Soulblight Gravelords – The Sepulchral Guard

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4"
2
6+
10
WARSCROLL

The Sepulchral Guard

The Sepulchral Guard haunt the Mirrored City of Shadespire, cursed by Nagash to fully appreciate their horror. Led by the Sepulchral Warden, the former Lord-Marshal of the city, they fall upon and slay interlopers with an unsettling swiftness.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ancient Spear
Ancient Spear2"34+3+-1
Ancient Mace
Ancient Mace1"24+3+-1
Ancient Greatblade
Ancient Greatblade1"24+3+-11
Ancient Scythe
Ancient Scythe1"14+3+-2
Ancient Blade
Ancient Blade1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 7      Points: 100
Battlefield Role: None
Base size: 25mm
Notes: Single, Unique

The models in The Sepulchral Guard are the Sepulchral Warden, the Prince of Dust, the Champion, the Harvester and the 3 Petitioners. The Sepulchral Warden is armed with an Ancient to Spear. The Prince of Dust is armed with an Ancient Mace. The Champion is armed with an Ancient Greatblade. The Harvester is armed with an Ancient Scythe. The 3 Petitioners are each armed with an Ancient Blade.

THE SEPULCHRAL WARDEN: The Sepulchral Warden has a Wounds characteristic of 3. At the start of your hero phase, if this model is on the battlefield, you can return D3 slain models to this unit.

Frightening Speed: The Sepulchral Guard move with shocking swiftness, their motion guided by fragmented memories of their mortal lives.
You can re-roll charge rolls for this unit. In addition, this unit is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it piles in.

Serve in Death: Driven by a hopeless desire to earn Nagash’s mercy, the Sepulchral Guard attack with chilling tenacity.
If the unmodified hit roll for an attack made by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, DEATHRATTLE, SUMMONABLE, DEATHRATTLE SKELETONS, THE SEPULCHRAL GUARD
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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14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.

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

Leader
Battleline
None

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

Leader
Battleline
None

The DEATHRATTLE SKELETONS keyword is used in the following Soulblight Gravelords warscrolls:

Battleline
None
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
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.
© Vyacheslav Maltsev 2013-2024