Soulblight Gravelords – Vampire Lord on Zombie Dragon

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SOULBLIGHT GRAVELORDS WARSCROLL
Vampire Lord
on Zombie Dragon
12"
16
3+
5
The eldest and most powerful of vampires are granted fearsome powers by the Soulblight Curse: unnatural speed, resilience and strength enough to dismember foes with their bare hands. These Vampire Lords are beings of towering ego, each convinced of their innate right to dominate the living. They command vast hordes of undead chattel, sending them forth to ravage and absorb new lands into their twilight domain. 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. Many vampires revere the dragon as a symbol of power, believing that it reflects their own status as an alpha predator. The proudest undead lords take to battle astride a reanimated drake, a cadaverous echo of draconic grandeur that can lay waste to an entire army with its raking claws and rotting, corrosive breath. Those who do not flee before the creature’s dreadful majesty are soon ripped to pieces and devoured. As the undead beast runs rampant, its rider adds their own deadly strikes to the onslaught with a necrotic lance or relic sword, while particularly troublesome foes are exsanguinated by blasts of amethyst magic.
SOULBLIGHT GRAVELORDS WARSCROLL
Vampire Lord
on Zombie Dragon
RANGED WEAPONS
RngAtkHitWndRndDmg
Pestilential Breath [Shoot in Combat, Companion]
Pestilential Breath
Shoot in Combat, Companion
10"D62+4+12
MELEE WEAPONS
AtkHitWndRndDmg
Draconic Maw [Companion]
Draconic Maw
Companion
34+2+23
Draconic Claws [Companion]
Draconic Claws
Companion
74+2+12
Dynastic Weapon [Charge (+1 Damage)]
Dynastic Weapon
Charge (+1 Damage)
43+3+22
BATTLE PROFILE

Unit Size: 1      Points: 400
Base size: 130mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Draconic Claws is 5.

Passive
THAT WHICH SHOULD NOT BE: To behold such a majestic beast as a dragon in the grip of undeath evokes awe and abject terror in equal measure.

Effect: If this unit charged this turn, for the rest of the turn, subtract 1 from the control scores of enemy units while they are in combat with this unit.

Once Per Turn (Army), End of Any Turn
BLOODTHIRSTY DOMINANCE: The Vampire Lord and its monstrous mount single out worthy prey, tearing into them with relentless fury.

Declare: If this unit charged this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a number of dice equal to the target’s Health characteristic. For each 6, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, WIZARD (1), FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE
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’).
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
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.
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.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
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

15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
© Vyacheslav Maltsev 2013-2024