Soulblight Gravelords – Vengorian Lord

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SOULBLIGHT GRAVELORDS WARSCROLL
Vengorian Lord
10"
11
4+
5
6+
Twisted by the power of unbound arcana, Vengorian Lords embody the nightmarish true nature of the Soulblight vampires. Unable to bear the sight of their own reflection, they wield magics of rust and corrosion, revelling in their own self-loathing. Those who rouse a Vengorian’s dark appetite are torn to pieces in a frenzied fit of hunger, their blood gulped down and their bones left crushed and scattered across the ground.
SOULBLIGHT GRAVELORDS WARSCROLL
Vengorian Lord
MELEE WEAPONS
AtkHitWndRndDmg
Nightmare Sabre
Nightmare Sabre43+3+12
Gore-drenched Talons
Gore-drenched Talons33+2+33
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 80mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS, 0-1 Deathrattle Overseer

Passive
NIGHTMARE’S MIASMA: The strange curse of the Vengorians sees shining blades and hallowed relics crumble and patinate in their presence.

Effect: Subtract 1 from the Rend characteristic of melee weapons used by enemy units while they are in combat with this unit.

Once Per Turn (Army), End of Any Turn
FESTERING FEAST: Vengorians bid their monstrous broods indulge in gory feasts even as battle rages.

Effect: If any damage points were allocated to enemy units by this unit’s attacks this turn, Heal (D3) this unit and each other friendly SOULBLIGHT GRAVELORDS MONSTER unit wholly within 12" of this unit.

Once Per Turn (Army), Any Combat Phase
SCYTHING TALONS: As the Vengorian Lord crashes into the foe, it lays about itself with frenzied sweeps of its huge talons, cutting down droves of lesser foes.

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

Effect: Roll a dice. On a 3+, roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, WIZARD (1), FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE
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
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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.
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).
Those HEROES can join an eligible regiment as a Deathrattle Overseer.

Infantry Hero
Cavalry Hero
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!
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).
© Vyacheslav Maltsev 2013-2025