Beneath the pallid yet strangely beguiling appearance of a Soulblight vampire lies an inhuman terror that forever lusts after the taste of blood. Impossibly strong and preternaturally skilled in necromantic sorceries, they lead their resurrected legions against the living, fighting a relentless war in service to their monstrous hunger.

This page contains all of the rules you need to field your Soulblight Gravelords miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionVersionLast update
  Soulblight Gravelords
  Soulblight GravelordsBattletome21.1August 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Warhammer Legends: Grand Alliance Death
  Warhammer Legends: Grand Alliance DeathIndex31.0August 2021

Designers’ Commentary

Battletome: Soulblight Gravelords

Q:Can I use the Deathly Invocation battle trait with each of my HEROES or only with 1 HERO?
A:
With each HERO.
Q:Does the The Newly Dead ability on the Deadwalker Zombies warscroll apply to mortal wounds that are inflicted by the unit?
A:
Yes.

Allies

DEATHALLIES
Soulblight GravelordsFlesh-eater Courts, Nighthaunt

Soulblight Gravelords Battle Traits

The Cursed Bloodlines

The greatest Soulblight dynasties and legions are mighty beyond measure.

When you choose a Soulblight Gravelords army, you must give it a lineage keyword from the list below. All SOULBLIGHT GRAVELORDS units in your army gain that keyword, and you can use the allegiance abilities listed for that dynasty or legion.

LEGION OF BLOOD
LEGION OF NIGHT
VYRKOS DYNASTY
KASTELAI DYNASTY
AVENGORII DYNASTY

If a unit already has a lineage keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its dynasty or legion.

Supreme Lord of the Undead

Nagash stands at the apex of the necromantic hierarchy.

You can include NAGASH in a Soulblight Gravelords army even though he does not have the SOULBLIGHT GRAVELORDS keyword on his warscroll. If you do so, he gains the SOULBLIGHT GRAVELORDS keyword on his warscroll and he is treated as a general in addition to the model that is chosen to be the army general, but you cannot include any mercenary units in your army.

The Unquiet Dead

At the bidding of their masters, the undead rise from their graves, balefire eyes blazing with dark purpose.

After territories have been chosen but before armies are set up, you can pick up to 2 points within your territory and up to 2 points anywhere on the battlefield outside your territory to be gravesites. Each gravesite must be more than 1" from all terrain features and objectives. If both players can set up gravesites at the same time, or if one player can set up faction terrain features at the same time as the other player can set up gravesites, they must roll off, and the winner chooses who sets up their faction terrain features or gravesites first.

Instead of setting up a SOULBLIGHT GRAVELORDS SUMMONABLE unit on the battlefield before the battle begins, you can place it to one side and say that it is set up in the grave as a reserve unit. You can set up 1 reserve unit in the grave for each unit you have already set up on the battlefield.

At the end of any of your movement phases, you can set up 1 or more of these units on the battlefield wholly within 12" of a gravesite and more than 9" from all enemy units. At the start of the fourth battle round, reserve units that are still in the grave are destroyed.

Locus of Shyish

The magical power of Shyish is as relentless as those who wield it.

If the unmodified casting roll for a friendly SOULBLIGHT GRAVELORDS WIZARD attempting to cast a spell from the Lore of the Deathmages or the Lore of the Vampires is 9+ and that spell is not unbound, after the effects of that spell have been resolved, you can immediately resolve the effects of that spell for a second time.

Deathless Minions

The undead minions of the Gravelords are oblivious to injury and push forward, unfazed by any resistance.

Roll a dice each time you allocate a wound or mortal wound to a friendly SOULBLIGHT GRAVELORDS unit wholly within 12" of a friendly SOULBLIGHT GRAVELORDS HERO or gravesite. On a 6+, that wound or mortal wound is negated.

Reanimated Horrors

To face the armies of the Gravelords is to confront the end that awaits all life, a feat beyond most mortals.

Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of 1 friendly SOULBLIGHT GRAVELORDS DEADWALKERS or SOULBLIGHT GRAVELORDS DEATHRATTLE unit. Subtract 2 from the Bravery characteristic of enemy units instead of 1 while they are within 6" of 2 or more friendly SOULBLIGHT GRAVELORDS DEADWALKERS or SOULBLIGHT GRAVELORDS DEATHRATTLE units. DEATH units are not affected by this ability.

Endless Legions

Across the realms, charnel pits and mass graves blight the land. The Gravelords wield the corpses within as a weapon, returning them to unlife to serve their will.

At the end of the battleshock phase, count the number of enemy units that were destroyed during that turn and roll a dice, adding the number of destroyed enemy units to the roll. On a 5+, you can pick 1 friendly SOULBLIGHT GRAVELORDS SUMMONABLE DEADWALKERS or SOULBLIGHT GRAVELORDS SUMMONABLE DEATHRATTLE unit in your army that has been destroyed. If you do so, a new replacement unit with half the number of models in the unit that was destroyed (rounding up) is added to your army. Set up that unit wholly within 12" of a gravesite and more than 9" from all enemy units. Each destroyed unit can only be replaced once – replacement units cannot themselves be replaced.

Deathly Invocation

Powerful practitioners of death magic are able to summon forth hordes of undead minions in battle.

At the start of your hero phase, you can pick a number of different friendly SOULBLIGHT GRAVELORDS SUMMONABLE units wholly within 12" of a friendly SOULBLIGHT GRAVELORDS HERO to be affected by a deathly invocation. The number of different friendly SOULBLIGHT GRAVELORDS SUMMONABLE units you can pick is determined by the keyword on that HERO’s warscroll:

KeywordNumber of units
MORTARCHup to 4
VAMPIREup to 3
DEATHMAGESup to 2
DEATHRATTLEup to 2

If the HERO has more than 1 of the above keywords on its warscroll, choose 1 of them.

For each of the units you picked, you can heal up to D3 wounds allocated to that unit or, if no wounds are allocated to it, you can return a number of slain models to that unit that have a combined Wounds characteristic of D3 or less. Roll separately for each unit. The same unit cannot benefit from this ability more than once per turn. In addition, a unit cannot benefit from this ability and the Invocation of Nagash ability (see Nagash warscroll) in the same turn.

Designer’s Note: Some Soulblight Gravelords abilities and spells allow you to return slain models to a unit. When you do so, set up the models one at a time within 1" of a model from their unit that was not returned to the unit earlier in the phase. Slain models can only be set up within 3" of an enemy unit if a model in the unit they are returning to that was not already returned in the same phase is already within 3" of that enemy unit.


Legion of Blood Battle Traits

Immortal Majesty

When Neferata’s armies march out to accomplish her designs, they do so in such macabre splendour that the living cannot help but quail before them.

If an enemy unit fails a battleshock test within 3" of any friendly LEGION OF BLOOD VAMPIRE units, add D3 to the number of models that flee.

Favoured Retainers

Deathrattle legions are favoured tools of the Legion of Blood, and they enact their masters’ plots with unfeeling dedication.

Ignore negative modifiers to hit and wound rolls for attacks made with melee weapons by friendly LEGION OF BLOOD DEATHRATTLE units while they are wholly within 12" of a friendly LEGION OF BLOOD VAMPIRE unit or wholly within 18" of a friendly LEGION OF BLOOD VAMPIRE HERO that is a general.


Legion of Blood Command Traits

LEGION OF BLOOD general only.

D6COMMAND TRAIT
1

Premeditated Violence

This general has extensively taken the measure of their foes and knows just where to strike for maximum effect.

If the unmodified hit roll for an attack made with a melee weapon by this general is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

2

Soul-crushing Contempt

This coldly regal lord of the dead seeks to break their enemy’s bodies and spirits alike.

Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of this general.

3

Aristocracy of Blood

This general is one of Neferata’s favoured agents and shares their mistress’s appreciation of precision.

You can re-roll charge rolls for friendly LEGION OF BLOOD units while they are wholly within 12" of this general.

4

Aura of Dark Majesty

The beguiling aura that swathes this general can leave an enemy’s blade slack and aimless in their grip.

Subtract 1 from hit rolls for attacks made with melee weapons that target this general.

5

Walking Death

This warrior serves as one of the Mortarch’s champions and is a sublimely lethal combatant at close quarters.

If the unmodified wound roll for an attack made with a melee weapon by this general is 6, that attack inflicts a number of mortal wounds equal to the Damage characteristic of the weapon used for the attack and the attack sequence ends (do not make a save roll).

6

Sanguine Blur

By the time this general’s foes have observed the crimson streak heading towards them, it is far too late.

Friendly units that start a pile-in move wholly within 12" of this general can move an extra 3" when they pile in.


Legion of Blood Artefacts of Power

LEGION OF BLOOD HERO only.

D6ARTEFACT OF POWER
1

Ring of Dominion

The faceted crimson gem upon this ring contains the blood of an ancient vampire. Its magic can dominate the minds of lesser beings.

Each time the bearer is picked to fight in the combat phase, you can pick 1 enemy model within 3" of the bearer and roll a dice. On a 5+, pick 1 of that model’s melee weapons. That model’s unit suffers a number of mortal wounds equal to the Damage characteristic of the weapon you picked. You cannot pick a melee weapon that refers to a damage table or ability to determine its damage.

2

Shadeglass Decanter

This cursed vessel siphons away the souls of the living, capturing them forever.

After armies have been set up but before the first battle round begins, you can pick 1 enemy HERO on the battlefield. In your hero phase, if the bearer and that HERO are on the battlefield, you can roll a dice. If the roll is equal to or greater than the number of the current battle round, that HERO suffers 1 mortal wound.

3

Orb of Enchantment

To glance into the swirling depths of this crystal orb is to become hypnotised by alluring visions and half-glimpsed futures.

Once per battle, at the start of the combat phase, you can pick 1 enemy HERO within 3" of the bearer and roll a dice. On a 3+, that HERO cannot be picked to fight in that phase.

4

Soulbound Garments

Woven with dark magic, these richly embroidered clothes are as tough as steel plate.

Add 1 to save rolls for attacks that target the bearer.

5

Oubliette Arcana

This casket resembles a miniature coffin carved from ivory and black wood. It captures arcane energy, allowing the bearer to redirect an enemy wizard’s magic.

Once per enemy hero phase, when an enemy WIZARD successfully casts a spell within 18" of the bearer and that spell is not unbound (even if a friendly WIZARD attempted to unbind the spell), before resolving the effects of that spell, you can roll a dice. On a 5+, that spell is unbound.

6

Amulet of Screams

The bearer of this amulet can flood the foe’s mind with the tormented howling of damned souls, leaving them exposed to their sorcery.

Once per battle, when an enemy WIZARD successfully casts a spell that is not unbound, you can say that the bearer will use their Amulet of Screams. If you do so, that WIZARD suffers D3 mortal wounds after the effects of that spell have been resolved.


Legion of Night Battle Traits

The Bait

When the Legion of Night marches to war, rank upon rank of deathless warriors are raised to do the commanders’ bidding. These silent revenants are expected to draw the wrath of the enemy onto them, enduring long enough for the vampires to strike.

Add 1 to save rolls for attacks that target friendly LEGION OF NIGHT DEATHRATTLE and friendly LEGION OF NIGHT DEADWALKERS units in the first battle round.

Ageless Cunning

Mannfred von Carstein and his minions are creatures of immortal cunning and cruel opportunism. Upon scenting weakness, they will strike from an unexpected angle, emerging from a pall of midnight to lay waste to their unprepared foes.

Instead of setting up a LEGION OF NIGHT unit on the battlefield, you can place it to one side and say that it is set up in ambush as a reserve unit. You can set up 1 reserve unit in ambush for each unit you have already set up on the battlefield.

At the end of any of your movement phases, you can set up 1 or more of these units on the battlefield wholly within 6" of the battlefield edge and more than 9" from all enemy units. At the start of the fourth battle round, reserve units that are still in ambush are destroyed.


Legion of Night Command Traits

LEGION OF NIGHT general only.

D6COMMAND TRAIT
1

Above Suspicion

This general is almost trusted by the Mortarch of Night and given greater leniency for enacting their cunning schemes.

If this general is set up in ambush using the Ageless Cunning battle trait above, at the end of your movement phase, you can set up this general anywhere on the battlefield more than 9" from all enemy units, instead of wholly within 6" of the battlefield edge.

2

Swift Form

Whether transforming into a bestial creature or dissipating into dark mist, this general can cover ground with terrible swiftness.

Add 2 to run and charge rolls for this general.

3

Unbending Will

This general’s sheer willpower is enough to keep their minions animated.

Do not take battleshock tests for friendly LEGION OF NIGHT units while they are wholly within 12" of this general.

4

Merciless Hunter

The only victory for this general is the complete obliteration of their foe.

Add 1 to wound rolls for attacks made with melee weapons by this general.

5

Unholy Impetus

As this general indulges their bloodthirst, the souls of the freshly slain are used to empower the undead hordes.

In the combat phase, if any enemy models are slain by attacks made with melee weapons by this general in that phase, add 1 to the Attacks characteristic of melee weapons used by friendly LEGION OF NIGHT units wholly within 12" of this general until the end of that phase.

6

Terrifying Visage

This general is a true lord of the night, and more than one foe has been stricken with dread merely upon looking at them.

Subtract 1 from wound rolls for attacks made with melee weapons that target this general.


Legion of Night Artefacts of Power

LEGION OF NIGHT HERO only.

D6ARTEFACT OF POWER
1

Vial of Pure Blood

A vial of blood drained from the most pious or righteous mortals can greatly invigorate a creature of the night.

Once per battle, in your hero phase, you can say that the bearer will drink from their vial of pure blood. If you do so, add 1 to hit and wound rolls for attacks made with melee weapons by the bearer until your next hero phase.

2

Shard of Night

This black leather brigandine was crafted from the hide of an Abyssal Stalker and grants the wearer that creature’s shadowy aura.

Ignore the Rend characteristic of missile weapons when making save rolls for attacks that target the bearer.

3

Gem of Exsanguination

This crimson stone pulses hungrily. It craves fresh blood, and its magic is strong enough to burst the arteries of its victims, greedily siphoning their vitae in a tempest of gore.

Once per battle, at the start of the combat phase, you can pick 1 enemy unit within 6" of the bearer and roll a dice. On a 1, nothing happens. On a 2-5, that unit suffers D3 mortal wounds. On a 6, the unit suffers D6 mortal wounds.

4

Chiropteran Cloak

This bat-winged cloak is covered with razor-sharp claws. Feasting upon blood drives it into a frenzy, causing it to lash and tear at nearby foes.

If the unmodified hit roll for an attack made with a melee weapon that targets the bearer is 1, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

5

Morbheg’s Claw

This blackened talon is said to belong to Morbheg, father of Terrorgheists.

In your hero phase, you can say that the bearer will carve sigils into the ground using Morbheg’s claw. If you do so, add 2 to casting rolls for friendly LEGION OF NIGHT WIZARDS wholly within 12" of the bearer until your next hero phase. However, the bearer cannot make a normal move, run, retreat, make a charge move, shoot or fight until your next hero phase.

6

Curseblade

This cursed blade is destined to feast upon the soul of a particular foe.

After armies have been set up but before the first battle round begins, you can pick 1 enemy HERO on the battlefield. In your hero phase, if the bearer and that HERO are on the battlefield, roll a dice. On a 5+, that HERO suffers 1 mortal wound and you can heal 1 wound allocated to the bearer.


Vyrkos Dynasty Battle Traits

The Strength of the Pack is the Wolf

Even the risen dead wielded by Vyrkos vampires seem filled with a hunter’s instinct, each warrior working in concert with their masters to encircle and hack apart the prey.

Add 1 to wound rolls for attacks made with melee weapons by friendly VYRKOS DYNASTY DEATHRATTLE and VYRKOS DYNASTY DEADWALKERS units while they are wholly within 9" of any friendly VYRKOS DYNASTY VAMPIRE HEROES.

The Strength of the Wolf is the Pack

Vyrkos vampires draw strength from the animalistic curse running through their veins, a curse that seems to be magnified in the presence of their kin.

You can re-roll casting rolls for friendly VYRKOS DYNASTY VAMPIRE WIZARDS.


Vyrkos Dynasty Command Traits

VYRKOS DYNASTY general only.

D6COMMAND TRAIT
1

Pack Alpha

This warrior demonstrates their right to rule through sheer violence.

Once per turn, this general can use a command ability without a command point being spent.

2

Driven by Deathstench

This general’s predatory instincts have infused into their kin, driving them on with terrifying ferocity.

You can re-roll charge rolls for friendly VYRKOS DYNASTY units wholly within 9" of this general.

3

Kin of the Wolf

Letting out a lupine howl, this general summons packs of undead wolves to the field.

Once per battle, at the end of your movement phase, you can say that this general will summon a pack of Dire Wolves to the battlefield. If you do so, you can add 1 unit of up to 5 DIRE WOLVES to your army. Set up that unit wholly within 9" of this general and more than 9" from all enemy units.

4

Hunter’s Snare

Like a wolf prowling at the edge of the firelight, this general bides their time awaiting the perfect opportunity to strike.

If this general contests an objective, the number of models this general counts as is equal to their Wounds characteristic. This general does not receive any further modification to this number for being a MONSTER or having a Wounds characteristic of 5 or more.

5

Spoor Trackers

So potent is this general’s bestial soul that even shambling Deadwalkers act with increased haste in their presence.

At the start of your hero phase, friendly VYRKOS DYNASTY DEADWALKERS units wholly within 9" of this general can make a normal move of up to 3" (they cannot run).

6

United by Blood

This general has a curious connection with their mystical blood-curse.

This general can attempt to unbind 1 spell in the enemy hero phase in the same manner as a WIZARD. If this general is already a WIZARD, they can attempt to unbind 1 extra spell in the enemy hero phase.


Vyrkos Dynasty Artefacts of Power

VYRKOS DYNASTY HERO only.

D6ARTEFACT OF POWER
1

Ulfenkarnian Phylactery

Crafted by the chamberlain Torgillius, these items allow the bearer’s minions to shrug off even terminal blows.

Friendly SOULBLIGHT GRAVELORDS units are affected by the Deathless Minions battle trait while they are wholly within 18" of the bearer instead of 12".

2

Cloak of the Night Prowler

Currently considered high fashion amongst Ulfenkarn’s vampiric nobility, these mist-swathed capes allow the wearer to seemingly disappear right before an onlooker’s eyes.

The bearer can pile in an extra 3" when they make a pile-in move.

3

Sangsyron

This fabled sword is said to possess its own evil animus. Though it has betrayed more than one vampire, should its will be matched by one of equal strength, it will rend and slay with unmatched ferocity.

Pick 1 of the bearer’s melee weapons. If the bearer made a charge move in the same turn, add D3 to the Attacks characteristic of that weapon until the end of that turn.

4

Vilnas’ Fang

Said to be taken from the legendary twin-headed wolf slain by Radukar, this curved tooth grants the bearer the cunning of a lupine pack and sees them stalk their foes with peerless stealth.

Once per battle, in your charge phase, you can say that the bearer will be imbued with Vilnas’ stealth. If you do so, until the end of that phase, add 1 to charge rolls for the bearer for each other friendly VYRKOS DYNASTY VAMPIRE HERO on the battlefield.

5

Terminus Clock

Crafted by a mad clockwright of Ulfenkarn, this bizarre cogwork piece ticks without rhyme or reason. Whenever its eclectic count ends, however, the power of magic seems to deaden across the field.

Once per battle, at the start of the enemy hero phase, you can say that the bearer will stop the Terminus Clock. If you do so, until the end of that phase, subtract 1 from casting rolls for enemy WIZARDS.

6

Standard of the Ulfenwatch

This now tattered banner was once the pride of the Ulfenkarn city guard. To look upon its twisted glory is to be reminded of the conquests of the Vyrkos.

Once per battle, at the start of the hero phase, you can say that the bearer will raise the standard of the Ulfenwatch. If you do so, until the end of that turn, each time your opponent spends a command point, roll a dice. On a 5+, you receive 1 extra command point.


Kastelai Dynasty Battle Traits

The Shifting Keep

None can predict where the Crimson Keep will manifest next, but wherever it appears, carnage will be total.

Instead of setting up a KASTELAI DYNASTY BLOOD KNIGHTS unit on the battlefield, you can place it to one side and say that it is set up in ambush as a reserve unit. You can set up 1 reserve unit in ambush for each unit you have already set up on the battlefield.

At the end of any of your movement phases, you can set up 1 or more of these units on the battlefield wholly within 6" of the battlefield edge and more than 9" from all enemy units. At the start of the fourth battle round, reserve units that are still in ambush are destroyed.

Might of the Crimson Keep

Kastelai vampires revel in displaying their martial skills, their fervour increasing as more foes fall before them.

Each time the damage inflicted by an attack made with a melee weapon used by a friendly KASTELAI DYNASTY VAMPIRE unit destroys an enemy unit, that friendly unit gains the relevant ability below for the rest of the battle. A unit cannot gain the same ability more than once per battle.

If the enemy unit was a HERO or MONSTER:
  • Bloodied Strength: Add 1 to the Damage characteristic of melee weapons used by that unit (excluding mounts).

If the enemy unit had a Wounds characteristic of 3 or more and was not a HERO or MONSTER:
  • Stolen Vitality: Add 1 to the Wounds characteristic of that unit.

If the enemy unit had a Wounds characteristic of 2 or less:
  • Absorbed Speed: Add 2 to run and charge rolls for that unit.


Kastelai Dynasty Command Traits

KASTELAI DYNASTY general only.

D6COMMAND TRAIT
1

Beacon of Bloodshed

This general hurls themselves at the foe until none are left standing.

After this general makes a charge move, you can pick 1 enemy unit within 1" of this general and roll a dice. On a 3+, that unit suffers D3 mortal wounds.

2

Master of Retaliation

This general often leaves themselves exposed so they can strike back hard.

At the end of the combat phase, if any wounds or mortal wounds were allocated to this general in that phase and this general was not slain, you can pick 1 enemy unit within 1" of them and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

3

Power in the Blood

Even the scent of blood sees this general fight with redoubled fervour.

If an enemy unit is destroyed within 6" of this general, this general gains the relevant ability from the Might of the Crimson Keep battle trait above, even if the enemy unit was not destroyed by this general.

4

Rousing Commander

When the time is right, this general sends their warriors into a frenzy.

Once per battle, at the start of the combat phase, you can say that this general will rouse their warriors. If you do so, until the end of that phase, friendly KASTELAI DYNASTY VAMPIRE units wholly within 12" of this general benefit from the Bloodied Strength and Stolen Vitality abilities from the Might of the Crimson Keep battle trait above (if they have not already gained one or both of them).

5

Swift and Deadly

Nothing delights this general more than seeing the Kastelai crash into the foe.

You can re-roll charge rolls for friendly KASTELAI DYNASTY units while they are wholly within 12" of this general.

6

A Craving for Massacre

This general is forever straining with the need for bloodshed.

This general can run and still charge later in the same turn.


Kastelai Dynasty Artefacts of Power

KASTELAI DYNASTY HERO only.

D6ARTEFACT OF POWER
1

Sword of the Red Seneschals

Status amongst the Kastelai is often marked by the wielding of grander weapons. This blood-forged longsword is a true masterwork and a worthy symbol for Vhordrai’s chosen disciples.

Pick 1 of the bearer’s melee weapons. In the combat phase, if any enemy models are slain by attacks made with that weapon, add 1 to wound rolls for attacks made by friendly SOULBLIGHT GRAVELORDS units wholly within 12" of the bearer until the end of that phase.

2

Bloodsaint’s Shield

Embedded in the draconic design upon this shield are shards of crushed nullstone that serve to deaden the aether around the bearer, leaving raw martial skill the only true measure of worth.

Subtract 1 from casting rolls for enemy WIZARDS within 6" of the bearer.

3

Standard of the Crimson Keep

It is said that this darkly regal banner has been carried by many successive generations of vampiric knights and wards against those who would seek victory through dishonourable means.

Subtract 1 from hit rolls for attacks made with missile weapons that target the bearer.

4

Grave-sand Shard

By crushing this vitrified gem of grave-sand between the fingers, a Kastelai vampire can draw upon a surge of death magic to reinvigorate their resurrected warriors.

Once per battle, at the start of the hero phase, you can say that the bearer will crush their grave-sand shard. If you do so, add 1 to rolls for the Deathless Minions battle trait for friendly SOULBLIGHT GRAVELORDS units wholly within 12" of the bearer until the end of that turn.

5

Fragment of the Keep

Kastelai warriors dispatched on far-ranging errantry quests will often be gifted a single brick from the Crimson Keep, increasing their vitality tenfold.

Subtract 1 from wound rolls for attacks made with melee weapons by enemy units within 6" of the bearer.

6

The Red Casket

Only the most battle-crazed vampire knights seek to be sealed into this cursed cuirass, as it transforms them into a whirlwind of mindless, frothing death.

Once per battle, at the start of your charge phase, you can say that the bearer will draw upon the power of the Red Casket. If you do so, add 3 to charge rolls for the bearer in that phase.


Avengorii Dynasty Battle Traits

Cursed Abominations

The Avengorii Dynasty is known for taking to battle alongside a menagerie of necrotic horrors, some of which have become particularly infamous.

Cursed Abominations are unique enhancements. If a Soulblight Gravelords army with the AVENGORII DYNASTY keyword includes any TERRORGHEISTS or ZOMBIE DRAGONS, 1 of those models has a cursed mutation. Choose which model will have the cursed mutation, then pick from or roll on the Cursed Mutations table below.

Monstrous Might

So crazed and blood hungry are the monstrous lords of the Avengorii that only the most titanic blows can hope to faze them.

Subtract 1 from wound rolls for attacks made with melee weapons that target friendly AVENGORII DYNASTY TERRORGHEISTS, AVENGORII DYNASTY ZOMBIE DRAGONS or AVENGORII DYNASTY VAMPIRE MONSTERS unless the attacking unit is a MONSTER.

Unstoppable Nightmares

In succumbing to their bestial nature, the Avengorii have become true monsters that are nearly impossible to slay.

In the combat phase, you can pick 1 friendly AVENGORII DYNASTY TERRORGHEIST, AVENGORII DYNASTY ZOMBIE DRAGON or AVENGORII DYNASTY VAMPIRE MONSTER to unleash its monstrous power. If you do so, until the end of that phase, use the top row on that model’s damage table, regardless of how many wounds it has suffered. The same model cannot benefit from this ability more than once per battle.


Avengorii Dynasty Command Traits

AVENGORII DYNASTY general only.

D3COMMAND TRAIT
1

An Eye for An Eye

This general has retained their sanity better than some Avengorii, enough to lay cunning traps for unwary foes.

If any wounds or mortal wounds are allocated to this general in the combat phase, add 1 to the Damage characteristic of melee weapons used by this general (including their mount) until the end of that phase.

2

Torment-driven Throes

Twisted limbs and tails lash out when this general fights, killing scores and debilitating those who remain.

At the start of the combat phase, you can roll a dice for each enemy unit within 3" of this general. On a 5+, that enemy unit suffers 1 mortal wound and can only attack this general in that phase after this general has already fought in that phase.

3

Unhinged Rampager

This general’s bestial hunger sees them close on the foe without hesitation.

You can re-roll charge rolls for this general.


Avengorii Dynasty Artefacts of Power

AVENGORII DYNASTY HERO only.

D3ARTEFACT OF POWER
1

Breath of the Void Maw

These black shards, said to be crystallised motes of magic that escaped through the realmgate at the heart of the Avengorii’s stronghold, can be shattered against the ground to summon a gale of killing Shyishan energies.

Once per battle, in your hero phase, you can pick 1 enemy unit within 6" of the bearer that is visible to them and roll a dice. On a 3+, that unit suffers D6 mortal wounds.

2

Ghorvar’s Collar

The enchanted flesh-stitched ruff belonging to Ghorvar, the brutal former patriarch of the Avengorii, allowed him to cow any beast with but a glance. Such did not save him from the Mother of Nightmare’s cold wrath, but his most famous relic remains a powerful tool of dominion.

Once per battle, at the start of the combat phase, you can say that the bearer will don Ghorvar’s collar. If you do so, you can re-roll wound rolls of 1 for attacks made by the bearer in that phase.

3

The Furious Crown

Taken from a champion of Chaos slain on the orders of Lauka Vai, this crown seeks to dominate the wearer by inundating them with waves of fury. For the bestial Avengorii, however, this is little impediment to harnessing its power.

Once per battle, at the start of your charge phase, you can say that the bearer will unleash the fury of the crown. If you do so, after the bearer makes a charge move in that phase, you can pick 1 enemy unit within 1" of the bearer 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.


Avengorii Dynasty Cursed Mutations

D3CURSED MUTATION
1

Maddening Hunger

This monster does not care what it feasts upon, so long as the carnage is bloody and total.

Once per turn, at the start of the combat phase, you can pick 1 enemy model with a Wounds characteristic of 1 that is within 3" of this model. If you do so, that enemy model is slain and you can heal 1 wound allocated to this model.

2

Urges of Atrocity

This abomination sees no advantage in letting the fight come to it.

Once per battle, this model can run and still charge later in the same turn.

3

Nullblood Construct

So potent is the aura of endingmagic surrounding this beast that sorcery simply withers and dies in its presence.

Re-roll successful casting rolls for enemy WIZARDS within 9" of this model.


Spell Lores

Friendly WIZARDS in a Soulblight Gravelords army know the Invigorating Aura spell in addition to any other spells they know. Any number of SOULBLIGHT GRAVELORDS WIZARDS can attempt to cast Invigorating Aura in the same hero phase. If NAGASH is part of a Soulblight Gravelords army, he knows all the spells in all of the following tables.

Invigorating Aura: Invoking ancient necromantic rites, the caster bolsters their minions or returns them to cursed unlife.
Invigorating Aura has a casting value of 8. Add 1 to the roll for each friendly SOULBLIGHT GRAVELORDS HERO on the battlefield. If successfully cast, pick 1 friendly SOULBLIGHT GRAVELORDS SUMMONABLE unit wholly within 18" of the caster. You can either heal up to 3 wounds allocated to that unit or, if no wounds are allocated to it, you can return a number of slain models to that unit that have a combined Wounds characteristic of 3 or less. The same unit cannot benefit from this spell more than once per turn.

Lore of the Vampires

NAGASH and VAMPIRE WIZARDS (including Unique units) only.

D6SPELL
1

Blades of Shyish

The wizard summons a whirlwind of spirit-blades to slice through the foe.

Blades of Shyish has a casting value of 5. If successfully cast, roll a dice for each enemy unit within 12" of the caster. On a 3+, that unit suffers 1 mortal wound.

2

Spirit Gale

The wizard calls forth spectral winds that howl through the ranks of the enemy, tearing their souls from their bodies.

Spirit Gale has a casting value of 5. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll 2D6. If the roll is greater than that unit’s Bravery characteristic, that unit suffers a number of mortal wounds equal to the difference between its Bravery characteristic and the roll.

3

Soulpike

The caster places a hex on the foe so that, should they move too aggressively, they risk impaling their own souls on a shimmering forest of purple-black spears.

Soulpike has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Until your next hero phase, if that unit makes a charge move, roll a number of dice equal to the charge roll for that unit. For each 4+, that unit suffers 1 mortal wound. The same unit cannot be affected by this spell more than once per turn.

4

Amethystine Pinions

Incorporeal amethyst wings grow from the caster’s back, allowing them to race across the battlefield.

Amethystine Pinions has a casting value of 5. If successfully cast, until your next hero phase, add 6" to the caster’s Move characteristic. The same unit cannot benefit from this spell more than once per turn.

5

Vile Transference

The caster siphons the animus from nearby foes and uses it to rejuvenate their ageless form.

Vile Transference is a spell that has a casting value of 7. If successfully cast, pick 1 enemy unit within 3" of the caster that is visible to them. Roll a number of dice equal to that enemy unit’s Wounds characteristic. For each 6, that unit suffers 1 mortal wound and you can heal 1 wound allocated to the caster.

6

Amaranthine Orb

The wizard hurls a pulsing globe of pure necrotic magic that turns flesh and bone to ash in an instant.

Amaranthine Orb has a casting value of 6. If successfully cast, pick 1 point on the battlefield within 9" of the caster that is visible to them and draw an imaginary straight line 1mm wide between that point and the closest part of the caster’s base. Roll a dice for each unit that has models passed across by this line. On a 2+, that unit suffers D3 mortal wounds. DEATH units are not affected by this spell.


Lore of the Deathmages

NAGASH, MORTARCHS and DEATHMAGES WIZARDS (including Unique units) only.

D6SPELL
1

Overwhelming Dread

The target of this curse is overcome with a sensation of creeping doom, causing them to cower in fear.

Overwhelming Dread has a casting value of 5. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Until your next hero phase, subtract 1 from hit rolls for attacks made by that unit.

2

Fading Vigour

The wizard saps the vitality from their enemies until they can barely raise their weapons.

Fading Vigour has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Subtract 1 from the Attacks characteristic of that unit’s melee weapons (to a minimum of 1) until your next hero phase.

3

Spectral Grasp

With a gesture, the caster summons dozens of spectral hands into existence that grasp hold of nearby enemies.

Spectral Grasp has a casting value of 6. If successfully cast, pick 1 terrain feature wholly within 18" of the caster that is visible to them. Until your next hero phase, halve the Move characteristic (rounding down) of enemy units that start a normal move within 3" of that terrain feature.

4

Prison of Grief

The caster curses his victims to relive the greatest tragedy in their lives, drowning their will to fight in waves of sorrow and self-pity.

Prison of Grief has a casting value of 6. If successfully cast, pick 1 enemy unit within 12" of the caster that is visible to them. Until your next hero phase, roll a dice each time that unit attempts to move. On a 5+, that unit cannot move in that phase. The same unit cannot be affected by this spell more than once per turn.

5

Decrepify

The wizard causes the muscles of an enemy champion to atrophy, robbing them of their strength.

Decrepify has a casting value of 6. If successfully cast, pick 1 enemy HERO within 18" of the caster that is visible to them. Until your next hero phase, subtract 1 from wound rolls for attacks made by that model and subtract 1 from the Damage characteristic of that model’s melee weapons (to a minimum of 1).

6

Soul Harvest

The caster summons a ghostly scythe that slices through their enemies, cutting the cord tethering spirit to flesh.

Soul Harvest has a casting value of 7. If successfully cast, each enemy unit within 3" of the caster suffers D3 mortal wounds. In addition, for each mortal wound inflicted by this spell and not negated, roll a dice. For each 5+, you can heal 1 wound allocated to the caster.



Battleplans

Battleplan

The Bell Tolls for Thee

Death is relentless, inevitable and inescapable. So too, therefore, are the forces of the Soulblight Gravelords. When the vampires march to war, they turn horror and atrocity themselves into weapons. Perhaps, in some ways, theirs is a worse crime even than that of the champions of Chaos. Unlike those ruinous warriors, the undead do not butcher and terrorise to serve parasitic gods; they do so purely to prove their mastery over the living and to satiate their vile cravings. A Soulblight warlord will think nothing of massacring entire townships or cities simply to add new unliving warriors to their armies, hurling those swollen hordes at the enemy in a tide of shambling flesh and clattering bone.

This battleplan lets you recreate just such a full-scale assault with your Soulblight Gravelords army. The vampires have raised a truly vast host and are now sending it to crush the last bastion of living defence in this region. Their minds bleached by horror, the defenders know that failure here will mean the demise of all that they value. How long will they last against the endless legions of shambling revenants?

THE ARMIES
Each player picks an army. One player is the Soulblight Gravelords player. Their opponent is the Dauntless Defender. The Soulblight Gravelords player must use a Soulblight Gravelords army.

THE BATTLEFIELD
First, place 3 markers in the locations shown on the map to represent gravesites for the purposes of The Unquiet Dead battle trait. Do not pick any other points to be gravesites for this battle.

SET-UP
The Soulblight Gravelords player sets up their army first, wholly within their territory. The Dauntless Defender then sets up their army wholly within their territory. The territories are shown on the map.

FIRST TURN
The Soulblight Gravelords player takes the first turn in the first battle round.

COMMAND ABILITY
The following additional command ability can be used in this battle.

Cut Them Down!: Defeat here would mean the subjugation of all life in this region. The warriors standing against the deathly droves simply cannot fail, and at the inspirational beckoning of their commanders, they will dig deep to unleash deadly attacks.
The Dauntless Defender can use this command ability at the start of the combat phase. If they do so, they can pick 1 friendly unit wholly within 12" of a friendly HERO. Add 1 to the Damage characteristic of melee weapons used by that unit until the start of their next hero phase. A unit cannot benefit from this command ability more than once per phase.

DEFIANT TO THE LAST
The living have nowhere left to run, and so broken are their minds with terror that they refuse to abandon their posts for as long as they draw breath.
Do not take battleshock tests for units in the Dauntless Defender’s army.

ETERNAL HORDES
Such is the power of the Gravelords’ re-animating sorcery that their minions can be cut down in one instant and set upon another victim in the next.
At the end of each turn, the Soulblight Gravelords player can pick 1 friendly SOULBLIGHT GRAVELORDS SUMMONABLE unit that is wholly within 12" of a friendly SOULBLIGHT GRAVELORDS HERO and roll a dice for each model in that unit that was slain in that turn. On a 5+, they can return that slain model to that unit. Set up the returning models one at a time within 1" of a model from the unit they are returning to (this can be a model returned earlier in the phase). Returning models can only be set up within 3" of an enemy unit if any models from the unit they are returning to are already within 3" of that enemy unit.

BATTLE LENGTH
Starting from the fourth battle round, at the end of each battle round, roll a dice and add the number of the current battle round to the roll. On a 9+, the battle ends. On any other roll, the battle continues.

GLORIOUS VICTORY
The Soulblight Gravelords player wins a major victory if more than half of the units in the Dauntless Defender’s starting army have been destroyed when the battle ends.

The Dauntless Defender wins a major victory if more than half of the units in their starting army have not been destroyed when the battle ends.

If neither player has won a major victory when the battle ends, each player must add up the Wounds characteristics of all enemy HEROES slain during the battle. The player with the higher total wins a minor victory. Any other result is a draw.



Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

Soulblight Gravelords Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units that fight at their side, and the rewards they receive after battle.

HERO FOLLOWERS TABLE
D3Followers
11 Wight King
21 Necromancer
31 Vampire Lord
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D3Followers
11 Corpse Cart with Unholy Lodestone or 1 Corpse Cart with Balefire Brazier
23 Vargheists
35 Blood Knights
BEHEMOTH RETINUE FOLLOWERS TABLE (uses 3 rolls, or 1 roll and 2 Glory Points)
D3Followers
11 Mortis Engine
21 Terrorgheist
31 Zombie Dragon

Champion Rewards Table

2D6REWARD
2

Immortal Majesty

When this champion marches out to accomplish their designs, they do so in such macabre splendour that the living cannot help but quail before them.

If an enemy unit fails a battleshock test within 3" of this champion, add D3 to the number of models that flee.

3

Favoured Retainers

Deathrattle legions are favoured tools of this champion, and they enact their master’s plots with unfeeling dedication.

Ignore negative modifiers to hit and wound rolls for attacks made with melee weapons by friendly DEATHRATTLE units while they are wholly within 12" of this champion.

4

Swift Form

Whether transforming into a bestial creature or dissipating into dark mist, this champion can cover ground with terrible swiftness.

Add 2 to run and charge rolls for this champion.

5

Premeditated Violence

This champion has extensively taken the measure of their foes and knows just where to strike for maximum effect.

If the unmodified hit roll for an attack made with a melee weapon by this champion is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

6

Aura of Dark Majesty

The beguiling aura that swathes this champion can leave an enemy’s blade slack and aimless in their grip.

Subtract 1 from hit rolls for attacks made with melee weapons that target this champion.

7

Unholy Impetus

As this champion indulges their bloodthirst, the souls of the freshly slain are used to empower the undead hordes.

In the combat phase, if any enemy models are slain by attacks made with melee weapons by this champion in that phase, add 1 to the Attacks characteristic of melee weapons used by friendly units wholly within 12" of this champion until the end of that phase.

8

Master of Retaliation

This champion often leaves themselves exposed so they can strike back hard.

At the end of the combat phase, if any wounds or mortal wounds were allocated to this champion in that phase and this champion was not slain, you can pick 1 enemy unit within 1" of them and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

9

A Craving for Massacre

This champion is a red-handed butcher, forever straining with the need for bloodshed.

This champion can run and still charge later in the same turn.

10

Kin of the Wolf

Letting out a lupine howl, this champion summons packs of undead wolves to the field.

Once per battle, at the end of your movement phase, you can say that this champion will summon a pack of Dire Wolves to the battlefield. If you do so, you can add 1 unit of up to 5 DIRE WOLVES to your army. Set up that unit wholly within 9" of this champion and more than 9" from all enemy units.

11

Spoor Trackers

So potent is this champion’s bestial soul that even the shambling undead act with increased haste in their presence.

At the start of your hero phase, friendly units wholly within 9" of this champion can make a normal move of up to 3" (they cannot run).

12

An Eye for An Eye

This champion has retained their sanity better than some Avengorii, enough to lay cunning traps for unwary foes.

If any wounds or mortal wounds are allocated to this champion in the combat phase, add 1 to the Damage characteristic of melee weapons used by this champion (including their mount) until the end of that phase.


Hero, Retinue and Elite Retinue Followers Rewards Table

D6REWARD
1

The Bait

These silent revenants are expected to draw the wrath of the enemy onto them, enduring long enough for the vampires to strike.

Add 1 to save rolls for attacks that target this unit while it is wholly within your territory.

2

Ageless Cunning

Upon scenting weakness, these warriors will strike from an unexpected angle, emerging from a pall of midnight to lay waste to their unprepared foes.

Instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up in ambush as a reserve unit. At the end of any of your movement phases, you can set up this unit on the battlefield, wholly within 6" of the edge of the battlefield and more than 9" from any enemy units.

3

Merciless Hunters

The only victory for these warriors is the complete obliteration of their foe.

Add 1 to wound rolls for attacks made with melee weapons by this unit.

4

Terrifying Visage

The foes of these warriors are stricken with dread merely upon looking at them.

Subtract 1 from wound rolls for attacks made with melee weapons that target this unit.

5

Swift and Deadly

Nothing delights these warriors more than crashing into a reeling foe.

You can re-roll charge rolls for this unit.

6

Torment-driven Throes

Twisted limbs and tails lash out when these warriors fight, killing scores and debilitating those who remain.

At the start of the combat phase, you can roll a dice for each enemy unit within 3" of this unit. On a 5+, that enemy unit suffers 1 mortal wound and can only attack this unit in that phase after this unit has already fought in that phase.


Behemoth Retinue Followers Rewards Table

D3REWARD
1

Monstrous Might

So crazed and blood hungry is this menace that only the most titanic blows can hope to faze it.

Subtract 1 from wound rolls for attacks made with melee weapons that target this unit.

2

Accursed Regeneration

Endless foul regeneration is but one of the many ‘gifts’ that this cursed menace possesses.

In your hero phase, you can heal up to D3 wounds allocated to this unit.

3

Unstoppable Nightmare

This behemoth has become a true monster that is nearly impossible to slay.

Once per battle, in the combat phase, you can say that this unit will unleash its monstrous power. If you do so, until the end of that phase, use the top row on that unit’s damage table, regardless of how many wounds it has suffered.


14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The NAGASH keyword is used in the following Soulblight Gravelords warscrolls:

Leader, Behemoth
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.

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

None
Battleline
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.

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

None
Battleline
Leader

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

None
Battleline
Leader

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

Battleline

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

None
Battleline
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.

The MORTARCH keyword is used in the following Soulblight Gravelords warscrolls:

Leader, Behemoth

The DEATHMAGES keyword is used in the following Soulblight Gravelords warscrolls:

Leader
Behemoth

The DEATHRATTLE keyword is used in the following Soulblight Gravelords warscrolls:

None
Battleline
Leader
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

The LEGION OF BLOOD and DEATHRATTLE keywords are used in the following Soulblight Gravelords warscrolls:

None
Battleline
Leader
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

The LEGION OF NIGHT and DEATHRATTLE keywords are used in the following Soulblight Gravelords warscrolls:

None
Battleline
Leader

The LEGION OF NIGHT and DEADWALKERS keywords are used in the following Soulblight Gravelords warscrolls:

None
Battleline
Leader
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.

The VYRKOS DYNASTY and DEATHRATTLE keywords are used in the following Soulblight Gravelords warscrolls:

None
Battleline
Leader

The VYRKOS DYNASTY and DEADWALKERS keywords are used in the following Soulblight Gravelords warscrolls:

None
Battleline
Leader
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

The DIRE WOLVES keyword is used in the following Soulblight Gravelords warscrolls:

Battleline

The KASTELAI DYNASTY and BLOOD KNIGHTS keywords are used in the following Soulblight Gravelords warscrolls:

None
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.

The TERRORGHEIST keyword is used in the following Soulblight Gravelords warscrolls:

Behemoth

The ZOMBIE DRAGON keyword is used in the following Soulblight Gravelords warscrolls:

Leader, Behemoth
Behemoth

The AVENGORII DYNASTY and TERRORGHEIST keywords are used in the following Soulblight Gravelords warscrolls:

Behemoth

The AVENGORII DYNASTY and ZOMBIE DRAGON keywords are used in the following Soulblight Gravelords warscrolls:

Leader, Behemoth
Behemoth

The AVENGORII DYNASTY, VAMPIRE and MONSTER keywords are used in the following Soulblight Gravelords warscrolls:

Leader
Leader, Behemoth

The DEATHMAGES and WIZARD keywords are used in the following Soulblight Gravelords warscrolls:

Leader
© Vyacheslav Maltsev 2013-2021