Soulblight Gravelords – Blood Knights
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10"
3
3+
10
WARSCROLL

Blood Knights

Blood Knights are vampires obsessed with battle, and their codes of chivalric honour are warped indeed. Mounted atop hulking Nightmares, they seek out war wherever it can be found, trampling straight over lesser foes to reach the worthiest challenges.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Templar Lance or Blade
Templar Lance or Blade1"33+3+-11
Hooves and Teeth
Hooves and Teeth1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 15      Points: 195
Battlefield Role: None
Notes: Battleline if KASTELAI DYNASTY

BATTALIONS

This warscroll can be used in following warscroll battalions:
 • Red Banqueters

DESCRIPTION

A unit of Blood Knights has any number of models, each armed with a Templar Lance or Blade.

MOUNT: This unit’s Nightmares attack with their Hooves and Teeth.

CHAMPION: 1 model in this unit can be a Kastellan. Add 1 to the Attacks characteristic of a Kastellan’s Templar Lance or Blade.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. You can re-roll rolls of 1 for the Deathless Minions battle trait for this unit while it has any Standard Bearers.

ABILITIES

Riders of Ruin: Blood Knights trample clean over lesser foes to strike at more worthy challengers.
In your movement phase, if this unit is within 3" of an enemy unit, it can make a normal move. If it does so, it can pass across other models with a Wounds characteristic of 3 or less (that do not have a mount) in the same manner as a model that can fly. After this unit has made a normal move, roll a dice for each enemy unit that has any models passed across by any models in this unit. On a 2+, that enemy unit suffers D3 mortal wounds.

Martial Fury: Woe betide any who dare stand before a Blood Knight’s charge.
Add 1 to the Damage characteristic of this unit’s Templar Lances or Blades if this unit made a charge move in the same turn.

The Hunger: Soulblight creatures crave the taste of blood and are empowered when they drink deep from the veins of defeated foes.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this unit’s attacks in that phase, you can heal up to D3 wounds allocated to this unit.

KEYWORDS
DEATH, VAMPIRE, SOULBLIGHT GRAVELORDS, BLOOD KNIGHTS
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
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.
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.
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.
© Vyacheslav Maltsev 2013-2021