Soulblight Gravelords – Watch Captain Halgrim
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WARSCROLL

Watch Captain Halgrim

During the purge of the city, the traitorous Watch Captain Oleksandr Halgrim was swift to swear himself and his warriors to the Wolf’s cause. Now in death, he commands the vast legions of skeleton warriors known as the Ulfenwatch.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cursed Halberd
Cursed Halberd2"34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 70
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique

DESCRIPTION

Watch Captain Halgrim is a named character that is a single model. He is armed with a Cursed Halberd.

ABILITIES

Cursed Halberd: Foul necrotic sorcery clings to this ancient weapon.
If the unmodified hit roll for an attack made with a Cursed Halberd is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

COMMAND ABILITIES

Disciplined Advance: Under Halgrim’s command, his warriors advance ceaselessly in regimented lockstep to crush the foes of Ulfenkarn.
You can use this command ability at the start of your movement phase. If you do so, pick up to 3 friendly DEATHRATTLE units wholly within 18" of this model. Until the end of that phase, if you declare that any of those units will run, do not make a run roll for them. Instead, add 4" to the Move characteristic of those units until the end of that phase.

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, VYRKOS DYNASTY, DEATHRATTLE, HERO, WATCH CAPTAIN HALGRIM
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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The DEATHRATTLE keyword is used in the following Soulblight Gravelords warscrolls:

Leader
Battleline
None
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).
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2023