Soulblight Gravelords – Blood Knights
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10"
3
3+
10
WARSCROLL

Blood Knights

Blood Knights are vampires obsessed with battle, and their codes of chivalric honour are warped indeed. Mounted atop hulking Nightmares, they seek out war wherever it can be found, trampling straight over lesser foes to reach the worthiest challenges.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Templar Lance or Blade
Templar Lance or Blade1"33+3+-11
Hooves and Teeth
Hooves and Teeth1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 195
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline in a Kastelai Dynasty army

BATTALIONS

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

DESCRIPTION

A unit of Blood Knights has any number of models, each armed with a Templar Lance or Blade.

MOUNT: This unit’s Nightmares attack with their Hooves and Teeth.

CHAMPION: 1 model in this unit can be a Kastellan. Add 1 to the Attacks characteristic of a Kastellan’s Templar Lance or Blade.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. You can re-roll rolls of 1 for the Deathless Minions battle trait for this unit while it has any Standard Bearers.

ABILITIES

Riders of Ruin: Blood Knights trample clean over lesser foes to strike at more worthy challengers.
In your movement phase, if this unit is within 3" of an enemy unit, it can make a normal move. If it does so, it can pass across other models with a Wounds characteristic of 3 or less (that do not have a mount) in the same manner as a model that can fly. After this unit has made a normal move, roll a dice for each enemy unit that has any models passed across by any models in this unit. On a 2+, that enemy unit suffers D3 mortal wounds.

Martial Fury: Woe betide any who dare stand before a Blood Knight’s charge.
Add 1 to the Damage characteristic of this unit’s Templar Lances or Blades if this unit made a charge move in the same turn.

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

KEYWORDS
DEATH, VAMPIRE, SOULBLIGHT GRAVELORDS, BLOOD KNIGHTS
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.
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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
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.
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.
© Vyacheslav Maltsev 2013-2021