Soulblight Gravelords – Necromancer

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SOULBLIGHT GRAVELORDS WARSCROLL
Necromancer
5"
5
6+
2
At first glance, one might number a Necromancer amongst the dead. In truth, these shrivelled mages occupy a more liminal state. Though their faces are sallow and their limbs wizened, a vestige of life still glints in their eyes – though it is all but smothered by morbid arcana. Even as they are corrupted by these energies, a Necromancer wields them to bolster the legions of Nagash. With a muttered invocation, they bring slain warriors lurching to their feet, unliving bodies reknitted with strands of amethyst sorcery. With a wave of their gnarled staff, a Necromancer can place an enervating curse on a foe, sapping them of vitality with the hunger of the Shyish Nadir. In the presence of these scholars of undeath, a throng of skeletons and zombies attack with unnatural, jerking speed, catching completely off guard those who assume the rank-and-file of the risen dead to be sluggish, clumsy things. To destroy a Necromancer can stymie an undead advance, but they are often surrounded by resurrected minions ready to catch blades and musket balls on their behalf. To a Necromancer, survival is everything; only by enduring will they be granted the morsels of mystic lore promised to them by their vampiric overlords – fuel for their deranged ambitions to conquer death itself.
SOULBLIGHT GRAVELORDS WARSCROLL
Necromancer
MELEE WEAPONS
AtkHitWndRndDmg
Mortis Staff
Mortis Staff34+4+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 32mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

Passive
UNDEAD MINIONS: Necromancers are obsessed with staving off death and will sacrifice any number of their resurrected servants to protect themselves.

Effect: While this unit is within the combat range of a friendly DEATHRATTLE or DEADWALKERS unit:
  • This unit has WARD (4+).
  • Each time you make a successful ward roll for this unit, allocate 1 damage point to a friendly DEATHRATTLE or DEADWALKERS unit within this unit’s combat range after the damage sequence for this unit has been resolved (ward rolls cannot be made for those damage points).

Once Per Turn (Army), Your Combat Phase
VANHEL’S DANSE MACABRE: The undead are filled with magical energy that causes them to jerk forwards and attack with tireless, unnatural speed.

Declare: Pick a friendly DEATHRATTLE or DEADWALKERS unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, the target can use 2 FIGHT abilities this phase. After the first is used, however, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS
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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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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
© Vyacheslav Maltsev 2013-2024