Soulblight Gravelords – Sekhar, Fang of Nulahmia

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SOULBLIGHT GRAVELORDS WARSCROLL
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. Her powers of hypnosis are renowned even amongst the rarified ranks of Neferata’s chosen, and she is accompanied by the dreadful Ouboroth the Time-Swallower, the ravenous husk of a fallen serpentine death-god. Should blood need to be spilled, Sekhar is only too glad to do so. Her Nulahmian warglaive slices back and forth so fast that her enemies do not notice their doom until their innards spill to the ground, while the vampire’s arcane suggestions cause nearby foes to stumble in confusion, staggered by subconscious doubt. Should a foe prove particularly defiant, Sekhar will unleash the fury of Ouboroth, the death-serpent’s maw yawning wide to devour the souls and flesh of its screaming victims.
SOULBLIGHT GRAVELORDS WARSCROLL
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: 240
Base size: 60 × 35mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

Once Per Battle, Any Combat Phase
THE TIME-SWALLOWERS MAW: Though Sekhar is loath to let Ouboroth feast upon souls, sometimes, needs must.

Declare: Pick each enemy unit in combat with this unit to be the targets.

Effect: This unit cannot use the ‘Serpentine Agility’ ability for the rest of the battle. Roll 2D6 for each target. If the roll exceeds the target’s Move characteristic, inflict an amount of mortal damage on the target equal to the difference between the roll and its Move characteristic.

Passive
SERPENTINE AGILITY: Sekhar moves as a blinding blur, her unnatural speed obscuring her form from even the keenest gaze.

Effect: If the unmodified hit roll for an attack that targets this unit is 1-4, the attack fails and the attack sequence ends.

Your Hero Phase
7
DEATH’S CONSTRUCTION: Through the subtlest arcane suggestion, Sekhar implants her will in vulnerable minds – supplanting their former purpose with the undying will of Nulahmia.

Declare: Pick a visible enemy unit within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, this unit, and any friendly SOULBLIGHT GRAVELORDS units while they are wholly within 6" of this unit, cannot be picked to be the target of abilities used by the target other than FIGHT abilities.
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.

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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.
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).
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 2013-2024