Soulblight Gravelords – Vengorian Lord

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Vengorian Lord

Twisted by the power of unbound arcana, Vengorian Lords embody the nightmarish true nature of the Soulblight vampires. Unable to bear the sight of their own reflection, they wield magics of rust and corrosion, revelling in their own self-loathing.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Nightmare Sabre
Nightmare Sabre1"43+3+-12
Gore-drenched Talons
Gore-drenched Talons3"33+2+-23
Impaling Tail
Impaling Tail1"D64+4+-11

Unit Size: 1      Points: 300
Battlefield Role: Leader
Base size: 80mm
Notes: Single

A Vengorian Lord is armed with a Nightmare Sabre, Gore-drenched Talons and Impaling Tail.

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

FLY: This unit can fly.

Festering Feast: Vengorians bid their monstrous broods indulge in gory feasts even as battle rages.
Once per turn, at the end of the combat phase, you can pick 1 friendly SOULBLIGHT GRAVELORDS MONSTER that is not a HERO, that is wholly within 12" of this unit and that destroyed any enemy units in that phase. Heal all wounds allocated to that MONSTER.

Nightmare’s Miasma: The strange curse of the Vengorians sees shining blades and hallowed relics crumble and patinate in their presence.
While an enemy unit is within 3" of any friendly units with this ability, worsen the Rend characteristic of that unit’s melee weapons by 1 (to a minimum of ‘-’).

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 (to a maximum of 6).

Cursed Reflection: The Vengorian’s sheer self-loathing, coupled with the brimming magic that rages within them, leeches out to infest a fellow undead behemoth and fill them with bloodhunger.
Cursed Reflection is a spell that has a casting value of 5 and a range of 24". If successfully cast, pick 1 friendly SOULBLIGHT GRAVELORDS MONSTER wholly within range and visible to the caster. That unit can use The Hunger ability from the caster’s warscroll until your next hero phase.

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.

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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.
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.

The SOULBLIGHT GRAVELORDS and MONSTER keywords are used in the following Soulblight Gravelords warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024