Soulblight Gravelords – Mortis Engine

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•SOULBLIGHT GRAVELORDS WARSCROLL•
Mortis Engine
10"
12
4+
5
6+
When a truly formidable Necromancer is destroyed, their acolytes will reverently collect their remains and inter them within rune-marked caskets and reliquaries. These are then mounted atop the arcane constructs known as Mortis Engines, each guided into battle by a Corpsemaster learned in the ways of the amethyst arts. This dreadful reliquary acts as a wellspring of necromantic power, sending forth waves of life-stealing magic and bolstering the Shyishan energies that animate lesser undead.
•SOULBLIGHT GRAVELORDS WARSCROLL•
Mortis Engine
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Corpsemaster’s Staff
Corpsemaster’s Staff34+3+1D3
Spectral Host’s Blades [Companion]
Spectral Host’s Blades
Companion
104+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

Passive
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.

Effect: When this unit is set up for the first time, place a stored energy dice beside it with the ‘1’ facing up. Each time a friendly SOULBLIGHT GRAVELORDS WIZARD successfully casts a spell while it is within 12" of this unit, increase the value of the stored energy dice beside this unit by 1 (to a maximum of 6).

Passive
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.

Effect: When a friendly DEATHRATTLE or DEADWALKERS unit wholly within 12" of this unit is picked to be the target of the ‘Deathly Invocation’ ability, add D3 to the number of damage points that can be healed or the combined Health characteristic of models that can be returned.

Once Per Turn (Army), Your Shooting Phase
WAVE OF POWER: With arms held aloft, the Corpsemaster discharges the energy stored within the Mortis Engine, searing the life force from those nearby.

Declare: Pick up to 3 enemy units within 10" of this unit to be the targets.

Effect: Roll a dice for each target. On a 3+, inflict an amount of mortal damage on the target equal to the value of this unit’s stored energy dice. Then, change the value of the stored energy dice back to 1.

KEYWORDS
HERO, WAR MACHINE, WIZARD (1), FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS

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

Infantry Hero
Cavalry

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

Infantry Hero
Beast
Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.
15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

FAQ / Errata

FAQ
Q:Do models removed as a result of a unit being out of coherency count as having been slain?
A:
Yes.
Errata
Addenda: 18.3 Slain models
Add the following:

‘You must remove the fewest models possible to make the unit a single coherent group.’
Addenda: removed from play/removed from the battlefield
Add the following definition:

‘removed from play/removed from the battlefield: When a model or unit is removed from the battlefield, it no longer has any effect on the battle, though it can still be relevant for abilities that allow you to return models or replace units.’
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).
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
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.
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.

The SOULBLIGHT GRAVELORDS keyword is used in the following Soulblight Gravelords warscrolls:

War Machine Hero
Beast
Faction Terrain
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.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

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

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE
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!

FAQ

Q:If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does FLY allow that unit to move across an enemy unit’s combat range?
A:
Yes.

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

War Machine Hero
Beast
Faction Terrain

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

War Machine Hero
Beast
Faction Terrain

The SOULBLIGHT GRAVELORDS keyword is used in the following Soulblight Gravelords warscrolls:

War Machine Hero
Beast
Faction Terrain

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The WAR MACHINE keyword is used in the following Soulblight Gravelords warscrolls:

War Machine Hero
Once Per Turn (Army), Any Hero Phase
DEATHLY INVOCATION: Skilled wielders of death magic can summon hordes of undead.

Declare: Pick a friendly SOULBLIGHT GRAVELORDS HERO to use this ability, then pick up to 3 friendly DEATHRATTLE or DEADWALKERS units wholly within 12" of that HERO to be the targets.

Effect: For each target:
  • If the target is damaged, Heal (3) the target.
  • If the target is not damaged, return a number of slain models to it with a combined Health characteristic of up to 3.
© Vyacheslav Maltsev 2013-2026