Soulblight Gravelords – Vampire Lord

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SOULBLIGHT GRAVELORDS WARSCROLL
Vampire Lord
6"
5
3+
2
6+
The eldest vampires are granted fearsome powers by the Soulblight curse: unnatural speed, potent arcane power, and strength enough to dismember foes with their bare hands. Peerless duellists and cunning strategists all, they affect an aura of nobility even as their innermost impulses urge them to glut themselves on warm, fresh blood. They sate this hunger in the thick of battle, slicing throats with ornate rapiers or smashing open ribcages with flanged maces to devour the crimson rain that sprays forth.
SOULBLIGHT GRAVELORDS WARSCROLL
Vampire Lord
MELEE WEAPONS
AtkHitWndRndDmg
Dynastic War-relic [Anti-HERO (+1 Rend), Crit (2 Hits)]
Dynastic War-relic
Anti-HERO (+1 Rend), Crit (2 Hits)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

Once Per Turn (Army), Your Hero Phase
SANGUINE BLUR: By the time this vampire’s prey notices the crimson streak heading towards them, it is far too late.

Effect: Roll a dice. On a 3+, remove this unit from the battlefield and set it up again on the battlefield more than 9" from all enemy non-HERO units and more than 3" from all enemy HEROES.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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
Warscrolls collated

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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.
© Vyacheslav Maltsev 2013-2025