Soulblight Gravelords – Neferata, Mortarch of Blood

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SOULBLIGHT GRAVELORDS WARSCROLL
Neferata
Mortarch of Blood
12"
14
3+
5
Queen Neferata is a dark and regal monarch who rules over the grandiose kingdom of Nulahmia. Ancient beyond mortal comprehension, Neferata was the first mortal to succumb to the Soulblight Curse. All other vampires ultimately descend from her tainted bloodline – a fact that she is swift to remind her rivals of. Though many tales are spun of her stupefying presence and the opulence of her palatial court, Neferata’s greatest asset is her intellect. Her webs of intrigue span the realms, and she is never more content than when she is ensnaring another witless pawn – mortal or undead – in her schemes. Of course, not all wars can be won with a honeyed whisper or a grand deception. There are times when the Mortarch of Blood must take a more direct approach. On such occasions, she rides the dread abyssal Nagadron, accompanied by pristine hosts of vampiric warriors eager to earn their queen’s favour. Concealing her army’s movements behind a shroud of penumbral gloom, Neferata effortlessly outmanoeuvres her enemies, delighting in their rising panic. Should she deem it worth her while, she will enter the fray herself, eviscerating foes with the infernal dagger Akmet-har and the bladed staff Aken-seth.
SOULBLIGHT GRAVELORDS WARSCROLL
Neferata
Mortarch of Blood
MELEE WEAPONS
AtkHitWndRndDmg
Aken-seth
Aken-seth32+3+22
Akmet-har [Anti-HERO (+1 Rend)]
Akmet-har
Anti-HERO (+1 Rend)
53+3+21
Nagadron’s Claws [Companion]
Nagadron’s Claws
Companion
54+2+33
BATTLE PROFILE

Unit Size: 1      Points: 460
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Nagadron’s Claws is 3.

Once Per Turn (Army), End of Any Turn
THE ADEVORE: Should Nagadron sense the impending doom of a foe wounded by the Dagger of Jet, it will fall upon them and hungrily feast on their soul.

Declare: Pick an enemy HERO that was allocated any damage points inflicted by this unit’s Akmet-har this turn to be the target.

Effect: Roll a dice. On a 5+, the target is automatically destroyed.
KEYWORDSRAMPAGE

Passive
TWILIGHT’S ALLURE: Neferata cloaks her minions in perpetual gloom.

Effect: Subtract 1 from hit rolls for combat attacks that target friendly SOULBLIGHT GRAVELORDS units while they are wholly within 6" of this unit.

Deployment Phase
THE MORTARCH OF BLOOD: Neferata has millennia of experience analysing and unpicking her foes’ ploys.

Declare: Pick up to 3 friendly DEATHRATTLE INFANTRY or DEADWALKERS INFANTRY units to be the targets.

Effect: Each target can use the ‘Normal Move’ ability as if it were your movement phase.

Your Hero Phase
7
DARK MIST: Neferata summons tendrils of penumbral mist to coil around her minions, rendering their corporeal forms as insubstantial as smoke.

Declare: Pick a visible friendly non-MONSTER SOULBLIGHT GRAVELORDS unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Ignore modifiers to save rolls for the target (positive and negative) until the start of your next turn.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE
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).
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
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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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
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.
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).
Universal Core Abilities - Movement Phase
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

Your Movement Phase
RUN: The unit rushes into position.

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

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

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

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!

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

The DEATHRATTLE and INFANTRY keywords are used in the following Soulblight Gravelords warscrolls:

The INFANTRY and DEADWALKERS keywords are used in the following Soulblight Gravelords warscrolls:

© Vyacheslav Maltsev 2013-2024