Soulblight Gravelords

Beneath the pallid yet strangely beguiling appearance of a Soulblight vampire lies an inhuman terror that forever lusts after the taste of blood. Impossibly strong and preternaturally skilled in necromantic sorceries, they lead their resurrected legions against the living, fighting a relentless war in service to their monstrous hunger.

This page contains all of the rules you need to field your Soulblight Gravelords miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Soulblight Gravelords
  Soulblight GravelordsBattletome4April 2025
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4June 2025
  Scourge of Ghyran - Soulblight Gravelords
  Scourge of Ghyran - Soulblight GravelordsExpansion4May 2025
  Soulblight Gravelords - Battletome Supplement
  Soulblight Gravelords - Battletome SupplementSupplement4April 2025
  Legends compendium
  Legends compendiumWarscroll4April 2025
  Armies of Renown
  Armies of RenownWarscroll4December 2024
  Regiments of Renown
  Regiments of RenownWarscroll4November 2024

Faction Rules


Battle Traits

Soulblight Gravelords armies can use the following abilities:

Once Per Battle (Army), Deployment Phase
ANCIENT BURIAL SITES: Across the Mortal Realms stand time-worn mausoleums and barrows, housing the remains of the long dead.

Effect: If there is a friendly Cursed Sepulchre on the battlefield, you can set up up to 2 additional Cursed Sepulchres on the battlefield. The first must be set up more than 3" from all units, objectives and other terrain features. The second must be set up wholly outside enemy territory and more than 3" from all units, objectives and other terrain features.

Designer’s Note: The original Cursed Sepulchre is set up in Step 1 of the deployment phase using the ‘Deploy Faction Terrain’ ability. This ability allows you to set up a second and third such terrain feature and is used in Step 3 of the deployment phase, after armies have been deployed.

Deployment Phase
THE UNQUIET DEAD: Animated by necromancy, the undead rise from their graves, balefire eyes blazing with dark purpose.

Declare: Pick a friendly DEATHRATTLE or DEADWALKERS unit that has not been deployed.

Effect: Set up that unit in reserve in the grave. It has now been deployed. You cannot set up more friendly units in the grave than there are on the battlefield.
KEYWORDSDEPLOY

Your Movement Phase
THE RISING DEAD: Clawing their way through the soil and rock, more undead warriors join the fight.

Declare: Pick a friendly unit that is in the grave.

Effect: Set up that unit wholly within 6" of a friendly Cursed Sepulchre and more than 9" from all enemy units, or wholly within 6" of the edge of the battlefield, wholly within friendly territory and more than 9" from all enemy units.

Once Per Turn (Army), Any Hero Phase
DEATHLY INVOCATION: Skilled wielders of death magic can summon hordes of undead.

Declare: Pick a friendly SOULBLIGHT GRAVELORDS HERO to use this ability, then pick up to 3 friendly DEATHRATTLE or DEADWALKERS units wholly within 12" of that HERO to be the targets.

Effect: For each target:
  • If the target is damaged, Heal (3) the target.
  • If the target is not damaged, return a number of slain models to it with a combined Health characteristic of up to 3.

Once Per Battle Round (Army), Any Movement Phase
ENDLESS LEGIONS: To the Gravelords, the dead are mere chattel to be raised and expended.

Declare: Pick a friendly non-UNIQUE DEATHRATTLE or DEADWALKERS unit that started the battle with 2 or more models and that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of a friendly SOULBLIGHT GRAVELORDS HERO or wholly within 6" of a friendly Cursed Sepulchre. It must be set up more than 9" from all enemy units.

If it is your movement phase, you can set up the replacement unit more than 3" from all enemy units instead of more than 9", but if you set it up within 9" of any enemy units, it cannot use CHARGE abilities this turn.

Once Per Turn (Army), End of Any Turn
THE HUNGER: Soulblight vampires are revitalised by feasting upon the blood of their foes.

Declare: Pick each friendly VAMPIRE unit that used a FIGHT ability this turn to be the targets.

Effect: Heal (D3) each target. Heal (2D3) the target instead if it destroyed an enemy unit this turn using a FIGHT ability.

Battle Formations

You can pick 1 of the following battle formations for a Soulblight Gravelords army. Each battle formation grants a different ability you can use in the battle.

BATTLE PROFILE
NamePoints
Legion of Shyish0
Deathstench Drove0
Bacchanal of Blood0
Deathmarch0
Legions of Ulfenkarn0
Cryptmasters0
Skinshifters0

Legion of Shyish

Passive
HORROR UNENDING: The never-ending waves of deathly minions summoned by a Legion of Shyish shatter all hopes of victory for those who stand against them.

Effect: You can pick 1 additional target when using the ‘Deathly Invocation’ ability.


Deathstench Drove

Once Per Turn (Army), End of Any Turn
DRAGGED DOWN AND TORN APART: Hordes of shambling Deadwalker Zombies flow around and over their victims like a rotten tide, bearing them to the ground through sheer weight of numbers before tearing them limb from limb.

Declare: Pick up to 3 friendly DEADWALKERS units in combat to be the targets.

Effect: For each target:
  • Make a pile-in move.
  • Then, pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.


Bacchanal of Blood

Passive
ARISTOCRACY OF THE NIGHT: These vampires are expected to excel in all martial and mystical disciplines.

Effect: Add 1 to casting rolls for friendly VAMPIRE units that are not in combat and add 1 to wound rolls for combat attacks made by friendly VAMPIRE units that charged in the same turn.


Deathmarch

Passive
TIDE OF BONES AND BLADES: The relentless advance of these skeletal undead can overwhelm even the most tenacious resistance.

Effect: Add 1 to the Rend characteristic of melee weapons used by friendly DEATHRATTLE units that charged in the same turn for attacks that target a unit that has fewer models than the attacking unit.


Legions of Ulfenkarn

Currently, the rules in battletome supplement are still legal for use in competitive play. However, on 1 June 2026, these rules will move over to Warhammer Legends. is means that they will no longer be legal for competitive play.
Passive
WARDENS OF THE WOLF: The might of Ulfenkarn marches forth from the shattered city, its graves emptied to bolster the tides of endless dead, as the howls of feral vampires echo across the battlefield.

Effect: Each time 1 or more slain models are returned to a friendly SOULBLIGHT GRAVELORDS INFANTRY or BEASTS unit wholly within 12" of a friendly Belladamma Volga, Radukar the Wolf, Radukar the Beast, Ivya Volga, Lady Annika, Kritza, Torgillius the Chamberlain, Gorslav the Gravekeeper or Watch Captain Halgrim, add 1 to the number of slain models returned to that unit.


Cryptmasters

Once Per Turn (Army), Your Hero Phase
UNHALLOWED SITE: Some gravesites have witnessed such horrors that the death magic suffusing them makes them even more difficult to cleanse of the undead’s influence.

Declare: Pick a friendly Cursed Sepulchre to be the target.

Effect: The target has WARD (4+) until the start of your next turn.


Skinshifters

Once Per Turn (Army), Your Hero Phase
THE SPEED OF DEATH: Many vampires are capable of swiftly traversing nearly any terrain by assuming a different form or through the application of the sheer bestial strength and agility granted them by their curse.

Declare: Pick a friendly INFANTRY VAMPIRE HERO to be the target.

Effect: The target can move up to 12" and has Fly when it does so. It cannot end that move in combat.

Heroic Traits

The Cursed Bloodlines

HERO only

BATTLE PROFILE
NamePoints
LASH OF THE SIRE20
UNBENDING WILL0
UNHINGED RAMPAGER0
Your Hero Phase
LASH OF THE SIRE: Such is the domineering force of this undead overlord’s willpower that it can imbue nearby vassals with sudden impetus.

Declare: Pick another friendly SOULBLIGHT GRAVELORDS unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 2+:
  • If the target is not in combat, it can move D6" but cannot move into combat during any part of that move.
  • If the target is in combat, it can make a pile-in move.

Your Hero Phase
UNBENDING WILL: This immortal tyrant and their minions are a force of unliving conquest like no other.

Declare: Pick a friendly DEATHRATTLE or DEADWALKERS unit that has 2 or more models and is wholly within 12" of this unit to be the target.

Effect: Add D6 to the target’s control score for the rest of the turn.

Passive
UNHINGED RAMPAGER: This creature’s bestial hunger sees them close on the foe without hesitation.

Effect: You can re-roll charge rolls for this unit in your charge phase.


Undying Tyrants

You can pick a heroic trait from this table instead of from other Heroic Traits tables available to this faction.
HERO only

BATTLE PROFILE
NamePoints
FRIGHTENING VITALITY0
IMMORTAL EGO0
A WASTREL AND A VAGABOND0
Passive
FRIGHTENING VITALITY: This deathless champion is an undead juggernaut, capable of a type of regeneration that is rare even amongst the ranks of the unliving.

Effect: Each time an ability that heals at least 1 of this unit’s damage points is resolved, if the total number of damage points healed by that ability was less than 3, Heal (X) this unit where X is 3 minus that number.

Passive
IMMORTAL EGO: Few mortals would claim to be the mightiest slayer in the Mortal Realms or to have a peerless mastery of the blade, given the existence of gods, daemons, demigods and more besides. This unliving paragon’s ego has no such frailties.

Effect: Each phase, you can re-roll 1 hit roll, 1 wound roll and 1 save roll for this unit.

Passive
A WASTREL AND A VAGABOND: This spiteful creature is an embarrassment to their undead peers: perhaps a vampire fallen from favour, a wight who failed in their duty to their king, or a Necromancer who pushed their luck one time too many. Regardless of the reason, they seem to have an affinity with the basest undead minions.

Effect: While a friendly Deadwalker Zombies or Deathrattle Skeletons unit is wholly within 12" of this unit:
  • Add 2 to run rolls for that unit.
  • Add 3" to the distance that unit can move when it piles in.

Artefacts of Power

Deathly Heirlooms

HERO only

BATTLE PROFILE
NamePoints
TERMINUS CLOCK0
SHARD OF NIGHT0
AMULET OF GRAVES0
Your Hero Phase
TERMINUS CLOCK: Created by a mad clockwright of Ulfenkarn, this bizarre cogwork piece ticks without rhyme or reason. Whenever its eclectic count ends, however, the power of magic seems to deaden across the field.

Effect: Roll a dice. On a 3+, until the start of your next turn, subtract 1 from casting rolls for enemy WIZARDS while they are within 18" of this unit.

Passive
SHARD OF NIGHT: This undead lord’s armour was crafted using elements of an abyssal stalker and grants the bearer that awful creature’s shadowy aura.

Effect: Ignore modifiers to save rolls for shooting attacks that target this unit (positive and negative).

Once Per Battle, Your Hero Phase
AMULET OF GRAVES: The bearer of this amulet can call upon a long-dead soul in Shyish, manifesting their final resting place onto the battlefield in a storm of necromantic energy.

Effect: If there are fewer than 3 friendly Cursed Sepulchres on the battlefield, set up a Cursed Sepulchre on the battlefield more than 9" from all enemy units, more than 1" from all friendly units and more than 3" from all objectives and other terrain features.

Spell Lore

BATTLE PROFILE
NamePoints
Lore of Undeath0

Lore of Undeath

Your Hero Phase
7
VILE TRANSFERENCE: The caster siphons the animus from nearby enemies and uses it to restore their deathless form.

Declare: Pick a friendly SOULBLIGHT GRAVELORDS WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Roll a number of dice equal to the number of models in the target unit. For each 6, inflict 1 mortal damage on that unit. If any enemy models were slain by this spell, Heal (D3) the caster.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
PRISON OF GRIEF: Victims of this curse relive their tragedies, their will to fight replaced by overwhelming self-pity.

Declare: Pick a friendly SOULBLIGHT GRAVELORDS WIZARD to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target has STRIKE-LAST until the start of your next turn.
KEYWORDSSPELL

Your Hero Phase
7
WASTE AWAY: The wizard causes the muscles of the foe to atrophy, robbing them of their strength.

Declare: Pick a friendly SOULBLIGHT GRAVELORDS WIZARD to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: For the rest of the turn, subtract 1 from the Damage characteristic of the target’s melee weapons.
KEYWORDSSPELL

Manifestation Lore

BATTLE PROFILE
NamePoints
Manifestations of the Grave0

Manifestations of the Grave

Your Hero Phase
7
SUMMON HAND OF NAGASH: From out a yawning portal looms a colossal skeletal arm, infused to its cursed marrow with the magic of Shyish.

Declare: If there is not a friendly Hand of Nagash on the battlefield, pick a friendly SOULBLIGHT GRAVELORDS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Hand of Nagash wholly within 18" of the caster and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Your Hero Phase
6
SUMMON UNHOLY RELIQUARY: Pulled forth from the underworlds, the remains of a long perished vampire rises from the ground amidst a vortex of death magic.

Declare: If there is not a friendly Unholy Reliquary on the battlefield, pick a friendly SOULBLIGHT GRAVELORDS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up an Unholy Reliquary wholly within 18" of the caster.
KEYWORDSSUMMON, SPELL

Your Hero Phase
6
SUMMON SANGUINE SWARM: The skies darken as screeching swarms of spectral bats descend upon the battlefield, hungry for blood.

Declare: If there is not a friendly Sanguine Swarm on the battlefield, pick a friendly SOULBLIGHT GRAVELORDS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Sanguine Swarm wholly within 18" of the caster and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Army of Renown

Barrow Legion

When you pick the Soulblight Gravelords faction for your army, you can choose it to be a Barrow Legion Army of Renown. If you do so, use the faction rules in this section instead of the Soulblight Gravelords faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the BARROW LEGION keyword. Wight King and Wight King on Skeletal Steed units in your army gain WARMASTER.

ROSTER OPTIONS
  • Any DEATHRATTLE units
  • You cannot include Regiments of Renown

Battle Traits

Once Per Battle, Deployment Phase
THE ROYAL CRYPT: These crumbling ruins marks the ancient holdings of a powerful wight.

Declare: This ability must be used instead of the ‘Deploy Faction Terrain Feature’ ability.

Effect: Set up 3 Cursed Sepulchres wholly within friendly territory, each within ½" of any of the others and more than 3" from all objectives and other terrain features. After you have done so, they have been deployed and they are considered to be a single Cursed Sepulchre terrain feature that has a Health characteristic of 24 instead of 8.
KEYWORDSDEPLOY TERRAIN

Passive
GRAVE SENTINELS: Unwavering in their eternal vigilance, the deathly warriors of this legion’s overlord guard his ancient resting place.

Effect: The melee weapons used by friendly BARROW LEGION units have Anti-charge (+1 Rend) while they are wholly within 9" of a friendly Cursed Sepulchre.

Passive
ALL TO DUST: Acting as a conduit to the Shyish Nadir, the death magic that swirls around this barrow legion’s tomb causes trespassers to atrophy and their armour to corrode under the weight of ages.

Effect: In the third and subsequent battle rounds, while a friendly Cursed Sepulchre is on the battlefield, subtract 1 from save rolls for enemy units.

Once Per Battle, Deployment Phase
GIFTS TO THE PETTY KINGDOMS: To each of his vassal kingdoms, this legion’s monarch bestowed a gift bearing a curse that bound them to his service for evermore.

Declare: Pick up to 2 friendly non-UNIQUE BARROW LEGION HEROES that do not have an artefact of power to be the targets (you can pick units in reserve).

Effect: Give each target 1 artefact of power from the ‘Barrow Legion’ Army of Renown rules.

Designer’s Note: These artefacts of power are given to the HEROES during the deployment phase, not during army composition.

Once Per Battle Round (Army), Any Movement Phase
ENDLESS LEGIONS OF BONE: When the Deathrattle armies are roused to war, their numbers are unending.

Declare: Pick a friendly non-UNIQUE BARROW LEGION unit that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of a friendly BARROW LEGION HERO or wholly within 6" of a friendly Cursed Sepulchre. It must be set up more than 9" from all enemy units.

If it is your movement phase, you can set up the replacement unit more than 3" from all enemy units instead of more than 9", but if you set it up within 9" of any enemy units, it cannot use CHARGE abilities this turn.


Heroic Traits

Your Movement Phase
RESTLESS TYRANT: The skeletal warriors under this one’s command are driven ever forward.

Declare: Pick a friendly BARROW LEGION unit wholly within 12" of this unit to be the target.

Effect: Add 2" to the target’s Move characteristic for the rest of the turn.

End of Any Turn
SPIRIT-EATER: The souls of slain enemies are drawn into this king of undeath, imbuing him with unholy might.

Effect: If any models were slain by your general this turn, Heal (D6) your general.

Deployment Phase
LORD OF THE ARCANE AEGIS: Even in undeath, this wight still recalls all manner of warding cantrips to protect his forces from the enemy.

Effect: Pick 1 of the following keywords:
  • INFANTRY
  • CAVALRY
  • MONSTER
  • BEAST
For the rest of the battle, each time an attack targets this unit, if the attacking unit has the keyword you picked, an unmodified save roll of 4+ for that attack is always successful.


Artefacts of Power

Passive
RING OF STRICKEN SOULS: Violet clouds swirl within the Shyishan amethyst set in this ring, which grants the bearer uncanny protection.

Effect: This unit has WARD (5+).

Once Per Turn, Any Hero Phase
CROWN OF COLD COMMAND: This eldritch crown compels this king’s warriors from ages past to rise from their graves and fight once more.

Declare: Pick a friendly BARROW LEGION unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+:
  • If the target is damaged, Heal (3) the target.
  • If the target is not damaged, return a number of slain models to it with a combined Health characteristic of up to 3.

Once Per Battle, End of Any Turn
CRYPT DAGGER: Foul sorcery flickers and dances across the ancient iron of this cursed blade, and its bite can bring instant death.

Declare: Pick an enemy HERO in combat with this unit to be the target.

Effect: Inflict D6 mortal damage on the target.

Passive
GRAVE-SAND PENDANT: When shattered, the Shyishan realmstone within this talisman can forestall the bearer’s final destruction, granting them one last chance to claim revenge.

Effect: If this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (1) this unit. This unit cannot use this ability again for the rest of the battle.

Once Per Battle, Any Combat Phase
AMULET OF NIGHTMARES: The nightmares of the bearer, who endures a torturous existence trapped in their mouldering undead form, are projected into the minds of the living by this onyx talisman.

Declare: Pick an enemy unit within 9" of this unit to be the target.

Effect: Roll a dice. On a 2+, the target has STRIKE-LAST this phase.

Army of Renown

Knights of the Crimson Keep

When you pick the Soulblight Gravelords faction for your army, you can choose it to be a Knights of the Crimson Keep Army of Renown. If you do so, use the faction rules in this section instead of the Soulblight Gravelords faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the CRIMSON KEEP keyword.

ROSTER OPTIONS

Battle Traits

Deployment Phase
THE CRIMSON KEEP: None can predict where the Crimson Keep will manifest next, but wherever it appears, the slaughter its occupants will wreak will be total.

Declare: Pick a friendly CRIMSON KEEP unit that has not been deployed.

Effect: Set up that unit in reserve in the Crimson Keep. It has now been deployed. You cannot set up more friendly units in the Crimson Keep than there are on the battlefield.
KEYWORDSDEPLOY

Your Charge Phase
1
CARVE A BLOODY PATH: With unstoppable force, a wedge of Blood Knights punches through the enemy’s lines leaving a trail of broken foes in their wake.

Declare: Pick a friendly Blood Knights unit that is in combat to use this ability.

Effect: That unit can use a CHARGE ability even though it is in combat and even if it has already used a CHARGE ability this turn.

Once Per Battle (Army), Any Movement Phase
FROM A QUARTER UNSEEN: Prince Vhordrai has mastered the art of trapping the foe between his main force and reserves that sally forth from the Crimson Keep at his signal.

Declare: You cannot use this ability in the first battle round. Pick each friendly unit that is in the Crimson Keep to be the targets.

Effect: Set up each target wholly within 9" of the battlefield edge and more than 9" from all enemy units. If you used this ability in the third or a subsequent battle round, do not spend any command points when using the ‘Carve a Bloody Path’ command this turn.

Once Per Turn (Army), Any Combat Phase
BLOOD RAMPAGE: The nightmarish behemoths that roost among the upper spires of the Crimson Keep tear through the enemy’s ranks, sending bloody chunks and gore flying in all directions.

Declare: Pick a friendly CRIMSON KEEP MONSTER that is in combat and has not used any RAMPAGE abilities this turn to use this ability, then pick an enemy unit in combat with it to be the target.

Effect: This unit can make a move of 2D6". It must end that move in combat with the target unit. Then, roll a dice. If the roll exceeds the target unit’s Health characteristic, 1 model in the target unit is slain.

After this ability has been resolved, this unit cannot use RAMPAGE abilities for the rest of the turn.
KEYWORDSRAMPAGE


Heroic Traits

Any Combat Phase
IMMORTAL DEDICATION: Having spent centuries in undeath honing their martial skill, this Gravelord is a master of combat.

Effect: This unit receives D3 martial prowess tokens. Each martial prowess token can be spent to do 1 of the following:
  • Re-roll a hit roll for this unit.
  • Re-roll a wound roll for this unit.
  • Re-roll a save roll for this unit.

At the start of the next turn, remove all this unit’s martial prowess tokens.


Artefacts of Power

Once Per Battle, End of Any Turn
CHALICE OF THE BLOOD DRAGON: Said to have been possessed by the Crimson Keep’s first castellan, this chalice can be drained to renew a vampire’s vigour.

Effect: Heal (3D3) this unit.


Spell Lore

Your Hero Phase
7
SIPHON STRENGTH: The vampire draws on the life essence of the enemy to flood their limbs with strength and heighten their senses.

Declare: Pick a friendly CRIMSON KEEP WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target. For the rest of the turn, add 1 to hit rolls for attacks made by the caster.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
DEATHLY GALE: A foul wind carrying a stench of death and decay races across the battlefield, speeding the charge of the Knights of the Crimson Keep.

Declare: Pick a friendly CRIMSON KEEP WIZARD to cast this spell, pick a visible friendly CRIMSON KEEP unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for the target, to a maximum of 3.
KEYWORDSSPELL

Your Hero Phase
7
AWAKENED FURY: At the sorcerer’s gesture, hooves are wreathed in balefire and monstrous talons grow elongated and wickedly sharp.

Declare: Pick a friendly CRIMSON KEEP WIZARD to cast this spell, pick a visible friendly CRIMSON KEEP unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Add 1 to the Damage characteristic of the target’s Companion melee weapons until the start of your next turn.
KEYWORDSSPELL


Manifestation Lore

Your Hero Phase
6
SUMMON UNHOLY RELIQUARY: Pulled forth from the underworlds, the remains of a long perished vampire rises from the ground amidst a vortex of death magic.

Declare: If there is not a friendly Unholy Reliquary on the battlefield, pick a friendly CRIMSON KEEP WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up an Unholy Reliquary wholly within 18" of the caster.
KEYWORDSSPELL, SUMMON

Army of Renown

Scions of Nulahmia

When you pick the Soulblight Gravelords faction for your army, you can choose for it to be a Scions of Nulahmia Army of Renown. If you do so, use the faction rules on these pages instead of the Soulblight Gravelords faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the SCIONS OF NULAHMIA keyword.

ROSTER OPTIONS

REGIMENT OPTIONS
SCIONS OF NULAHMIA Vampire Lord units can be added to regiments led by a SCIONS OF NULAHMIA HERO.

Battle Traits

Once Per Turn (Army), Your Hero Phase
THAUMIC REALIGNMENT: The seeding of deathly energies soon sees the fell winds rise…

Declare: You can only use this ability if you have not used any EXQUISITE PLOT abilities this turn. Pick a friendly WIZARD to be the target.

Effect: For the rest of the turn, add 1 to casting rolls for the target. In addition, at the end of this turn, if the target successfully cast any spells this turn, add 1 to its power level for the rest of the battle.
KEYWORDSEXQUISITE PLOT

Once Per Turn (Army), Your Hero Phase
RECRUITMENT DRIVE: The butchery of a few peons yields a reserve of future ‘recruits’.

Declare: You can only use this ability if you have not used any EXQUISITE PLOT abilities this turn. Pick a friendly unit to be the hunter and an enemy unit with 5 or more models to be the target.

Effect: For the rest of the turn, add 1 to hit rolls for the hunter’s combat attacks that target that enemy unit. In addition, if the target is destroyed this turn by the hunter, add 1 to the Attacks characteristic of the hunter’s melee weapons for the rest of the battle.
KEYWORDSEXQUISITE PLOT

Once Per Turn (Army), Your Hero Phase
SEEK WORTHY BLOOD: Only the finest ichor will suffice for the vampires of Nulahmia. It is considered an art to eviscerate an enemy champion whilst collecting as much of their blood as possible.

Declare: You can only use this ability if you have not used any EXQUISITE PLOT abilities this turn. Pick a friendly unit to be the target.

Effect: For the rest of the turn, the target’s weapons have Anti-HERO (+1 Rend). In addition, if the target destroys any enemy HEROES this turn, the target’s weapons have Anti-HERO (+1 Rend) for the rest of the battle.
KEYWORDSEXQUISITE PLOT

Once Per Turn (Army), Your Hero Phase
THE QUEEN’S PRIZE: What Neferata desires, Neferata receives.

Declare: You can only use this ability if you have not used any EXQUISITE PLOT abilities this turn. Pick a friendly unit to be the target.

Effect: For the rest of the turn, add 5 to the target’s control score.
In addition, at the end of this turn, after determining control of objectives, if the target is contesting an objective that you control and that was controlled by your opponent at the start of this turn, add 5 to the target’s control score for the rest of the battle.
KEYWORDSEXQUISITE PLOT


Heroic Traits

HERO only
Your Hero Phase
KEEPER OF THE ROYAL MENAGERIE: Those vampires who maintain the bleak menageries of Nulahmia have an instinctive bond with undead beasts.

Declare: Pick a friendly Dire Wolves or Fell Bats unit that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of this unit and more than 9" from all enemy units.


Artefacts of Power

HERO only
Passive
AMULET OF LEECHES: This ancient and corroded talisman allows the wielder to draw upon the necromantic energies of their minions for protection.

Effect: While this unit is within the combat range of a friendly Dire Wolves or Fell Bats unit:
  • This unit has WARD (5+).
  • Each time you make a successful ward roll for this unit, allocate 1 damage point to a friendly Dire Wolves or Fell Bats unit within this unit’s combat range after the damage sequence for this unit has been resolved (ward rolls cannot be made for those damage points).


Spell Lore

Your Hero Phase
6
INVOCATION OF NULAHMIA: This ancient spell, said to hail from the sun-blasted birthplace of necromancy, is wielded by each of Neferata’s chosen.

Declare: Pick a friendly SCIONS OF NULAHMIA WIZARD to cast this spell, pick a visible friendly Dire Wolves or Fell Bats unit wholly within 18" of them to be the target, then make a casting roll of 2D6.

Effect: You can return 1 slain model to that unit.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
THRALL DRAIN: Vampires are consummate and ruthless survivors; they will gladly drain the energy of their subordinates in order to heal their own wounds.

Declare: Pick a friendly SCIONS OF NULAHMIA WIZARD to cast this spell, pick a friendly unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: D3 models in the target are slain. Then, remove all damage points from the caster.
KEYWORDSSPELL

Your Hero Phase
7
SCARLET THIRST: At the wizard’s command, a fierce compulsion to feed flares up inside the vampiric court, who eagerly await the chance to indulge their blood hunger without restraint.

Declare: Pick a friendly SCIONS OF NULAHMIA WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: For the rest of the turn, add 1 to the Attacks characteristic of melee weapons used by friendly SCIONS OF NULAHMIA VAMPIRE units while they are wholly within 12" of the caster.
KEYWORDSSPELL

1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within 1/2" of an enemy faction terrain feature as if it were a unit.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
Deployment Phase
DEPLOY FACTION TERRAIN: The army has taken to the field surrounding an important and powerful landmark.

Declare: Pick a friendly faction terrain feature that has not been deployed to be the target.

Effect: Set up the target faction terrain feature wholly within friendly territory, more than 3" from all objectives and other terrain features. After you have done so, it has been deployed.
KEYWORDSDEPLOY TERRAIN

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

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

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

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

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
Once Per Turn (Army), Any Hero Phase
DEATHLY INVOCATION: Skilled wielders of death magic can summon hordes of undead.

Declare: Pick a friendly SOULBLIGHT GRAVELORDS HERO to use this ability, then pick up to 3 friendly DEATHRATTLE or DEADWALKERS units wholly within 12" of that HERO to be the targets.

Effect: For each target:
  • If the target is damaged, Heal (3) the target.
  • If the target is not damaged, return a number of slain models to it with a combined Health characteristic of up to 3.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
The BARROW LEGION keywords are used in the following warscrolls:

Infantry Hero
Infantry
Cavalry Hero
Cavalry
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.

The non-UNIQUE DEATHRATTLE and HERO keywords are used in the following Soulblight Gravelords warscrolls:

24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.

The DEATHRATTLE and HERO keywords are used in the following Soulblight Gravelords warscrolls:

3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
The CRIMSON KEEP keywords are used in the following warscrolls:

Monster
Monster Hero
Cavalry Hero
Cavalry
The CRIMSON KEEP MONSTER keywords are used in the following warscrolls:

Monster
Monster Hero
The CRIMSON KEEP WIZARD keywords are used in the following warscrolls:

Monster Hero
Cavalry Hero
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
The SCIONS OF NULAHMIA keywords are used in the following Soulblight Gravelords warscrolls:

Infantry Hero
War Machine Hero
Beast
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Scions of Nulahmia Hero.

Infantry Hero
War Machine Hero
The WIZARD keywords are used in the following Soulblight Gravelords SCIONS OF NULAHMIA warscrolls:

Infantry Hero
War Machine Hero
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
The VAMPIRE keywords are used in the following Soulblight Gravelords SCIONS OF NULAHMIA warscrolls:

Infantry Hero
War Machine Hero
Army List
Warscrolls collated

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