Soulblight Gravelords – Askurgan Trueblades

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SOULBLIGHT GRAVELORDS WARSCROLL
Askurgan Trueblades
6"
2
5+
1
Inheritors of an ancient martial tradition, the ascetic warriors known as Askurgan Trueblades seek to turn the savagery of the Soulblight Curse into a potent weapon in their arsenal. Rather than deny their thirst, the Askurgans harness it by feasting upon the blood of beasts and monsters, using the inherent power of these potent fluids to enhance their already devastating combat skills. Few can stand in the face of an Askurgan Trueblade’s efficient strikes, which come so swiftly and precisely that the foe is often reduced to a ruined corpse before they can even draw a breath. For all the formidable willpower of the Askurgans, the dark truth is that their bestial nature cannot truly be controlled. Should the power of monstrous ichor overwhelm a Trueblade, they will transform into a feral horror known as a Curseblood. Lupine of aspect, these creatures abandon all pretence at martial discipline and simply tear at their prey with claws and fangs. A rare few Askurgans possess the strength to reverse this transformation, though they are forever marked in body and soul by their encounter with the monstrous reality of the Soulblight Curse.
SOULBLIGHT GRAVELORDS WARSCROLL
Askurgan Trueblades
MELEE WEAPONS
AtkHitWndRndDmg
Elongated Claws and Slavering Maw
Elongated Claws and Slavering Maw54+3+21
Askurgan Weapons [Crit (2 Hits), Anti-MONSTER (+1 Rend)]
Askurgan Weapons
Crit (2 Hits), Anti-MONSTER (+1 Rend)
23+3+11
BATTLE PROFILE

Unit Size: 8      Points: 150
MODELBASE SIZE
Askurgan Exemplar, 2 x Askurgan Ascetics, Askurgan Pariah32mm
Curseblood40mm
3 x Askurgan Acolytes28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Askurgan Weapons.
  • 1/8 models is a Curseblood and must replace their Askurgan Weapons with Elongated Claws and Slavering Maw.
  • The champion is an Askurgan Exemplar and cannot replace their weapons.

Passive
CREED OF THE ASKURGA RENKAI: Faithful to the teachings of ancient masters long slain, Trueblades test themselves against the most powerful adversaries, feasting solely on monstrous blood to bolster their strength and speed.

Effect: Subtract 1 from hit rolls for combat attacks made by enemy MONSTERS that target this unit. Add 1 to hit rolls for combat attacks made by this unit that target enemy MONSTERS.

Any Combat Phase
GUT-WRENCHING HOWL: The howl of a Curseblood resounds with the force of long-repressed bloodlust finally finding release, staggering even the bravest souls.

Declare: Pick an enemy unit in combat with this unit’s Curseblood to be the target.

Effect: Roll a dice. On a 4+, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION (1/8), WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE
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).
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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
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.
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.
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.
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

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.

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