Soulblight Gravelords – Deadwalker Zombies

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SOULBLIGHT GRAVELORDS WARSCROLL
Deadwalker Zombies
4"
1
6+
1
Shambling and groaning, flesh sagging off yellowed bones, a single zombie is a disconcerting sight. A horde of them can unnerve even the most steadfast warriors. Individually, a zombie is a clumsy and slow adversary, though the mindless ferocity with which they attack should not be underestimated. It is in bulk that zombies become a significant threat. Bludgeoning aside enemy defences, they lash out with filthy fingernails and crude improvised weapons, heedless of their losses. Any who fall to a zombie risk being infected by the necrotic energies clinging to them, rising again to assail their former friends and allies. As the remains of the freshly dead, zombies are amongst the easiest forms of cadaver to raise. It is for this reason that they are by far the most commonly utilised chattel troops in Soulblight hosts, hurled at the enemy in vast numbers to bog them down while the vampire elite chooses a vulnerable target to strike. Yet Deadwalkers are not always summoned into being intentionally; there are tales of graveyards, plague pits and corpse-choked marshes so suffused with the aetheric energy of Shyish that they have developed a malign and primitive sentience, and now puppet hordes of zombies lumber across the wilds as extensions of their primitive will.
SOULBLIGHT GRAVELORDS WARSCROLL
Deadwalker Zombies
MELEE WEAPONS
AtkHitWndRndDmg
Crude Weapon or Infectious Bite
Crude Weapon or Infectious Bite15+4+-1
BATTLE PROFILE

Unit Size: 20      Points: 150
Base size: 25mm
Can be reinforced: Yes

Passive
MINDLESS FEROCITY: Heedless of pain and knowing nothing of fear, Deadwalker Zombies are relentless in their efforts to slay the foe, and they will continue to hack, claw and bite even as they meet their final end.

Effect: Each time a model in this unit is slain by a combat attack and that model was in combat with the attacking unit, roll a dice. On a 6+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEADWALKERS
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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The DEADWALKERS keyword is used in the following Soulblight Gravelords warscrolls:

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).
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.
© Vyacheslav Maltsev 2013-2024