Legions of Nagash – Court of Nulahmia
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Warscroll Battalion

Court of Nulahmia

Vampire courtiers and generals high in Queen Neferata’s regard are rewarded with a place at her side in battle, and the honour of sampling the intoxicating brews of her favoured Sanguinarchs.
ORGANISATION
The Court of Nulahmia consists of the following units:
 • 1 Neferata, Mortarch of Blood
 • 2 or more VAMPIRE LORDS
 • 1 Bloodseeker Palanquin
PITCHED BATTLE PROFILE

Unit Size: -      Points: 150
Battlefield Role: Warscroll Battalion

ABILITIES

The Adevore: Whilst she is within 9" of this battalion’s Bloodseeker Palanquin, you may re-roll failed hit rolls for Neferata if the target is an enemy HERO.

Scent of Blood: At the start of your movement phase, units from the Court of Nulahmia that are within 9" of the battalion’s Bloodseeker Palanquin may add 4" to their Move characteristic until the end of the phase.

The VAMPIRE LORD keyword is used in following Legions of Nagash warscrolls:

Leader
Leader, Behemoth
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
© Vyacheslav Maltsev 2013-2021