Soulblight Gravelords – Prince Vhordrai
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Prince Vhordrai

From his macabre stronghold, the Crimson Keep, Prince Vhordrai leads his vampiric knights as they ride to war. Cursed for his past disloyalty, Vhordrai now serves as the Fist of Nagash, annihilating his master’s enemies in displays of shocking violence.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodlance
Bloodlance2"43+3+-22
Snapping Maw
Snapping Maw3"34+3+-2D6
Sword-like Claws
Sword-like Claws2"4+3+-12
DAMAGE
Wounds SufferedMoveBreath of ShyishSword-like Claws
0-314"D67
4-612"D66
7-910"35
10-128"D34
13+6"13
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 455
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single, Unique

DESCRIPTION

Prince Vhordrai is a named character that is a single model. He is armed with the Bloodlance.

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

MOUNT: Prince Vhordrai’s Zombie Dragon, Shordemaire, attacks with its Snapping Maw and Sword-like Claws.

FLY: Prince Vhordrai 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.

Chalice of Blood: To sup from this ancient goblet will temporarily quench the bloody thirsts of its bearer.
Once per battle, in your hero phase, you can heal up to D6 wounds allocated to this model.

Bloodlance Charge: This ancient lance is even more deadly when wielded on the charge.
Add 2 to the Damage characteristic of this model’s Bloodlance and improve the Rend characteristic of that weapon by 1 if this model made a charge move in the same turn.

Breath of Shyish: The undead drake Shordemaire can unleash a cloud of amethyst energies that see even the mightiest warriors drop dead in moments.
In your shooting phase, you can pick 1 enemy unit within 9" of this model that is visible to it and roll a dice. On a 3+, that unit suffers a number of mortal wounds equal to the Breath of Shyish value shown on this model’s damage table.

MAGIC

Prince Vhordrai is a WIZARD. He can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Quickblood spells.

Quickblood: Prince Vhordrai calls upon the power of the ancient curse running through his veins, lending strength and shocking speed to his strikes.
Quickblood has a casting value of 7. If successfully cast, add 1 to hit and wound rolls for attacks made with melee weapons by the caster until your next hero phase.

COMMAND ABILITIES

Fist of Nagash: Prince Vhordrai commands his servants to attack with unwavering focus, forbidding them to rest until all of Nagash’s foes are destroyed.
You can use this command ability once per turn in your hero phase. If you do so, pick 1 other friendly SOULBLIGHT GRAVELORDS HERO that is wholly within 12" of this model and within 3" of any enemy units. That HERO can fight.

KEYWORDS
DEATH, VAMPIRE, SOULBLIGHT GRAVELORDS, KASTELAI DYNASTY, ZOMBIE DRAGON, MONSTER, HERO, WIZARD, PRINCE VHORDRAI
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.
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.
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.
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).
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 ZOMBIE DRAGON keyword is used in the following Soulblight Gravelords warscrolls:

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2021