Soulblight Gravelords – The Sons of Velmorn

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The Sons of Velmorn

When Velmorn placed the Tyrant’s Crown upon his head, his loyal sons were slain by a surge of death magic and resurrected as wights. Filled with bitterness, they are nevertheless bound to serve their father for all eternity.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wight Blade
Wight Blade1"23+3+-11
Great Wight Blade
Great Wight Blade2"14+3+-12
Great Tomb Blade
Great Tomb Blade2"33+3+-12
Wight Axe
Wight Axe1"24+3+-11

Unit Size: 4      Points: 230
Battlefield Role: None
Sir Jedran Falseborn40mm
Marshal Faulk Velmorn, Helmar the Hewer, Thain Fourth-and-Last25mm
Notes: Single, Unique. King Morlak Velmorn and The Sons of Velmorn units must be taken as a set. Although taken as a set, each is a separate unit.

The models in The Sons of Velmorn are Marshal Faulk Velmorn, Sir Jedran Falseborn, Helmar the Hewer and Thain Fourth-and-Last. Marshal Faulk Velmorn is armed with a Wight Blade. Sir Jedran Falseborn is armed with a Great Tomb Blade. Helmar the Hewer is armed with a Wight Axe. Thain Fourth-and-Last is armed with a Great Wight Blade.

SIR JEDRAN FALSEBORN: Sir Jedran Falseborn has a Wounds characteristic of 4.

Cursed Weapons: The Grave Guard’s blades carry dire curses that can sever a stricken enemy’s soul from their body.
If the unmodified wound roll for an attack made with a melee weapon by this unit is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

Shield Up!: At their father’s rasped command, the Sons of Velmorn lock their shields to form an impenetrable wall.
Once per turn, at the start of the combat phase, you can say that this unit will form a shieldwall. If you do so, this unit has a Save characteristic of 3+ instead of 4+ until the end of that phase. However, if you do so, this unit cannot make pile-in moves in that phase.

Canny Strike: Thain has a habit of swinging his greatblade low to wrongfoot overzealous foes, a useful practice that allows his brothers to seize the opportunity to strike.
At the start of the combat phase, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that unit cannot make pile-in moves in that phase.

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


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

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.

The GRAVE GUARD keyword is used in the following Soulblight Gravelords warscrolls:

© Vyacheslav Maltsev 2013-2024