Soulblight Gravelords – Prince Vhordrai

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WARSCROLL

Prince Vhordrai

From his macabre stronghold, the Crimson Keep, Prince Vhordrai leads his vampiric knights as they ride to war. Cursed for his past disloyalty, Vhordrai now serves as the Fist of Nagash, annihilating his master’s enemies in displays of shocking violence.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pestilential Breath
Pestilential Breath12"D63+3+-13
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodlance
Bloodlance2"53+3+-22
Snapping Maw
Snapping Maw3"34+3+-33
Sword-like Claws
Sword-like Claws2"4+3+-12
DAMAGE TABLE
Wounds SufferedMoveSword-like Claws
0-614"7
7-912"6
10-1210"5
13+8"4
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 440
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single, Unique

Prince Vhordrai is armed with the Bloodlance.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell 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 Zombie Dragon, Shordemaire, is armed with Pestilential Breath, a Snapping Maw and Sword-like Claws.

Fist of Nagash: To the Kastelai, Vhordrai is the Saint of Slaughter, a peerless warlord in whose shadow they fight all the harder.
Once per turn, if this unit is on the battlefield when a friendly KASTELAI VAMPIRE unit gains an ability with the Might of the Crimson Keep battle trait, you can pick 1 other friendly KASTELAI VAMPIRE unit wholly within 24" of this unit that has not already gained that ability and that has not gained any other abilities with the Might of the Crimson Keep battle trait in that turn. That unit gains the same ability.

Bloodlance Charge: This ancient lance is even more deadly when wielded on the charge.
This unit’s Bloodlance has a Rend characteristic of -3 and a Damage characteristic of 3 if this unit made a charge move in the same turn.

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).

Terror: This terrifying monstrosity strikes fear into the hearts of its foes.
Enemy units cannot receive the Inspiring Presence command while they are within 3" of any friendly units with this ability.

Quickblood: Prince Vhordrai calls upon the power of the ancient curse running through his veins, lending strength and speed to his strikes.
Quickblood is a spell that has a casting value of 7. If successfully cast, the strike-first effect applies to the caster until your next hero phase.

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE, KASTELAI, HERO, MONSTER, WIZARD, ZOMBIE DRAGON, PRINCE VHORDRAI
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.

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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.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.

The ZOMBIE DRAGON keyword is used in the following Soulblight Gravelords warscrolls:

Leader, Behemoth
Behemoth

The KASTELAI and VAMPIRE keywords are used in the following Soulblight Gravelords warscrolls:

Leader, Behemoth
Leader
None
© Vyacheslav Maltsev 2013-2024