Soulblight Gravelords – Bloodseeker Palanquin

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Bloodseeker Palanquin

From atop macabre conveyances known as Bloodseeker Palanquins, the Sanguinarchs refine the art of blood-blending. In battle, they violently exsanguinate worthy champions, using their ichor in crimson concoctions to invigorate their vampiric kin.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodletting Blade
Bloodletting Blade1"53+3+-12
Spectral Claws and Blades
Spectral Claws and Blades1"4+4+-1
Wounds SufferedMoveWail of the DamnedSpectral Claws and Blades

Unit Size: 1      Points: 270
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Bloodseeker Palanquin is ridden by a Sanguinarch armed with a Bloodletting Blade.

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

FLY: This unit can fly.

MOUNT: This unit’s spectral host is armed with Spectral Claws and Blades.

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 (to a maximum of 6).

A Promising Concoction: Sanguinarchs are obsessed with crafting the finest ichorous blends and can further refine such rich pickings to bolster the strength of both themselves and their lackeys.
The first time an enemy HERO is slain by an attack made by this unit, for the rest of the battle, add 1 to the Attacks characteristic of melee weapons used by friendly VAMPIRE units while they are wholly within 12" of this unit, and you can carry out 2 different heroic actions with this unit at the start of the hero phase instead of 1.

Wail of the Damned: Unnerving howls follow this carriage wherever it roams. Should an enemy get close enough, the spectral host unleashes a deafening wail that tears the soul apart.
In your shooting phase, roll a dice for each enemy unit within range of this unit’s Wail of the Damned ability. The range of this unit’s Wail of the Damned ability is shown on its damage table. On a 4+, that unit suffers D3 mortal wounds.

Blood Siphon: With a contemptuous gesture, the Sanguinarch calls forth a torrent of blood from their victim’s eyes, nose and mouth.
Blood Siphon is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 enemy HERO within range and visible to the caster, and roll a dice. On a 1-2, the target suffers 1 mortal wound. On a 3-4, the target suffers D3 mortal wounds. On a 5-6, the target suffers D6 mortal wounds.

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.

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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.
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.

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024