Soulblight Gravelords – Scourge of Aqshy Revenant Draconith

This warscroll does not meet the selection criteria (see Settings tab).
SOULBLIGHT GRAVELORDS WARSCROLL
Scourge of Aqshy Revenant Draconith
12"
16
5+
5
6+
Rotted heirs of the godbeast Dracothion, Revenant Draconith are the decaying corpses of great drakes animated by necromancy. With a deep-seated animosity for all living things, they swoop down through the Aqshian skies to disgorge their flesh-melting breath over the enemy, lashing out with raking talons in a hate-filled frenzy.
SOULBLIGHT GRAVELORDS WARSCROLL
Scourge of Aqshy 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: 290
Base size: 160mm
Can be reinforced: No
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

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.

Once Per Turn (Army), Enemy Hero Phase
BRIMMING WITH RANCOUR: The Revenant
Draconith turns towards a foe, the
witchlights of its eyes flickering.
Radiating pure malevolence, the
enemy dares not approach its
mouldering form.

Declare: Pick a visible enemy unit to be the target.

Effect: For the rest of the turn, the target cannot end moves made as part of a non-CHARGE MOVE ability within X" of this unit, where X is equal to your current fury level.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
VOLATILE ANIMUS: he furious energies of Aqshy combine with the
forces animating the Revenant Draconith to make it highly unpredictable.

Effect: Spend 1 rage dice. If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7. Then, pick 1 of the following effects:

Retaliatory Posture: For the rest of the turn:
  • Ignore positive modifiers to hit rolls and wound rolls for attacks made by enemy units while they are in combat with this unit.
  • Add 1 to save rolls for this unit.
  • Add 1 to hit rolls for this unit’s attacks, including attacks made with Companion weapons, that target an enemy unit that used a FIGHT ability this phase.

Unrelenting Ferocity: For the rest of the turn:
  • Ignore negative modifiers to hit rolls and wound rolls for this unit’s attacks.
  • Add 1 to the Rend and Damage characteristics of this unit’s Companion melee weapons for attacks that target an enemy unit that has not used a FIGHT ability this phase.

KEYWORDS
MONSTER, FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS
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.
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).
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’).
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.

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

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

The SOULBLIGHT GRAVELORDS keyword is used in the following Soulblight Gravelords warscrolls:

Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new 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!
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
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.
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!

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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
© Vyacheslav Maltsev 2013-2026