Soulblight Gravelords – Revenant Draconith

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SOULBLIGHT GRAVELORDS WARSCROLL
Revenant Draconith
12"
16
5+
5
Creatures both tragic and horrifying, the Revenant Draconith are titans from another age, raised from death by the foulest necromantic rituals. They still possess the strength of Dracothion’s true spawn, but all nobility has been scoured from them. They now exist only to kill, and at this there are few beings in existence more proficient. Descending from the skies like the image of death itself, they fall upon their prey spewing gouts of flesh-melting gas and shredding mortal flesh with claws and teeth.
SOULBLIGHT GRAVELORDS WARSCROLL
Revenant Draconith
RANGED WEAPONS
RngAtkHitWndRndDmg
Pestilential Miasma [Shoot in Combat, Companion]
Pestilential Miasma
Shoot in Combat, Companion
10"53+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Draconic Maw [Companion]
Draconic Maw
Companion
34+2+23
Draconic Claws [Companion]
Draconic Claws
Companion
74+2+12
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 160mm
Can be reinforced: No

You can use the models in these units to represent the following units as appropriate, provided they are on the listed base sizes:
Zombie Dragon → Revenant Draconith (160mm)

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Draconic Claws is 5.

Deployment Phase
DEATH ON TATTERED WINGS: The Revenant Draconith circles above the arrayed armies, eye sockets aglow with unholy energy.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve high above the battlefield. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
LOATHSOME DESCENT: The Revenant Draconith plunges into battle with a roar, slamming into its prey with bone-shattering force.

Declare: Pick this unit if it is high above the battlefield.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units.

Once Per Turn (Army), End of Any Turn
RED RUIN: Tearing free of the press with talons and teeth, the Revenant Draconith leaves a trail of gory destruction behind as it takes to the skies once more, searching for fresh prey.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+, resolve the following effects:
  • Inflict an amount of mortal damage on the target equal to the roll.
  • Heal (X) this unit where X is an amount equal to the roll.
  • This unit can be removed from the battlefield and set up in reserve high above the battlefield.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS
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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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.
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.

Army List
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Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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).
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!
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
© Vyacheslav Maltsev 2013-2025