Soulblight Gravelords – Lauka Vai, Mother of Nightmares
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12"
11
3+
10
WARSCROLL

Lauka Vai, Mother of Nightmares

Lauka Vai is the queen of the Avengorii Dynasty. Within this monstrous vampire, an eternal battle rages, for though she desires to lead her kin against only the worthiest foes, her thirsts sometimes drive her to the most terrible slaughter.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Askurga Rapier
Askurga Rapier1"43+3+-12
Gore-drenched Talons
Gore-drenched Talons3"34+3+-1D6
Impaling Tail
Impaling Tail1"D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 285
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Lauka Vai is a named character that is a single model. She is armed with an Askurga Rapier, Gore-drenched Talons and Impaling Tail.

If this model is included in a Soulblight Gravelords army with the AVENGORII DYNASTY lineage keyword, this model is treated as a general in addition to the model that is chosen to be the army general.

FLY: Lauka Vai can fly.

ABILITIES

Champion of the Avengorii: Lauka Vai’s masterful martial prowess and monstrous beast-form render her an unholy terror upon the battlefield.
After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a number of dice equal to the charge roll for that charge move. For each 5+, that enemy unit suffers 1 mortal wound.

Nightmare’s Miasma: The strange curse of the Vengorians sees shining blades and hallowed relics rust and soften in their presence.
While an enemy unit is within 3" of any friendly models with this ability, worsen the Rend characteristic of that unit’s melee weapons by 1 (to a minimum of ‘-’).

Undeniable Impulse: Lauka Vai fights a constant internal battle to control her bestial nature. It is not a battle she always wins.
At the start of your hero phase, roll a dice for this model. If the roll is equal to or less than the number of the current battle round, until your next hero phase, this model can run and still charge later in the same turn. However, this model cannot use command abilities until your next hero phase.

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 model’s attacks in that phase, you can heal up to D3 wounds allocated to this model.

MAGIC

Lauka Vai is a WIZARD. She can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Death’s Downpour spells.

Death’s Downpour: Lauka draws upon the corrupt ending-magic running through her veins before lifting her blade skyward, summoning a deluge of slippery gore to wrong-foot her adversaries.
Death’s Downpour has a casting value of 8. If successfully cast, charge rolls made for enemy units within 12" of this model are halved until your next hero phase.

COMMAND ABILITIES

A Queen Amongst Monsters: The Mother of Nightmares is followed by a menagerie of twisted vampires and monstrous undead beasts, all of whom seem empowered by her very presence.
You can use this command ability once per turn in your hero phase. If you do so, pick 1 enemy unit on the battlefield. Until your next hero phase, add 1 to hit rolls for attacks made with melee weapons by friendly SOULBLIGHT GRAVELORDS MONSTERS that target that enemy unit.

KEYWORDS
DEATH, VAMPIRE, SOULBLIGHT GRAVELORDS, AVENGORII DYNASTY, MONSTER, HERO, WIZARD, LAUKA VAI
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
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.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
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.
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.
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.
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 SOULBLIGHT GRAVELORDS and MONSTER keywords are used in following Soulblight Gravelords warscrolls:

Leader
Leader, Behemoth
Behemoth

The MONSTER keyword is used in following Soulblight Gravelords warscrolls:

Leader
Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2021