Soulblight Gravelords – Bloodseeker Palanquin

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SOULBLIGHT GRAVELORDS WARSCROLL
Bloodseeker Palanquin
10"
12
4+
5
As with mortals, vampires have their cliques and cults. Amongst the most infamous are the Sanguinarchs. For these discerning vampires, blood is not something to be guzzled like a crass beast; it is a princely substance to be treated as a master vintner would their wine. Sanguinarchs often serve their dynasties as agents within mortal cities. Immortalised in bardic songs as Bloodmothers, Red Spiders or Pale Doyennes, they adopt the persona of the courtly matchmaker to manipulate liaisons between nobles and produce the most sumptuous blends of blood within their progeny – all for the vampires to feast on, in due time. Some Sanguinarchs, however, maintain that only the pulse-pounding emotions of the battlefield can properly spice their creations. Riding atop stately Bloodseeker Palanquins carried by screeching gheists, these vampires hunt down champions whose blood they judge to be of particularly high quality before extracting it using gruesome exsanguinating sorceries. They excel in distilling the aetheric resonations of violent death into their concoctions of hero’s gore, and though even other vampires may consider the Sanguinarch’s obsession with crafting the perfect vintage indulgent, they cannot deny the power that infuses them as they sup upon the macabre artiste’s work.
SOULBLIGHT GRAVELORDS WARSCROLL
Bloodseeker Palanquin
MELEE WEAPONS
AtkHitWndRndDmg
Sanguinarch’s Stiletto [Crit (2 Hits)]
Sanguinarch’s Stiletto
Crit (2 Hits)
53+3+12
Spectral Host’s Blades [Companion]
Spectral Host’s Blades
Companion
104+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 250
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

Passive
WAILS OF THE DAMNED: Unnerving howls follow this macabre carriage wherever it roams.

Effect: Subtract 3 from the control scores of enemy units while they are within 12" of this unit.

Once Per Battle (Army), Your Combat Phase
A PROMISING CONCOCTION: Sanguinarchs are obsessed with crafting the finest ichorous blends, and they can further refine such rich pickings to bolster their strength and that of their lackeys.

Declare: Pick up to 3 friendly VAMPIRE units wholly within 12" of this unit to be the targets.

Effect: Add 1 to the Attacks characteristic of the targets’ melee weapons for the rest of the turn.

KEYWORDS
HERO, WAR MACHINE, WIZARD (1), FLY, 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.
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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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.
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.

The WAR MACHINE 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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

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.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
© Vyacheslav Maltsev 2013-2024