Legions of Nagash – Vampire Lord on Zombie Dragon
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WARSCROLL

Vampire Lord on Zombie Dragon

Many Vampire Lords see undead dragons as the only mounts worthy to bear them into battle. Sitting astride these cadaverous monsters, they soar into the fray, hacking and slicing with wicked blades or spitting helpless victims upon their great lances. Those not slain by the Vampire rider are crushed and torn apart by its steed, or withered to nothing by the creature’s pestilential breath.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pestilential Breath
Pestilential Breath9"13+-3D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Deathlance
Deathlance1"33+3+-12
Vampiric Sword
Vampiric Sword1"43+3+-1D3
Zombie Dragon’s Maw
Zombie Dragon’s Maw3"34+3+-2D6
Zombie Dragon’s Sword-like Claws
Zombie Dragon’s Sword-like Claws2"4+3+-12
DAMAGE
Wounds SufferedMovePestilential BreathSword-like Claws
0-314"2+7
4-612"3+6
7-910"4+5
10-128"5+4
13+6"6+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 440
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Vampire Lord on Zombie Dragon is a single model. Many of these Vampire Lords wield a Deathlance for maximum damage on the charge, whilst others slash their foes with a Vampiric Sword. Some carry an Ancient Shield emblazoned with dark heraldry, and a few also bear a Chalice of Blood. Each is mounted on a cadaverous Zombie Dragon which rips apart its foes with its Sword-like Claws and fanged Maw, and its Pestilential Breath can strip flesh from bone.

FLY: Vampire Lords on Zombie Dragons can fly.

ABILITIES

Pestilential Breath: Roll a dice when you attack with the Zombie Dragon’s Pestilential Breath. If the result is equal to or less than the number of models in the target unit, the attack scores a hit without needing to make a hit roll.

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 this model.

Deathlance Charge: If this model completed a charge this turn, increase the Damage characteristic of its Deathlance to 3.

Ancient Shield: A model with an Ancient Shield has a Save characteristic of 3+.

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 on Zombie Dragon is a WIZARD. He can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Blood Boil spells.

Blood Boil: The Vampire Lord utters a curse that causes his foe’s blood to boil in their veins.
Blood Boil has a casting value of 6. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers a mortal wound. If a model was allocated any wounds caused by this spell but was not slain, roll another dice. On a 4+ that model suffers another mortal wound. If the model is still not slain, roll another dice. It will suffer another mortal wound on a 4+. Keep rolling dice in this way until either the model is slain or you fail to cause a mortal wound.

COMMAND ABILITIES

Dread Knight: If this model uses this ability, pick a friendly DEATH unit within 15" of it. Until your next hero phase, you can re-roll failed hit rolls for that unit.

KEYWORDS
DEATH, SOULBLIGHT, ZOMBIE DRAGON, MONSTER, HERO, WIZARD, VAMPIRE, VAMPIRE LORD
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.
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.
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.
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.
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.
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.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
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.

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

None
Leader
Leader, Behemoth

The ZOMBIE DRAGON keyword is used in following Legions of Nagash warscrolls:

Leader, Behemoth
Behemoth

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

Leader, Behemoth
Behemoth

The VAMPIRE 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