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
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: 240
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
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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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.
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.

Army List
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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’).
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 WAR MACHINE keyword is used in the following Soulblight Gravelords warscrolls:

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.

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

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).
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!
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).
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 2013-2025