Soulblight Gravelords – Mannfred von Carstein, Mortarch of Night

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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 in battle, 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
Ebon Claws
Ebon Claws1"4+3+-22
Spectral Claws and Daggers
Spectral Claws and Daggers1"64+4+-1
Wounds SufferedMoveEbon Claws

Unit Size: 1      Points: 400
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single, Unique

Mannfred von Carstein, Mortarch of Night, is armed with Gheistvor and a Sickle-glaive.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

WARMASTER: If this unit is included in a Soulblight Gravelords army, it is treated as a general even if it is not the model picked to be the army’s general.

FLY: This unit can fly.

MOUNT: This unit’s dread abyssal, Ashigaroth, is armed with Ebon Claws.

COMPANION: This unit is accompanied by a host of spirits armed with Spectral Claws and Daggers.

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 caused to this unit in each phase is negated.

Sword of Unholy Power: This unholy blade drinks deep of its victims souls, bolstering Mannfred’s power and that of his risen minions.
Each time this unit fights, any wounds caused by this unit’s Ebon Claws, Sickle-glaive and Spectral Claws and Daggers must be allocated first, followed by any wounds caused by this unit’s Gheistvor. If any enemy models are slain by wounds caused by this unit’s Gheistvor, until the end of the phase, add 1 to the Attacks characteristic of melee weapons used by friendly LEGION OF NIGHT SUMMONABLE units while they are wholly within 12" of this unit.

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.
The strike-first effect applies to this unit if it makes a charge move in the same turn. In addition, if this unit receives the Redeploy command, it can attempt a charge instead of making a D6" move.

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).

Wind of Death: Mannfred conjures a gust of spectral wind that tears the souls from the bodies of those who feel its chilling bite.
Wind of Death is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Roll a dice for that unit and each other enemy unit within 6" of that unit. On a 3+, the unit being rolled for suffers D3 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.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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.
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.

The LEGION OF NIGHT and SUMMONABLE keywords are used in the following Soulblight Gravelords warscrolls:

As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024