9" 6 5+ 7+ Realmscourge Ruptures are not subtle weapons. When the necessary magical power has been channelled and released by a tribal shaman, the land itself writhes in the grip of Chaos, sharpened spikes surging forth like an accursed tidal wave to overwhelm anything in their path. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Surging Spikes [Crit (2 Hits)] | |||||||
Surging Spikes Crit (2 Hits) | 2D3 | 4+ | 3+ | 1 | 1 |
Any Charge Phase |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+) |
CHAOS, SLAVES TO DARKNESS |
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The SLAVES TO DARKNESS keyword is used in the following Slaves to Darkness warscrolls:
Passive |
| ||
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
Passive |
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 Slaves to Darkness warscrolls:
The WARD keyword is used in the following Slaves to Darkness warscrolls:
The MANIFESTATION keyword is used in the following Slaves to Darkness warscrolls:
The ENDLESS SPELL keyword is used in the following Slaves to Darkness warscrolls: