Soulblight Gravelords – Watch Captain Halgrim

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SOULBLIGHT GRAVELORDS WARSCROLL
Watch Captain Halgrim
4"
5
4+
2
During the purge of the Cursed City of Ulfenkarn, the traitorous Watch Captain Oleksandr Halgrim was swift to swear himself and his warriors to the cause of its vampire conquerors, rounding up many of the noble scions of the city in the Mournhold dungeons. In return, the amoral soldier sought the ‘gift’ of the Soulblight Curse, for he had long admired the strength and power of the vampire-kin. Unfortunately for Halgrim, several of his fellow officers were outraged by his betrayal of their ancient oaths to protect the city. They bound Halgrim hand and foot and hurled him into a sewer pit to be eaten alive by swarming corpse rats. Though all that remained of Halgrim was a picked-clean skeleton, Radukar had his Necromancers seek out the Watch Captain and raise him as a Deathrattle officer to lead his Ulfenwatch. Halgrim returned to his post and slew with his keen halberd those who had deposed him, though he found no peace in the act. Reduced to little more than a rotting automaton, Halgrim no longer feels anything at all, aside from a powerful imperative to hack Radukar’s enemies apart with his rusty and pockmarked sabre.
SOULBLIGHT GRAVELORDS WARSCROLL
Watch Captain Halgrim
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Halberd and Sabre [Crit (Mortal)]
Cursed Halberd and Sabre
Crit (Mortal)
44+3+22
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: Any DEATHRATTLE
Notes: This HERO can join an eligible regiment as a Vyrkos Retainer.

Reaction: You declared a FIGHT ability for this unit
ECHOES OF THE WATCH: Beneath the sightless gaze of Halgrim, the longdead garrison of Mournhold act with a disturbing semblance of the martial training they prided themselves on in life.

Effect: Pick a friendly Deathrattle Skeletons unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

Passive
DISCIPLINED ADVANCE: Under Halgrim’s command, his warriors advance ceaselessly in regimented lockstep to crush the foes of Ulfenkarn.

Effect: Each time you make a run roll for a friendly Deathrattle Skeletons unit wholly within 12" of this unit, you can change that roll to a 4.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEATHRATTLE
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).
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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3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Vyrkos Retainer.

Infantry Hero

The DEATHRATTLE keyword is used in the following Soulblight Gravelords warscrolls:

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 - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
© Vyacheslav Maltsev 2013-2024