Soulblight Gravelords – Scourge of Ghyran Sekhar, Fang of Nulahmia

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SOULBLIGHT GRAVELORDS WARSCROLL
Scourge of Ghyran Sekhar
Fang of Nulahmia
6"
6
3+
2
Sekhar is one of the most lethally skilled agents of the Mortarch Neferata and the most prominent member of the elite order known as the Fangs of Nulahmia. She is a master manipulator and spy whose honeyed whispers have seen more kingdoms crumble to dust than she can recall. Sekhar travels the realms at the behest of her mistress, advancing the cause of the Nulahmian elite and ensuring – through subterfuge, trickery or outright slaughter – that Neferata’s enemies are bled white.
SOULBLIGHT GRAVELORDS WARSCROLL
Scourge of Ghyran Sekhar
Fang of Nulahmia
MELEE WEAPONS
AtkHitWndRndDmg
Nulahmian Warglaive [Crit (2 Hits)]
Nulahmian Warglaive
Crit (2 Hits)
53+3+12
Ouboroth’s Godhusk Fangs [Companion]
Ouboroth’s Godhusk Fangs
Companion
34+3+2D3
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 60 × 35mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Once Per Turn, Reaction: Opponent declared a command for a visible enemy unit within 18" of this unit
ALLOW ME TO REMIND YOU...: As Neferata’s premier agent in the Mortal Realms, Sekhar’s authority and near matchless powers of hypnotism ensure few have the willpower to resist her demands.

Effect: Roll a dice. On a 5+, that command has no effect, it still counts as having been used and the command points spent to use it are still lost.

Once Per Battle Round, Reaction: Opponent declared a SPELL or CHARGE ability for a visible enemy unit within 18" of this unit
LEST YOU FORGET…: Sekhar moves as a blinding blur, her unnatural speed obscuring her form from even the keenest gaze.

Effect: Pick 1 dice from the charge roll or casting roll for that ability. Your opponent must re-roll that dice.

Your Hero Phase
6
IRRESISTIBLE DEMAND: Sekhar locks eyes across the battlefield with her victim, who falls hopelessly under her control, lashing out wildly even as their allies struggle to hold them down.

Declare: Pick a visible enemy HERO within 18" of this unit to be the target. Then, make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on each other enemy unit within 3" of the target.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (2), INFANTRY, 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).
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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
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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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’).
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.
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.
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).
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2025