Soulblight Gravelords – Askurgan Trueblades

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Askurgan Trueblades

Heirs to ancient martial traditions, the vampires of the Askurgan Trueblades seek to draw strength from their curse by hunting monsters and drinking their gore. Yet for all their formidable will, their true savage nature fights to be released…
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Paired Askurgan Blades
Paired Askurgan Blades1"43+3+-11
Askurgan Weapons
Askurgan Weapons1"23+3+-11
Elongated Claws and Slavering Maw
Elongated Claws and Slavering Maw2"54+3+-21
PITCHED BATTLE PROFILE

Unit Size: 8      Points: 160
Battlefield Role: None
MODELBASE SIZE
Askurgan Exemplar, 2 x Askurgan Ascetics, Askurgan Pariah32mm
Curseblood40mm
3 x Askurgan Acolytes28.5mm

Each model in an Askurgan Trueblades unit is armed with Askurgan Weapons.

CHAMPION: 1 model in this unit can be an Askurgan Exemplar. That model has a Wounds characteristic of 4 and is armed with Paired Askurgan Blades instead of Askurgan Weapons.

CURSEBLOOD: 1 in every 8 models in this unit can be a Curseblood. A Curseblood has a Wounds characteristic of 4 and is armed with Elongated Claws and Slavering Maw instead of Askurgan Weapons.

The Hunger: Those who bear the Soulblight curse constantly crave blood and are empowered by feasting upon their foes.
Each time this unit fights, after all of its attacks have been resolved, you can heal up to a number of wounds allocated to this unit equal to the number of wounds and mortal wounds caused by those attacks that were allocated to enemy units.

Gut-wrenching Howl: The howl of a Curseblood resounds with the force of long-repressed bloodlust finally finding release, staggering even the bravest souls.
At the end of the charge phase, if this unit includes any Cursebloods, you can pick 1 enemy unit within 1" of this unit and say that the Curseblood will unleash a gut wrenching howl. If you do so, roll a dice. Add 1 to the roll for each Curseblood in this unit. On a 4+, the strike-last effect applies to that enemy unit in the following combat phase.

Creed of the Beast: The Trueblades test themselves against the most powerful adversaries, feasting solely on monstrous blood to bolster their strength and speed.
Subtract 1 from hit rolls and wound rolls for attacks made with melee weapons by enemy MONSTERS that target this unit. In addition, each time an enemy MONSTER unit is destroyed by attacks made by this unit, add 3" to this unit’s Move characteristic and add 1 to the Attacks characteristic of this unit’s melee weapons for the rest of the battle.

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE, ASKURGAN TRUEBLADES
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.
14.5 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.
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).

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