Soulblight Gravelords – Mannfred von Carstein, Mortarch of Night

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SOULBLIGHT GRAVELORDS WARSCROLL
Mannfred von Carstein
Mortarch of Night
12"
14
3+
5
A cunning military mastermind and a skilled wielder of the darkest magic, Mannfred von Carstein is one of the most feared and reviled vampires in existence. He holds the rank of Mortarch of Night and rules over an entire underworld – the gloomy province of Carstinia. Yet even this is not enough to satisfy his lust for power. Von Carstein’s ego knows no limits, and every day he spends in thrall to Nagash is another splinter lodged in his black heart. In his wake lie the corpses of untold thousands, slaughtered because they stood in the path of his vaulting ambition. The Mortarch of Night wields his undead hordes like a psychological bludgeon against his foes, taking great delight in raising the recently slain and setting them against their former comrades. While these charnel legions mire the enemy in blood and corpse-flesh, Von Carstein himself leads ruthless charges into their flanks, riding atop the dread abyssal Ashigaroth and carving a bloody path through the melee with lightning slashes of Gheistvor, the Sword of Unholy Power. Any foes able to fend off this deadly assault are subjected to a withering storm of amethyst sorcery, their bodies turned to ash and their souls sent screaming into Nagash’s grasp.
SOULBLIGHT GRAVELORDS WARSCROLL
Mannfred von Carstein
Mortarch of Night
MELEE WEAPONS
AtkHitWndRndDmg
Ashigaroth’s Claws [Companion]
Ashigaroth’s Claws
Companion
54+2+33
Gheistvor
Gheistvor63+3+12
BATTLE PROFILE

Unit Size: 1      Points: 430
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Ashigaroth’s Claws is 3.

Passive
THE SWORD OF UNHOLY POWER: Gheistvor drinks deep of its victims’ souls, bolstering the power of Mannfred’s risen minions.

Effect: If this unit has slain any enemy models this turn, for the rest of the turn, add 1 to the Attacks characteristic of melee weapons used by friendly DEATHRATTLE and DEADWALKERS units while they are wholly within 12" of this unit.

Reaction: You declared the ‘Redeploy’ command for a SOULBLIGHT GRAVELORDS unit wholly within 12" of this unit
THE MORTARCH OF NIGHT: Mannfred’s ancient cunning is rightly feared throughout the Mortal Realms.

Effect: The unit using the ‘Redeploy’ command can move into combat when using that ability.

Your Hero Phase
7
WIND OF DEATH: Mannfred conjures a howling gust of spectral wind that tears the souls from the bodies of those who feel its chilling bite.

Declare: Pick a point on the battlefield within 18" of the caster, pick up to 3 visible enemy units within 6" of that point to be the targets, then make a casting roll of 2D6.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSSPELL

Once Per Turn (Army), Any Combat Phase
ASHIGAROTH’S HUNGER: Mannfred’s dread abyssal is afflicted by a hunger as indiscriminate as it is unending, and it strikes with lightning-fast speed to attempt in vain to satiate that hunger.

Effect: If this unit charged this turn, roll a dice. On a 3+, this unit has STRIKE-FIRST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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.

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

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

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!
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN

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

© Vyacheslav Maltsev 2013-2024