Soulblight Gravelords – Coven Throne

This warscroll does not meet the selection criteria (see Settings tab).
SOULBLIGHT GRAVELORDS WARSCROLL
Coven Throne
10"
12
4+
5
6+
Coven Thrones are a symbol of macabre splendour prized by the most egotistical vampires, those who see the dirt and filth of a churning battlefield as beneath them. Drifting forth upon a surging mass of bound spirits, this necro-crafted palanquin allows its occupants to observe and partake in the slaughter whilst reclining in comfort. Sipping from goblets of freshly drained blood, they pour the rest into an unholy font, reading the bubbling liquid within for signs and portents regarding the battle’s outcome.
SOULBLIGHT GRAVELORDS WARSCROLL
Coven Throne
MELEE WEAPONS
AtkHitWndRndDmg
Matriarch’s Stiletto [Crit (2 Hits)]
Matriarch’s Stiletto
Crit (2 Hits)
53+3+12
Acolytes’ Poniards
Acolytes’ Poniards63+3+11
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
TACTICAL INSIGHT: The vampire and their acolytes employ their divinatory abilities to manipulate and aid their undying servants.

Effect: Friendly DEATHRATTLE and DEADWALKERS units have WARD (5+) while they are wholly within 6" of this unit.

Passive
SCRYING POOL: Within this pool of shimmering gore, the vampire foresees the shape of the battle to come.

Effect: If a friendly SOULBLIGHT GRAVELORDS unit wholly within 12" of this unit uses the ‘Redeploy’ command, you can pick another friendly SOULBLIGHT GRAVELORDS unit wholly within 12" of this unit that has not used a command this phase to use the ‘Redeploy’ command immediately after the first has been resolved (this is an exception to Commands, 1.2). No command point is spent the second time that command is used.

Once Per Battle (Army), Your Combat Phase
A PROMISING CONCOCTION: The gory contents of the Coven Throne’s scrying bowl can be consumed by its riders and other vampires nearby, giving them a flush of power.

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.
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.
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.

Army List
Warscrolls collated

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!
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’).
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 DEADWALKERS keyword is used in the following Soulblight Gravelords warscrolls:

The WAR MACHINE keyword is used in the following Soulblight Gravelords warscrolls:

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

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!
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

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

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
1.2 Using Commands
Commands are used in a similar manner to any other ability. However, each unit can only use 1 command in each phase, each command can only be used 1 time by each army in each phase, and you must spend a number of command points equal to the command point cost to use a command.
© Vyacheslav Maltsev 2013-2025