Soulblight Gravelords – Necromancer

This warscroll does not meet the selection criteria (see Settings tab).
5"
5
6+
10
WARSCROLL

Necromancer

Necromancers are those mortals who, in their quest to attain mastery over death, wield the foulest Shyishan magics. At their command, the undead rise from their graves, granted an unholy impetus by their masters even as they shield them from harm.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Mortis Staff
Mortis Staff1"24+4+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Necromancer is armed with a Mortis Staff.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Deathstench Drove

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Undead Minions: Necromancers are obsessed with staving off death and will sacrifice any number of their resurrected servants to protect themselves.
If this unit is within 3" of any friendly SOULBLIGHT GRAVELORDS SUMMONABLE units, before you allocate a wound or mortal wound to this unit, or instead of making a ward roll for a wound or mortal wound that would be allocated to this unit, roll a dice. On a 4+, that wound or mortal wound is allocated to 1 of those friendly units instead of this unit.

Vanhel’s Danse Macabre: The undead are filled with magical energy that causes them to jerk forwards and attack with tireless, unnatural speed.
Vanhel’s Danse Macabre is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 friendly SOULBLIGHT GRAVELORDS SUMMONABLE unit wholly within range, visible to the caster and within 3" of any enemy units. That unit can immediately fight.

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, DEATHMAGES, HERO, WIZARD, NECROMANCER
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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.

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 NECROMANCER keyword is used in the following Soulblight Gravelords warscrolls:

Leader
© Vyacheslav Maltsev 2013-2024