Legions of Nagash – The Sepulchral Guard
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WARSCROLL

The Sepulchral Guard

The Sepulchral Guard were once the mortal inhabitants of Shadespire, now cursed to an eternity of entropy and decay by Nagash. Their bodies long rotted away, the Guard have sworn themselves to the worship of the Great Necromancer, in the hope that this service will free them from their torment.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Sepulchral Warden’s Ancient Spear
The Sepulchral Warden’s Ancient Spear2"34+4+-1
Prince of Dust’s Ancient Mace
Prince of Dust’s Ancient Mace1"24+3+-1
The Champion’s Ancient Greatblade
The Champion’s Ancient Greatblade1"24+4+-11
The Harvester’s Ancient Scythe
The Harvester’s Ancient Scythe1"14+3+-2
Ancient Blade
Ancient Blade1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 7      Points: 80
Battlefield Role: None
Notes: Unique

DESCRIPTION

The Sepulchral Guard has 7 models: the Sepulchral Warden (who bears an Ancient Spear and Crypt Shield), the Prince of Dust (who carries an Ancient Mace and Crypt Shield), the Champion (who is armed with an Ancient Greatblade and Crypt Shield), the Harvester (who wields an Ancient Scythe) and 3 Petitioners (who bear an Ancient Blade or an Ancient Blade and Crypt Shield).

The Sepulchral Warden: The leader of this unit is the Sepulchral Warden. In each of your hero phases you can return D3 slain models to this unit while the Sepulchral Warden is on the battlefield.

ABILITIES

Crypt Shields: Relic shields dragged forth from tombs and barrows still prove mightily effective in battle.
If any models from the unit are carrying Crypt Shields, add 1 to save rolls against attacks that have a Rend characteristic of ‘-’.

Serve in Death: Pitiless foot soldiers of the armies of death, Skeleton Warriors exist only to serve the dark designs of their ageless masters.
You can add 1 to hit rolls for this unit if it is wholly within 18" of any friendly DEATH HEROES.

Frightening Speed: The undead warriors of the Sepulchral Guard move with a swiftness that can shock their foes, their motion still guided by fragmented memories of their mortal lives.
You can re-roll charge rolls for this unit.

KEYWORDS
DEATH, SKELETON, DEATHRATTLE, SKELETON WARRIORS, THE SEPULCHRAL GUARD
Slain Models
Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play.
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.
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.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.

The SKELETON keyword is used in following Legions of Nagash warscrolls:

None
Battleline
Leader
Leader, Behemoth

The DEATHRATTLE keyword is used in following Legions of Nagash warscrolls:

None
Battleline
Leader

The SKELETON WARRIORS keyword is used in following Legions of Nagash warscrolls:

None
Battleline
© Vyacheslav Maltsev 2013-2021