Soulblight Gravelords – Vargskyr
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8"
8
5+
10
WARSCROLL

Vargskyr

Unable to control the feral aspect of the curse that surges through their blood, Vargskyr are towering, distended creatures. On the hunt, they stalk their prey before descending upon them in a frenzy of slashing claws and razor-sharp fangs.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Talons
Talons2"43+3+-12
Gaping Maw
Gaping Maw1"13+2+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 755
Battlefield Role: None
Notes: Unique. Gorslav the Gravekeeper, Radukar the Wolf, Torgillius the Chamberlain, Watch Captain Halgrim, Kosargi Nightguard, Vyrkos Blood-born and Vargskyr must be taken as a set for 755 points. Although taken as a set, each is a separate unit.

DESCRIPTION

A Vargskyr is a single model armed with Talons and a Gaping Maw.

ABILITIES

Bounding Leaps: Three times the height of a man and with supernatural strength and reflexes, a Vargskyr covers ground with terrifying speed.
You can attempt to charge with this model if it is within 18" of the enemy instead of 12". Roll 3D6 instead of 2D6 when making a charge roll for this model.

Gnarled Hide: These savage beasts are covered in thick wiry fur and jutting bones that act as natural armour.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated.

KEYWORDS
DEATH, VAMPIRE, SOULBLIGHT GRAVELORDS, VYRKOS DYNASTY, VARGSKYR
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.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the 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.
© Vyacheslav Maltsev 2013-2021