Soulblight Gravelords – Ivya Volga, The Outcast

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SOULBLIGHT GRAVELORDS WARSCROLL
Ivya Volga
The Outcast
6"
5
5+
2
An outcast amongst a dynasty renowned for the strength of its blood ties, Ivya Volga has spent centuries roaming across the deadliest wilds of Shyish and beyond, hacking down its most ferocious denizens with her woodcutter’s axe and drinking from their opened veins. Rebellious and unpredictable, Ivya shows little reverence for the wolf – the traditional symbol of the Vyrkos – and instead surrounds herself with a needle-fanged swarm of bats. These creatures will sacrifice themselves without hesitation to protect their mistress, descending in a shrieking flock and sinking their teeth into eyes, throats and soft flesh. Despite her rejection of Vyrkos traditions, Ivya has grand plans to expand the reach of her dynasty and ultimately aims to found a haven of death from which they can launch invasions across the realms. Though still scorned by many of her peers, it may well be Ivya who leads her kin to a new promised land, and though she has little interest in fighting mere mortals, she will not hesitate to cleave her way through the defenders of a Sigmarite outpost so that the undead might claim the nexus point beneath.
SOULBLIGHT GRAVELORDS WARSCROLL
Ivya Volga
The Outcast
RANGED WEAPONS
RngAtkHitWndRndDmg
Bat Swarm’s Needling Fangs [Shoot in Combat, Companion]
Bat Swarm’s Needling Fangs
Shoot in Combat, Companion
12"2D64+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Heirloom Axe [Anti-MONSTER (+1 Rend)]
Heirloom Axe
Anti-MONSTER (+1 Rend)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 32mm
Can be reinforced: No
Regiment Options: Any Dire Wolves, Any Fell Bats
Notes: This HERO can join an eligible regiment as a Vyrkos Retainer.

Passive
BEHEMOTH’S BANE: Ivya has spent centuries roaming the forests of Shyish and beyond, and she has triumphed over some of the most heinous beasts imaginable.

Effect: Subtract 2 from the Attacks characteristic of enemy MONSTERS’ melee weapons while they are in combat with this unit.

Passive
SHRIEKING SWARM: Wherever Iyva goes, a flight of screeching bats accompanies her.

Effect: Subtract 1 from hit rolls for attacks that target this unit.

Your Hero Phase
6
TOTAL DOMINANCE: With a swift and precise gesture, Ivya exerts her powerful influence over nearby monsters.

Declare: Make a casting roll of 2D6.

Effect: For the rest of the turn, subtract 5 from the control scores of enemy MONSTERS while they are within 12" of this unit.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, 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).
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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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Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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’).
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Vyrkos Retainer.

Infantry Hero
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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.
© Vyacheslav Maltsev 2013-2024