Soulblight Gravelords – Mannfred von Carstein, Mortarch of Night
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WARSCROLL

Mannfred von Carstein, Mortarch of Night

Few creatures are as embittered, or as cunning, as Mannfred von Carstein. There is no stratagem he will not employ, from unceremoniously dragging down the foe beneath hordes of zombies to using their very souls to power his fell magics.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gheistvor
Gheistvor1"43+3+-1D3
Sickle-glaive
Sickle-glaive2"23+3+-12
Ebon Claws
Ebon Claws1"4+3+-22
Spectral Claws and Daggers
Spectral Claws and Daggers1"65+4+-1
DAMAGE
Wounds SufferedMoveEbon Claws
0-216"6
3-413"5
5-610"4
7-87"3
9+4"2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 380
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single, Unique

DESCRIPTION

Mannfred von Carstein is a named character that is a single model. He is armed with Gheistvor and a Sickle-glaive.

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

MOUNT: Mannfred von Carstein’s dread abyssal, Ashigaroth, attacks with its Ebon Claws.

COMPANION: Mannfred von Carstein is accompanied by a host of spirits that attack with their Spectral Claws and Daggers. For rules purposes, they are treated in the same manner as a mount.

FLY: Mannfred von Carstein 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.

Armour of Templehof: This suit of gothic armour is laden with many a fell enchantment, designed to protect its paranoid bearer from harm.
The first wound or mortal wound allocated to this model in each phase is negated.

Sword of Unholy Power: This unholy blade drinks deep of its victim’s souls, bolstering Mannfred’s power and that of his risen minions.
If any enemy models are slain by wounds inflicted by this model’s Gheistvor, until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly SOULBLIGHT GRAVELORDS SUMMONABLE units while they are wholly within 12" of this model.

Mortarch of Night: Mannfred’s cunning and tactical nous is legendary, his ability to exploit even the briefest of opportunities rightly infamous throughout the realms.
At the start of the combat phase, if this model is within 3" of any enemy units, you can remove this model from the battlefield and set it up again anywhere on the battlefield more than 9" from all enemy units.

Frightful Touch: The malign spirits that surround Mannfred 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 Daggers is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

MAGIC

Mannfred von Carstein is a WIZARD. He can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Wind of Death spells.

Wind of Death: Mannfred conjures a gust of spectral wind that tears the souls from the bodies of any who feel its chilling bite.
Wind of Death has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them, and roll a dice for that enemy unit and each other enemy unit within 6" of that enemy unit. On a 3+, that unit suffers D3 mortal wounds.

COMMAND ABILITIES

Vigour of Undeath: Lifting the Sword of Unholy Power high, Mannfred flexes his will and sends his servants forth with redoubled fervour.
You can use this command ability once per turn in your hero phase. If you do so, add 1 to hit and wound rolls for friendly SOULBLIGHT GRAVELORDS units wholly within 12" of this model until your next hero phase.

KEYWORDS
DEATH, VAMPIRE, SOULBLIGHT GRAVELORDS, DEATHLORDS, LEGION OF NIGHT, MONSTER, HERO, WIZARD, MORTARCH, MANNFRED
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.
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).

The SOULBLIGHT GRAVELORDS and SUMMONABLE keywords are used in the following Soulblight Gravelords warscrolls:

None
Battleline
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).
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.
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.
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).
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.

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

Leader, Behemoth

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2021