Soulblight Gravelords – Torgillius the Chamberlain

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SOULBLIGHT GRAVELORDS WARSCROLL
Torgillius the Chamberlain
5"
5
6+
2
A former member of the scholarly brotherhood of sepulchrists known as the Pact Mortalis, Torgillius turned his back on that august company in order to join the Wolf’s court in the cursed city of Ulfenkarn – bringing with him the Pact’s research into necrotically charged soul repositories. Radukar soon saw the value in the old man’s work and granted him the tools and resources to continue his studies in perpetuity. Flushed with the unnatural power of the City on the Edge of Death, Torgillius became one of the Wolf’s most trusted lieutenants, developing grave-sand repositories that allowed the lords of Ulfenkarn to return from destruction. Torgillius is infamous for his ability to control undead beasts and vermin. This allows him to spy upon his enemies and anyone foolish enough to dare trespass into Radukar’s domain. Though he prefers to dispatch lesser beings to carry out his will, when necessity demands it, the Chamberlain will unleash the full, withering might of his magic. Enemies are dispatched by bolts of enervating darkness or overcome by swarms of reanimated vermin, their flesh and souls fodder for the Chamberlain’s experiments.
SOULBLIGHT GRAVELORDS WARSCROLL
Torgillius the Chamberlain
RANGED WEAPONS
RngAtkHitWndRndDmg
Necrotising Bolts [Shoot in Combat]
Necrotising Bolts
Shoot in Combat
18"D64+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Familiars’ Fangs and Claws [Companion]
Familiars’ Fangs and Claws
Companion
44+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS
Notes: This HERO can join an eligible regiment as a Vyrkos Retainer.

Passive
TRUSTED LIEUTENANT: Radukar has granted Torgillius the resources with which to continue his research. In return, the Chamberlain offers his necromantic expertise and the secrets gathered for him by his vermin spies.

Effect: This unit can use the ‘Deathly Invocation’ ability even if a different friendly unit has already used it this turn, but units that have already been picked to be targets of that ability this turn cannot be picked to be targets.

Your Hero Phase
6
FAILING FORTITUDE: Ruthlessly targeting his prey’s weaknesses, Torgillius hurls bolts of enervating energy to drain their strength and resilience.

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

Effect: Until the start of your next turn, subtract 1 from wound rolls for the target’s attacks.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS
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.
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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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, 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’).
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Vyrkos Retainer.

Infantry Hero
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.

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

18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

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

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).
Once Per Turn (Army), Any Hero Phase
DEATHLY INVOCATION: Powerful practitioners of death magic are able to summon hordes of undead minions.

Declare: Pick a friendly SOULBLIGHT GRAVELORDS HERO to use this ability, then pick up to 3 friendly DEATHRATTLE or DEADWALKERS units wholly within 12" of that HERO to be the targets.

Effect: For each target:
  • If the target is damaged, Heal (3) the target.
  • If the target is not damaged, return a number of slain models to it with a combined Health characteristic of up to 3.
© Vyacheslav Maltsev 2013-2024