Soulblight Gravelords – Coven Throne
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WARSCROLL

Coven Throne

From atop the morbid Coven Thrones, a Vampire Lady and her acolytes mark the most intriguing foes. Those chosen are beguiled even as they are torn asunder, their blood drained into a mystical font and used to scry the tangled paths to victory.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Predatory Bite
Predatory Bite1"13+3+-D3
Stiletto
Stiletto1"43+3+-11
Needle-sharp Poniards
Needle-sharp Poniards1"3+3+-1
Spectral Claws and Blades
Spectral Claws and Blades1"5+4+-1
DAMAGE
Wounds SufferedMoveNeedle-sharp PoniardsSpectral Claws and Blades
0-214"812
3-412"710
5-710"68
8-98"56
10+6"44
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 310
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Coven Throne is a single model ridden by a Vampire Lady armed with a Predatory Bite and Stiletto.

MOUNT: This model’s Spectral Host attacks with their Spectral Claws and Blades.

COMPANION: This model is accompanied by Handmaidens who attack with their Needlesharp Poniards. For rules purposes, they are treated in the same manner as a mount.

FLY: This model can fly.

ABILITIES

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

Frightful Touch: The malign spirits that surround the Coven Throne can freeze an opponent’s blood with a single touch.
If the unmodified hit roll for an attack made with this model’s Spectral Claws and Blades is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Scrying Pool: Within this pool of shimmering, enchanted gore, the Vampire Lady foresees the shape of the battle to come.
Once per turn, you can re-roll 1 hit roll or 1 wound roll for an attack made by this model or 1 save roll for an attack that targets this model.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Shudder spells.

Shudder: Staring into their eyes, the caster clouds her prey’s mind and instils fear into their heart.
Shudder has a casting value of 6. If successfully cast, pick 1 enemy unit within 12" of the caster that is visible to them and roll 3D6. If the roll is greater than that unit’s Bravery characteristic, this model cannot be picked to be the target of any attacks made, spells cast or abilities used by that unit until your next hero phase.

COMMAND ABILITIES

Tactical Insight: The Vampire Lady and her Handmaidens employ their divinatory abilities to manipulate and aid their undying servants.
You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly SOULBLIGHT GRAVELORDS unit wholly within 12" of this model. Until your next hero phase, add 1 to hit rolls and wound rolls for attacks made by that unit and add 1 to save rolls for attacks that target that unit. The same unit cannot benefit from this command ability more than once per phase.

KEYWORDS
DEATH, VAMPIRE, MALIGNANT, SOULBLIGHT GRAVELORDS, HERO, WIZARD, COVEN THRONE
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.
14.4 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.
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.
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.
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).
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.
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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 MALIGNANT keyword is used in the following Soulblight Gravelords warscrolls:

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2021