Soulblight Gravelords – Neferata, Mortarch of Blood

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WARSCROLL

Neferata, Mortarch of Blood

First amongst the Soulblight vampires, Neferata is a true monarch of the dead. In battle, the Nulahmian queen fights with a cruel, merciless intensity, the enemy’s greatest warriors torn apart by a blur of precise and deadly strikes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Akmet-har
Akmet-har1"53+3+-21
Aken-seth
Aken-seth1"32+3+-22
Skeletal Claws
Skeletal Claws1"4+3+-22
Spectral Claws and Daggers
Spectral Claws and Daggers1"64+4+-1
DAMAGE TABLE
Wounds SufferedMoveSkeletal Claws
0-716"6
8-913"5
10-1110"4
12+7"3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 410
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single, Unique

Neferata, Mortarch of Blood, is armed with Akmet-har and Aken-seth.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

WARMASTER: If this unit is included in a Soulblight Gravelords army, it is treated as a general even if it is not the model picked to be the army’s general.

FLY: This unit can fly

MOUNT: This unit’s dread abyssal, Nagadron, is armed with Skeletal Claws.

COMPANION: This unit is accompanied by a host of spirits armed with Spectral Claws and Daggers.

Dagger of Jet: The dagger Akmet-har has been employed in many of Nulahmia’s most sordid blood rituals and is capable of killing with the merest scratch.
At the end of any phase, if any wounds caused by this unit’s Akmet-har were allocated to an enemy HERO in that phase and that enemy HERO has not been slain, roll a dice. On a 5+, that enemy HERO is slain.

Twilight’s Allure: Neferata cloaks her minions in a penumbral gloom, shrouding the progress of her insidious schemes until it is too late to halt them.
Subtract 1 from hit rolls for attacks made with melee weapons that target friendly LEGION OF BLOOD units wholly within 12" of this unit.

Mortarch of Blood: Neferata has millennia of experience in analysing and unpicking a foe’s ploys. Few strategies can hope to catch her unprepared.
At the end of deployment, before determining control of objectives, you can pick up to 3 friendly LEGION OF BLOOD units on the battlefield. First, remove this unit from the battlefield and set it up again wholly within your territory. Then, remove those friendly LEGION OF BLOOD units from the battlefield and set them up again wholly within your territory. Any restrictions in the deployment instructions for the battleplan being used still apply.

The Hunger: Those who bear the Soulblight curse constantly crave blood and are empowered by feasting upon their foes.
Each time this unit fights, after all of its attacks have been resolved, you can heal up to a number of wounds allocated to this unit equal to the number of wounds and mortal wounds caused by those attacks that were allocated to enemy units (to a maximum of 6).

Dark Mist: Muttering an ancient incantation, Neferata summons tendrils of penumbral mist to coil around her minions, rendering their corporeal forms as insubstantial as smoke.
Dark Mist is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 friendly LEGION OF BLOOD unit wholly within range and visible to the caster. Ignore modifiers (positive and negative) to save rolls for attacks that target that unit until your next hero phase.

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE, LEGION OF BLOOD, MORTARCH, HERO, MONSTER, WIZARD, NEFERATA
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.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

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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.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

Leader, Behemoth
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
© Vyacheslav Maltsev 2013-2024