Soulblight Gravelords – Deintalos the Exile

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6"
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WARSCROLL

Deintalos the Exile

The vampire Deintalos dwells in the darkness of Harrowdeep, snaring those who walk its labyrinthine passages. His experiments with the Force Dynamic – the arco-electric force he believes animates all things – led to his self-imposed exile from Shyish, where his brand of necromancy is taboo.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dynamic Bolts
Dynamic Bolts18"24+2+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stave Dynamic
Stave Dynamic1"33+2+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader
Base size: 28.5mm
Notes: Single, Unique. Deintalos the Exile and The Exiled Dead units must be taken as a set. Although taken as a set, each is a separate unit.

Deintalos the Exile is armed with Dynamic Bolts and the Stave Dynamic.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

The Hunger: Those who bear the Soulblight curse constantly crave blood and are empowered by feasting upon their foes.
Each time this unit fights, after all of its attacks have been resolved, you can heal up to a number of wounds allocated to this unit equal to the number of wounds and mortal wounds caused by those attacks that were allocated to enemy units.

Crackling Field: Deintalos and his Arcwalkers are protected from harm by a field of arco-electric energy.
This unit has a ward of 5+.

Terrible Dynamism: The power stored in the Stave Dynamic can reanimate Deintalos’s Deadwalker minions.
At the end of the battleshock phase, if a friendly THE EXILED DEAD unit is within 6" of this unit, you can return 1 slain model to that unit.

Channelled Dynamism: The arcane control Deintalos has over the Force Dynamic allows for surprising bursts of speed from his minions.
Channelled Dynamism is a spell that has a casting value of 3 and a range of 6". If successfully cast, pick 1 friendly THE EXILED DEAD unit wholly within range and visible to the caster. Until your next hero phase, that unit can run and still charge later in the turn.

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE, HERO, WIZARD, DEINTALOS THE EXILE
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
© Vyacheslav Maltsev 2013-2024