Soulblight Gravelords – Prince Duvalle

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Prince Duvalle

Prince Duvalle claims descent from the von Carstein lineage, and few are foolish enough to gainsay him to his face. He is adept at conjuring magical glamours and illusions, rendering his prey disoriented and vulnerable before striking.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Possessed Blade
Possessed Blade1"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Prince Duvalle and The Crimson Court must be taken as a set. Although taken as a set, each is a separate unit.

Prince Duvalle is armed with a Possessed Blade.

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

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.

‘Come Then, Amuse Us’: Prince Duvalle and his courtiers scour every corner of the Mortal Realms in the hopes of finding worthy opponents. Alas, few measure up to the vampires’ lofty standards.
At the start of the combat phase, if this unit and any friendly THE CRIMSON COURT models are within 3" of the same enemy unit, your opponent must pick 1 of the following effects to apply until the end of that phase:
  • Improve the Rend characteristic of this unit’s Possessed Blade by 1.
  • This unit cannot be picked as the target of attacks made with melee weapons.

Fiendish Lure: Duvalle distorts the minds of his enemies with illusions of their fallen comrades, rendering them disoriented and vulnerable to the blades of the dead.
Fiendish Lure is a spell that has a casting value of 5 and a range of 6". If successfully cast, pick 1 enemy unit within range and visible to the caster. Add 1 to hit rolls and wound rolls for attacks that target that unit until your next hero phase.

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE, HERO, WIZARD, PRINCE DUVALLE
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.
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.
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).

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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.
© Vyacheslav Maltsev 2013-2024