Soulblight Gravelords – The Exiled Dead

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WARSCROLL

The Exiled Dead

In Harrowdeep, Deintalos found an ideal place to hide his grisly experiments. Aided by his mortal apprentice in necromancy, Marcov, Deintalos animates cadavers with arcane machinery and using the Force Dynamic. These Arcwalkers, as Deintalos dubs them, act in eerie unison as they tear apart their foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arco-electric Weapon
Arco-electric Weapon1"35+4+-11
Bonesaw
Bonesaw1"33+3+-1
Pitted Halberd
Pitted Halberd1"23+3+-2
PITCHED BATTLE PROFILE

Unit Size: 6      Points: 220
Battlefield Role: None
Base size: 25mm
Notes: Single, Unique. Deintalos the Exile and The Exiled Dead units must be taken as a set. Although taken as a set, each is a separate unit.

The models in The Exiled Dead are Prentice Marcov, Regulus, Bault, Vlash, Ione and Coyl. Prentice Marcov is armed with a Bonesaw. Regulus is armed with a Pitted Halberd. Bault, Vlash, Ione and Coyl are each armed with an Arco-electric Weapon.

CHAMPION: Prentice Marcov is the unit champion and has a Wounds characteristic of 3. Add 1 to casting and unbinding rolls for a friendly DEINTALOS THE EXILE if this unit includes Prentice Marcov.

Dynamic Cage: The energy Deintalos uses to animate his minions has a nasty habit of earthing itself in anyone who gets too close.
If the unmodified hit roll for an attack made with an Arco-electric Weapon is 6, the target suffers 1 mortal wound and the attack sequence ends (do not make a wound roll or save roll).

Crackling Field: Deintalos and his Arcwalkers are protected from harm by a field of arco-electric energy.
While this unit is wholly within 9" of a friendly DEINTALOS THE EXILE, Bault, Vlash, Ione and Coyl have a ward of 5+.

KEYWORDS
DEATH, SOULBLIGHT GRAVELORDS, DEADWALKERS, THE EXILED DEAD
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.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

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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.

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

Battleline
None
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
© Vyacheslav Maltsev 2013-2024