Soulblight Gravelords – Mortis Engine

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WARSCROLL

Mortis Engine

Within each Mortis Engine is bound the remains of a powerful liche-lord. Death magic is drawn to these constructs, a reservoir of power that can be tapped into by fellow practitioners or else unleashed in a burst of lethal energy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Mortis Staff
Mortis Staff1"24+4+-12
Spectral Claws and Blades
Spectral Claws and Blades1"4+4+-1
DAMAGE TABLE
Wounds SufferedMoveWail of the DamnedSpectral Claws and Blades
0-614"16"12
7-812"14"10
9-1010"12"8
11+8"10"6
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

A Mortis Engine is driven by a Corpsemaster armed with a Mortis Staff.

FLY: This unit can fly.

MOUNT: This unit’s spectral host is armed with Spectral Claws and Blades.

The Reliquary: When the amethyst magics that thrum through a Mortis Engine reach a crescendo, its Corpsemaster custodian can unleash them as a lethal bow wave of power.
Each time a friendly SOULBLIGHT GRAVELORDS WIZARD successfully casts a spell that is not unbound, unbinds a spell or dispels an endless spell, place 1 reliquary counter beside this unit (to a maximum of 6). Once per battle, in your hero phase, you can say that this unit will unleash the energies of its reliquary. If you do so, each enemy unit within 6" of this unit suffers a number of mortal wounds equal to the number of reliquary counters beside this unit.

Wail of the Damned: Unnerving howls follow this carriage wherever it roams. Should an enemy get close enough, the spectral host unleashes a deafening wail that tears the soul apart.
In your shooting phase, roll a dice for each enemy unit within range of this unit’s Wail of the Damned ability. The range of this unit’s Wail of the Damned ability is shown on its damage table. On a 4+, that unit suffers D3 mortal wounds.

Nexus of Death Energy: Mortis Engines are constructed around the remains of a slain Necromancer, who acts as a locus for the magics of the underworlds.
Each time you pick a friendly SOULBLIGHT GRAVELORDS SUMMONABLE unit wholly within 12" of this unit using the Deathly Invocation battle trait, you can either heal up to D3+3 wounds allocated to that unit instead of 3 or, if no wounds have been allocated to that unit, you can return a number of slain models to it that have a combined Wounds characteristic of D3+3 or less instead of 3 or less.

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, DEATHMAGES, MALIGNANT, MORTIS ENGINE
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.
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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

The SOULBLIGHT GRAVELORDS and SUMMONABLE keywords are used in the following Soulblight Gravelords warscrolls:

Leader
Battleline
None

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

Leader
Behemoth

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

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2024