Soulblight Gravelords – Unholy Reliquary

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SOULBLIGHT GRAVELORDS WARSCROLL
Unholy Reliquary
-
8
5+
7+
The corpse of an elder vampire lies within this cursed casket, still smouldering with hatred and hunger. These remains act as a conduit of potent necromantic energies. Soulblight lords often take such a relic into battle with them, drawing upon its profane power in order to heal their wounds or to infuse their undead soldiers with a sudden burst of killing might.
SOULBLIGHT GRAVELORDS WARSCROLL
Unholy Reliquary
Any Combat Phase
DRAW ON POWER: The necromantic energy of this long-perished vampire can be siphoned by their kind for sustenance or drawn upon to grant a temporary rush of power.

Declare: Pick a friendly SOULBLIGHT GRAVELORDS HERO wholly within 12" of this MANIFESTATION to be the target.

Effect: Pick 1 of the following:
  • Heal (D3) the target.
  • Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn and banish this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS
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
Warscrolls collated

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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).
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.

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

Endless Spell

The ENDLESS SPELL keyword is used in the following Soulblight Gravelords warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2025