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 GravelordsFaction Pack4October 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4September 2024
  Sons of Behemat
  Sons of BehematFaction Pack4September 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4August 2024

Faction Rules


Battle Traits

Soulblight Gravelords armies can use the following abilities:

Once Per Turn (Army), End of Any Turn
THE HUNGER: Those who bear the Soulblight Curse constantly crave blood and are empowered by feasting upon 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.

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 terrain feature and more than 9" from all enemy units.

Once Per Turn (Army), Any Hero Phase
DEATHLY INVOCATION: Powerful practitioners of death magic are able to summon hordes of undead minions.

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 Turn (Army), Any Movement Phase
1
ENDLESS LEGIONS: To the Soulblight aristocracy, 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 terrain feature. 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.

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.

Legion of Shyish

Passive
HORROR UNENDING: The neverending 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.

Heroic Traits

The Cursed Bloodlines

HERO only

Once Per Turn, 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". If the target is in combat, it can make a pile-in move.

Once Per Turn, Your Hero Phase
UNBENDING WILL: This general 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 general’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.

Artefacts of Power

Deathly Heirlooms

HERO only

Once Per Battle, Any Combat Phase
ORB OF ENCHANTMENT: To glance into the swirling depths of this crystal orb is to become hypnotised by alluring visions and half-glimpsed futures.

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

Effect: The target has STRIKE-LAST for the rest of the turn.

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).

Reaction: Opponent declared a SPELL ability for a Wizard within 18" of this unit
AMULET OF SCREAMS: The bearer of this amulet can flood the foe’s mind with the tormented howling of damned souls.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the caster equal to the roll. If the target is destroyed by this ability, do not resolve the effect of that SPELL ability.

Spell Lore

Lore of Undeath

Your Hero Phase
7
VILE TRANSFERENCE: The caster siphons the animus from nearby enemies and uses it to empower their necromantic powers.

Declare: Pick a friendly SOULBLIGHT GRAVELORDS WIZARD to cast this spell, pick a visible enemy unit within 18" of them that has not been picked to be the target of this ability this turn 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 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

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

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.
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).

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

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

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.
15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
15.0 Movement
Some abilities allow a unit to move. When a unit moves, each model in that unit can move, one at a time, in the order chosen by that unit’s commander.

When a model moves, it can pivot and change direction as often as you like, but no part of that model’s base can move a greater total distance than the maximum allowed by the ability used. Models cannot move beyond the edge of the battlefield or through other models, and they can never end a move standing on top of another model (the base counts as part of the model).

A model’s base is assumed to remain parallel with the battlefield as it moves. If a model ends its move on an uneven surface, it must be able to stand up by itself with its base as close to parallel with the battlefield as possible (in other words, models cannot lie flat on the battlefield or lean against terrain to stop them from falling over).

This Grey Seer is using the ‘Normal Move’ ability to change its position on the battlefield. No part of that move can be within the combat range of the Liberators, so the Grey Seer has to stay outside the area marked in blue.

  • When moving a unit, move any number of models in that unit.
  • Each model can turn and pivot, but no part of its base can move farther than the maximum distance.
  • Units can move any distance up to the maximum specified in the ability.
  • Units must end their move in coherency.
Once Per Turn (Army), Any Hero Phase
DEATHLY INVOCATION: Powerful practitioners of death magic are able to summon hordes of undead minions.

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 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

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 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.
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

19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, 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.
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.
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).
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.
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.
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.
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.
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).
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.
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.
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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2024