Soulblight Gravelords – Lauka Vai, Mother of Nightmares
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12"
11
3+
10
WARSCROLL

Lauka Vai, Mother of Nightmares

Lauka Vai is the queen of the Avengorii Dynasty. Within this monstrous vampire, an eternal battle rages, for though she desires to lead her kin against only the worthiest foes, her thirsts sometimes drive her to the most terrible slaughter.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Askurga Rapier
Askurga Rapier1"43+3+-12
Gore-drenched Talons
Gore-drenched Talons3"34+3+-1D6
Impaling Tail
Impaling Tail1"D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 285
Battlefield Role: Leader
Base size: 80mm
Notes: Single, Unique

DESCRIPTION

Lauka Vai is a named character that is a single model. She is armed with an Askurga Rapier, Gore-drenched Talons and Impaling Tail.

If this model is included in a Soulblight Gravelords army with the AVENGORII DYNASTY lineage keyword, this model is treated as a general in addition to the model that is chosen to be the army general.

FLY: Lauka Vai can fly.

ABILITIES

Champion of the Avengorii: Lauka Vai’s masterful martial prowess and monstrous beast-form render her an unholy terror upon the battlefield.
After this model makes a charge move, you can pick 1 enemy unit within 1" of this model 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.

Nightmare’s Miasma: The strange curse of the Vengorians sees shining blades and hallowed relics rust and soften in their presence.
While an enemy unit is within 3" of any friendly models with this ability, worsen the Rend characteristic of that unit’s melee weapons by 1 (to a minimum of ‘-’).

Undeniable Impulse: Lauka Vai fights a constant internal battle to control her bestial nature. It is not a battle she always wins.
At the start of your hero phase, roll a dice for this model. If the roll is equal to or less than the number of the current battle round, until your next hero phase, this model can run and still charge later in the same turn. However, this model cannot use command abilities until your next hero phase.

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.

MAGIC

Lauka Vai is a WIZARD. She can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Death’s Downpour spells.

Death’s Downpour: Lauka draws upon the corrupt ending-magic running through her veins before lifting her blade skyward, summoning a deluge of slippery gore to wrong-foot her adversaries.
Death’s Downpour has a casting value of 8. If successfully cast, charge rolls made for enemy units within 12" of this model are halved until your next hero phase.

COMMAND ABILITIES

A Queen Amongst Monsters: The Mother of Nightmares is followed by a menagerie of twisted vampires and monstrous undead beasts, all of whom seem empowered by her very presence.
This model can issue this command at the start of your hero phase. If it does so, pick 1 enemy unit that is visible to this model. Until your next hero phase, add 1 to hit rolls for attacks made with melee weapons by friendly SOULBLIGHT GRAVELORDS MONSTERS that target that enemy unit.

KEYWORDS
DEATH, VAMPIRE, SOULBLIGHT GRAVELORDS, AVENGORII DYNASTY, MONSTER, HERO, WIZARD, LAUKA VAI
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.
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.
14.5 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.
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).
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.
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).
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.
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.
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.
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.
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 SOULBLIGHT GRAVELORDS and MONSTER keywords are used in the following Soulblight Gravelords warscrolls:

Leader
Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2021