Soulblight Gravelords – Corpse Cart with Unholy Lodestone
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4"
6
6+
10
WARSCROLL

Corpse Cart with Unholy Lodestone

Corpse Carts are rattling, mobile altars of undeath pulled by moaning Deadwalkers. The cackling of the Corpsemaster echoes over the tolling of black-iron bells, while the necrotic aura surrounding them sees the dead rise to their feet once more.
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 Unholy Lodestone 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

Unholy Lodestone: These sinister relics serve to attract and empower the sinister magical energies wielded by the Soulblight Gravelords.
Add 1 to casting rolls for friendly SOULBLIGHT GRAVELORDS WIZARDS wholly within 12" of any friendly models with this ability.

Locus of Undeath: Many Corpse Carts are veritable wellsprings of necromantic power that can be drawn upon to replenish the ranks of the living dead.
Add 1 to save rolls for attacks that target friendly DEADWALKER ZOMBIES units wholly within 12" of any friendly models with this ability.

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, DEADWALKERS, CORPSE CART, CORPSE CART WITH UNHOLY LODESTONE
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.

The DEADWALKER ZOMBIES keyword is used in following Soulblight Gravelords warscrolls:

None

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