Soulblight Gravelords – Vampire Lord on Nightmare Steed

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SOULBLIGHT GRAVELORDS WARSCROLL
Vampire Lord
on Nightmare Steed
12"
7
3+
2
When mounted upon an undead steed known as a nightmare, a Vampire Lord carves a gory path through the enemy with each thundering charge. The beast’s ironshod hooves cave in chests and grind foes into the mud, while the undead cavalier astride it lays about themself with a blade or axe, opening throats with every blow.
SOULBLIGHT GRAVELORDS WARSCROLL
Vampire Lord
on Nightmare Steed
MELEE WEAPONS
AtkHitWndRndDmg
Dynastic Cavalier Weapon [Charge (+1 Damage)]
Dynastic Cavalier Weapon
Charge (+1 Damage)
53+3+22
Nightmare’s Hooves and Teeth [Companion]
Nightmare’s Hooves and Teeth
Companion
35+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 80mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

Reaction: You declared a CHARGE ability for this unit
’FOR GLORY! FOR BLOOD!’: The Vampire Lord and their retinue of favoured knights charge into the fray, driving deep into the enemy lines.

Effect: You can re-roll the charge roll for that CHARGE ability. Then, before the charge move is made, you can pick a friendly Blood Knights unit that is not in combat, is wholly within 12" of this unit and has not used a CHARGE ability this turn to be the target. If this unit charges, then, immediately after the CHARGE ability used by this unit has been resolved, the target can immediately use the ‘Charge’ ability even if it is not your charge phase. In addition, you can re-roll charge rolls for the target this phase.

Any Combat Phase
STRIKE AT THE HEART: Focusing upon their own cursed hunger, the Vampire Lord stokes the predatory urges of a formation of Blood Knights, whose lances and blades strike with great precision and force as they impact with the foe.

Declare: Pick a friendly Blood Knights unit that charged this turn and is wholly within 12" of this unit to be the target.

Effect: Add 1 to the Rend characteristic of that unit’s Templar Weapons for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), CAVALRY, 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.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
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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Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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 CAVALRY keyword is used in the following Soulblight Gravelords warscrolls:

Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
© Vyacheslav Maltsev 2013-2025