Soulblight Gravelords – Hand of Nagash

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SOULBLIGHT GRAVELORDS WARSCROLL
Hand of Nagash
8"
10
5+
8+
A grasping, skeletal arm spears its way into reality, reaching for living beings and seizing them between its bony fingers. Even those who manage to avoid its deathly cold grasp are not safe, for the Hand of Nagash is not so easily denied. Leaving the frozen and crushed corpses of its victims behind, it will disappear – only to emerge somewhere else to continue its murderous rampage.
SOULBLIGHT GRAVELORDS WARSCROLL
Hand of Nagash
MELEE WEAPONS
AtkHitWndRndDmg
Grasping Talon [Crit (Mortal)]
Grasping Talon
Crit (Mortal)
54+2+12
Any Combat Phase
CHILL GRASP: A deathly chill seizes the hearts of the foe, leaving them petrified with fear.

Declare: Pick an enemy unit in combat with this MANIFESTATION to be the target.

Effect: Roll a dice. On a 4+, the following effects apply until the start of your next turn:
  • While the target is within 3" of this MANIFESTATION, the target has a maximum control score of 1 that cannot be modified.
  • While the target is within 3" of this MANIFESTATION, the target cannot use MOVE abilities.

Your Movement Phase
INESCAPABLE REACH: From a yawning rift in the fabric of reality, a colossal arm of eldritch bone emerges.

Declare: This MANIFESTATION can only use this ability if it has not been set up this turn.

Effect: Remove this MANIFESTATION from the battlefield and set it up anywhere on the battlefield more than 9" from all enemy units. Then, roll a D3. On a 2+, this MANIFESTATION can move a number of inches equal to the roll.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS
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).
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

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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.
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!
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.

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

Endless Spell

The ENDLESS SPELL keyword is used in the following Soulblight Gravelords warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2025