Soulblight Gravelords – Lauka Vai, Mother of Nightmares

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SOULBLIGHT GRAVELORDS WARSCROLL
Lauka Vai
Mother of Nightmares
10"
11
4+
5
Lauka Vai is known as the Mother of Nightmares, and those who witness her terrifying, centauroid form would attest to the accuracy of that title. Yet Vai is no mere monster. She is the matriarch of the maligned and beast-like vampires of the Avengorii dynasty, a leader trying to guide her flock even as her curse threatens to reduce her to a mindless beast. It is a testament to her formidable willpower that she has retained a grip upon her sanity, despite the changes wrought upon her flesh by exposure to raw and unchecked magic. Once, Lauka Vai was a member of the Askurga Renkai, an order of Ghurish vampires famed for feeding solely upon beast blood in an attempt to quell the monster lurking within. Vai retains elements of their honour code to this day, seeing mere mortals such as humans or duardin as unworthy prey and preferring instead to hunt the mightiest monsters of the realms, impaling them upon the tip of her rapier. Yet Vai holds no great love for the living, and those who offend her are soon torn apart piecemeal for their insolence, their bloody corpses tossed to her bestial ‘children’ to feed upon.
SOULBLIGHT GRAVELORDS WARSCROLL
Lauka Vai
Mother of Nightmares
MELEE WEAPONS
AtkHitWndRndDmg
Gore-drenched Talons
Gore-drenched Talons33+2+33
Askurga Rapier
Askurga Rapier53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 80mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

Passive
NIGHTMARE’S MIASMA: The strange curse of the Vengorians sees shining blades and hallowed relics crumble and patinate in their presence.

Effect: Subtract 1 from the Rend characteristic of melee weapons used by enemy units while they are in combat with this unit.

Once Per Turn (Army), Any Combat Phase
IMPALING TALONS: Lauka Vai thrusts her massive talons into her prey with lethal precision, inflicting horrendous wounds upon them.

Declare: If this unit charged this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. If the roll is equal to or less than the target’s Health characteristic, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

Your Hero Phase
6
THE QUEEN’S DICTAT: Lauka summons an arcane blood-mist that drives a beast among her brood into a terrible frenzy.

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

Effect: Pick 1 of the target’s Companion melee weapons. Add D3 to the Attacks characteristic of that weapon for the rest of the turn.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (1), FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE
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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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’).
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

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.
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.
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).
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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!
© Vyacheslav Maltsev 2013-2024