Legions of Nagash – Vampire Lord
This warscroll does not meet the selection criteria (see Settings tab).
5"
5
4+
10
WARSCROLL

Vampire Lord

Vampire Lords are amongst the most powerful and fearsome undead creatures, possessing eternal life, unnatural speed and strength, and a ceaseless craving for fresh blood. Over their long centuries of existence they have mastered the martial arts, and in battle they are a whirlwind of devastation, carving foes apart with contemptuous ease or summoning dark magic to tear the life from their bodies.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spirit-possessed Blades
Spirit-possessed Blades1"43+3+-1D3
Nightmare’s Hooves and Teeth
Nightmare’s Hooves and Teeth1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Vampire Lord is a single model. Each is armed with Spirit-possessed Blades, and some bear an enchanted Chalice of Blood into battle.

NIGHTMARE: Some Vampire Lords are mounted on a Nightmare steed; these have a Move of 10" rather than 5", and can attack with the Nightmare’s Hooves and Teeth.

FLYING HORROR: Some Vampire Lords have membranous wings; these have a Move of 10" and can fly.

ABILITIES

The Hunger: At the end of any combat phase in which this model slew any enemy models, you can heal 1 wound that has been allocated to it.

Chalice of Blood: If this model has a Chalice of Blood, then once per battle in your hero phase, you can heal D6 wounds that have been allocated to it.

Deathly Invocation: At the start of your hero phase, pick up to 3 different friendly SUMMONABLE units within 12" of this model. You can heal D3 wounds that have been allocated to each unit you picked (roll separately for each unit). If no wounds are currently allocated to a unit you have picked, you may instead return a number of slain models to it that have a combined Wounds characteristic equal to or less than the roll of a D3.

MAGIC

A Vampire Lord is a WIZARD. They can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. They know the Arcane Bolt and Mystic Shield spells.

COMMAND ABILITIES

Blood Feast: If this model uses this ability, pick a friendly DEATH unit within 15" of it. Models in that unit make one extra attack with each of their melee weapons until your next hero phase. You cannot pick the same unit to benefit from this command ability more than once per hero phase.

KEYWORDS
DEATH, VAMPIRE, SOULBLIGHT, HERO, WIZARD, VAMPIRE LORD
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.

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

None
Battleline
• Zombies
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
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.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

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

None
Leader
Leader, Behemoth

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

None
Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021