Soulblight Gravelords – Vengorian Lord

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SOULBLIGHT GRAVELORDS WARSCROLL
Vengorian Lord
10"
11
4+
5
Terror and revulsion overwhelm those who look upon the twisted form of a Vengorian Lord, paralysing them long enough for the monstrous vampire to seize them and pull them apart piece by piece in a gory frenzy. These hideous beings are the result of the strange effects that exposure to primal magic has upon the Soulblight Curse. Their bodies are twisted into bizarre amalgamations of bat, drake and undead fiend, a transformation that warps the vampire’s sanity as completely as it does their flesh. Deranged and unpredictable, Vengorian Lords cling to a fantasy of their own lost nobility even as they feast like starving beasts on the corpses of their latest victims. Deformed they might be, Vengorian Lords still possess the awesome power of a vampire, their strength magnified along with their size. Moreover, they are cloaked in a strange veil that sees enchanted weapons and hallowed relics alike crumble and patinate in their presence, as if nothing beautiful or ornate can stand to look upon them. Such is the aura of self-loathing and fury that surrounds a Vengorian Lord that lesser undead in their presence are transformed into rabid fiends, channelling a portion of the vampire’s curse.
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: 300
Base size: 80mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

End of Any Turn
FESTERING FEAST: Vengorians bid their monstrous broods indulge in gory feasts even as battle rages.

Declare: Pick a visible friendly non-HERO SOULBLIGHT GRAVELORDS MONSTER that destroyed an enemy unit this turn and that is wholly within 12" of this unit to be the target.

Effect: Heal (6) the target.

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

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.

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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6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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!

The non-HERO MONSTER keyword is used in the following Soulblight Gravelords warscrolls:

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 2013-2024