Soulblight Gravelords – Vampire Lord
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6"
5
3+
10
WARSCROLL

Vampire Lord

Vampire Lords are elder undead whose dark powers have only deepened over the long centuries. Each is a warrior to be feared, while their command of necromancy sees them raise up fresh reanimated warriors with but a pulse of will.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soulbound Blades
Soulbound Blades1"43+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

BATTALIONS

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

DESCRIPTION

A Vampire Lord is a single model armed with Soulbound Blades.

FLY: This model can fly.

ABILITIES

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

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt and Mystic Shield spells.

COMMAND ABILITIES

Crimson Feast: The Vampire Lord unshackles the monstrous bloodlust that lurks within their soul, their bestial appetites soon spreading to the undead bound to their will.
You can use this command ability in the combat phase. If you do so, pick 1 friendly SOULBLIGHT GRAVELORDS SUMMONABLE unit wholly within 12" of this model. Add 1 to the Attacks characteristic of that unit’s melee weapons until your next hero phase. The same unit cannot benefit from this command ability more than once per phase.

KEYWORDS
DEATH, VAMPIRE, SOULBLIGHT GRAVELORDS, HERO, WIZARD, 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.
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.
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.

The SOULBLIGHT GRAVELORDS and SUMMONABLE keywords are used in following Soulblight Gravelords warscrolls:

None
Battleline
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The VAMPIRE LORD keyword is used in following Soulblight Gravelords warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021