Soulblight Gravelords – Sekhar, Fang of Nulahmia

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WARSCROLL

Sekhar, Fang of Nulahmia

Sekhar is amongst the most lethally skilled of all Neferata’s agents. A master hypnotist, she is capable of enthralling even the strongest-willed – just as she has done with the serpent Ouboroth, the eternally ravenous husk of a fallen death god.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Nulahmian Warglaive
Nulahmian Warglaive1"43+3+-12
Godhusk Fangs
Godhusk Fangs1"23+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 60 x 35mm
Notes: Single, Unique

Sekhar, Fang of Nulahmia, is armed with a Nulahmian Warglaive.

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

COMPANION: Sekhar is accompanied by Ouboroth, who is armed with Godhusk Fangs.

The Time-Swallower’s Maw: Though Sekhar is loath to let Ouboroth feast upon souls, sometimes, needs must.
Once per battle, at the start of the combat phase, you can say that Ouboroth will use the Time-Swallower’s Maw. If you do so, roll 2D6. Each enemy unit within 6" of this unit whose Move characteristic is lower than the roll suffers a number of mortal wounds equal to the difference between its Move characteristic and the roll.

If this unit uses this ability, it does not benefit from the Serpentine Agility ability for the rest of the battle.

Serpentine Agility: Sekhar moves as a blinding blur, her unnatural speed obscuring her form to even the keenest gaze.
Attacks that target this unit only score a hit on an unmodified hit roll of 5 or 6.

Death’s Construction: Through the subtlest arcane suggestion, Sekhar implants her will in vulnerable minds – supplanting their former purpose with the undying will of Nulahmia.
Death’s Construction is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until your next hero phase, that unit cannot pick this unit or friendly units wholly within 6" of this unit as the target of spells, prayers, abilities or shooting attacks.

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE, LEGION OF BLOOD, HERO, WIZARD, SEKHAR
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.

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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