Soulblight Gravelords – Zondara Rivenheart

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5"
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6+
10
WARSCROLL

Zondara Rivenheart

Once a wise Ghurish wizard, Zondara Rivenheart delved into necromantic lore in an attempt to save her beloved Ferlain from a bestial curse. She now blends beast-magic with the energies of death, ransacking crypts, keeps and dungeons in search of a cure.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wild Staff
Wild Staff1"34+4+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Zondara Rivenheart and Zondara’s Gravebreakers units must be taken as a set. Although taken as a set, each is a separate unit.

Zondara Rivenheart is armed with a Wild Staf

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

Zondara’s Minions: When enemies approach, Zondara keeps her minions close, throwing them into harm’s way when needed.
If this unit is within 3" of a friendly ZONDARA’S GRAVEBREAKERS unit, before you allocate a wound or mortal wound to this unit, or instead of making a ward roll for a wound or mortal wound that would be allocated to this unit, roll a dice. On a 4+, that wound or mortal wound is allocated to that unit instead of this unit.

Wild Incantation: Zondara infuses her minions with savage Ghurish magic, granting them bestial strength even in undeath.
Wild incantation is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick a friendly DEADWALKERS unit wholly within range. Until the start of your next turn, unmodified hit rolls of 6 for attacks made by that unit automatically wound (do not make a wound roll).

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, DEATHMAGES, HERO, WIZARD, NECROMANCER, ZONDARA RIVENHEART
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.
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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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.

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

Battleline
None
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.

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

Leader
Behemoth

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

Leader
© Vyacheslav Maltsev 2013-2024