Inflamed Savagery: Warriors that are exposed to a Krondspine incarnate are likely to be driven mad by their own inflamed savagery, or physically transformed as the beast within is brought to the fore.
The following effects apply to all units that are wholly within domination range of this incarnate:
- The unit’s commanding player can re-roll run rolls and charge rolls for the unit.
- The unit cannot retreat.
- If the unit is a WIZARD that it is not bonded to this incarnate, subtract 1 from casting, dispelling and unbinding rolls for that WIZARD.
Arcane Predator: Incarnates of Ghur are ferocious predators, hunting both living creatures and arcane entities with equal ferocity.
In your
charge phase, if this incarnate is within 12" of an
endless spell that was summoned by an enemy
WIZARD, it can attempt a charge, and it can make a
charge move as long as that charge move finishes within 1/2" of an enemy model or endless spell that was summoned by an enemy
WIZARD.
In addition, this incarnate can carry out the Devour Endless Spell
monstrous rampage below instead of any other monstrous rampage it can carryout.
Devour Endless Spell: Pick 1
endless spell that was summoned by an enemy
WIZARD and that is within 3" of this incarnate, and roll 2D6. Add this
incarnate’s level to the roll. If the roll is greater than the
casting value of the spell used to summon that endless spell, that endless spell is
dispelled and the level of this incarnate is increased by 1. On any other roll, the level of this incarnate is reduced by 1.
INCARNATE, GHUR, MONSTER, KRONDSPINE INCARNATE |