Soulblight Gravelords – Corpse Cart with Balefire Brazier
This warscroll does not meet the selection criteria (see Settings tab).
4"
6
6+
10
WARSCROLL

Corpse Cart with Balefire Brazier

Some Corpse Carts are crowned with rusted braziers in which realmstone is burnt upon unhallowed flames. The choking clouds that emerge from these constructs snuff out the power of the aether and can drive mages mad with but a single inhalation.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Corpse Goad
Corpse Goad2"24+4+-1
Corpse Lash
Corpse Lash1"34+4+-1
Rusty Blades
Rusty Blades1"2D65+5+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: None

DESCRIPTION

A Corpse Cart with Balefire Brazier is a single model driven by a Corpsemaster armed with 1 of the following weapon options: Corpse Goad; or Corpse Lash.

MOUNT: This model’s Zombies attack with their Rusty Blades.

ABILITIES

Balefire Brazier: The corrupt realmstone burnt upon these rusted braziers release gouts of ominous mist that, when breathed in, can drive enemy sorcerers to madness.
Subtract 1 from casting rolls for enemy WIZARDS within 18" of any friendly models with this ability.

Malefic Fumes: An unholy stench surrounds these creaking wagons, choking and disorienting nearby foes.
Subtract 1 from wound rolls for attacks made with melee weapons by enemy units while they are within 9" of any friendly models with this ability.

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, DEADWALKERS, CORPSE CART, CORPSE CART WITH BALEFIRE BRAZIER
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The DEADWALKERS keyword is used in following Soulblight Gravelords warscrolls:

None
Battleline
Leader

The CORPSE CART keyword is used in following Soulblight Gravelords warscrolls:

None
© Vyacheslav Maltsev 2013-2021