Soulblight Gravelords – Warscrolls


Cavalry Hero


SOULBLIGHT GRAVELORDS WARSCROLL
Belladamma Volga
First of the Vyrkos
8"
9
4+
5
The folklore that surrounds Belladamma Volga, ancient matriarch of the Vyrkos, could fill a library. Her brood claim that it was she who inherited their unique curse from Hrunspuul – the undead godbeast revered by all Vyrkos. Some believe that Volga impressed the Hound of the Cairns with her feral resolve, others that she stole his immortality through trickery, and others still that she somehow brought the creature to heel and thereby earned the favour of Nagash. Whatever the truth – and Volga herself delights in keeping that a mystery – she is a being of tremendous power, wise in the ways of magic and might. When the moons wax fat, Volga rides at the head of a Dire Wolf pack hundreds strong. Her lycanthropic magic sees mortals bulge and stoop, their flesh turning to fur and cries of terror degenerating into bloodthirsty howls. Her brood knows better than to seek her out; if the Wolf Mother desires their company, she will find them. She has fought alongside many Vyrkos vampires to overwhelm Sigmarite outposts, though she lingers only for the victory feast. Volga’s secrets are hers to keep, and woe betide any who meddle in her business.
SOULBLIGHT GRAVELORDS WARSCROLL
Belladamma Volga
First of the Vyrkos
MELEE WEAPONS
AtkHitWndRndDmg
Timeworn Scimitar
Timeworn Scimitar43+3+12
Lupine Fangs and Claws [Companion]
Lupine Fangs and Claws
Companion
64+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Vyrkos Retainer, Any SOULBLIGHT GRAVELORDS

Passive
WOLFGUARD: Volga’s lupine allies will sacrifice themselves to protect her.

Effect: While this unit is within the combat range of a friendly Dire Wolves unit:
  • This unit has WARD (4+).
  • Each time you make a successful ward roll for this unit, allocate 1 damage point to a friendly Dire Wolves unit within this unit’s combat range after the damage sequence for this unit has been resolved (ward rolls cannot be made for those damage points).

Your Hero Phase
7
UNDER A KILLING MOON: Beneath the light of a blood moon, Volga’s wolves attack with mad-eyed ferocity.

Declare: Pick up to 3 visible friendly Dire Wolves units wholly within 18" of this unit to be the targets, then make a casting roll of 2D6.

Effect: For the rest of the turn:
  • Add 1 to the Rend characteristic of the targets’ melee weapons (including Companion weapons).
  • The targets can ignore the effect of the ‘Beast’ ability.
KEYWORDSSPELL

Passive
FIRST OF THE VYRKOS: Belladamma is the matriarch of the Vyrkos bloodline, and she commands their conquests with calculating efficiency.

Effect: Add 3 to the control scores of friendly Radukar the Wolf, Radukar the Beast, Ivya Volga, Lady Annika, Kritza, Vyrkos Blood-born and Vargskyr units while they are wholly within 18" of this unit.

KEYWORDS
UNIQUE, HERO, WIZARD (2), CAVALRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


SOULBLIGHT GRAVELORDS WARSCROLL
Wight King
on Skeleton Steed
10"
7
3+
2
Wight Kings were once lords of humanity, driven by ambitions of endless conquest yet constrained by the meagre span of their mortal lives. Before they perished, each sought the counsel of Necromancers or vampires to ensure their reign of terror would endure beyond the span of their mortal life. Now they are deathless tyrants, ruling over barrow-empires populated entirely by skeletal thralls. The majority of Wight Kings hail from ancient dynasties with proud legacies of martial skill and horsemanship. In undeath, they maintain those traditions, and it is common to see one of these tyrants going into battle mounted on a fleshless steed. Clad in heavy barding and chain, these skeletal mounts are well protected against spear thrusts and arrows, and they know nothing of fatigue or fear. They carry their master into the thick of the fighting, smashing a gaping hole in the enemy’s formation while the Wight King strikes out with their lance to impale the most imposing foes. In the presence of such martial grandeur, the Wight King’s minions fight with particular vigour, the bonds of service that tie them to their monarch unbreakable even after centuries of unlife.
SOULBLIGHT GRAVELORDS WARSCROLL
Wight King
on Skeleton Steed
MELEE WEAPONS
AtkHitWndRndDmg
Tomb Lance [Crit (Mortal), Charge (+1 Damage)]
Tomb Lance
Crit (Mortal), Charge (+1 Damage)
44+3+12
Skeletal Steed’s Hooves and Teeth [Companion]
Skeletal Steed’s Hooves and Teeth
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: Any DEATHRATTLE

Passive
LORD OF TRAMPLING BONES: The knights who ride alongside a Wight King will be the most trusted and skilful of all their housecarls.

Effect: Add 1 to charge rolls for friendly DEATHRATTLE CAVALRY units while they are wholly within 12" of this unit.

Reaction: You declared a FIGHT ability for this unit
ROYAL COMPANIONS: Mounted Wight Kings fight accompanied by their most skilled cavaliers, tearing through enemy battlelines.

Effect: Pick a friendly non-NON-HERO DEATHRATTLE CAVALRY 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.

KEYWORDS
HERO, CAVALRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEATHRATTLE

Infantry Hero


SOULBLIGHT GRAVELORDS WARSCROLL
Cado Ezechiar
The Hollow King
6"
6
4+
2
Outcast. Rebel. Monster. Traitor. All of these epithets and more have been levelled against the vampire Cado Ezechiar, the Hollow King. He is a creature most unlike his Soulblight kin, a wandering vagabond seeking both redemption and a chance for vengeance. Once, Ezechiar was a noble Shyishan monarch, beloved by his people. Yet his kingdom collapsed like so many others during the Age of Chaos, destroyed from within by the Arcanite cult of the Burning Hand and its mysterious leader, the Flame of Countless Light. Ezechiar was struck down in that uprising and lay near death. There he was found by the Mortarch Neferata and offered a choice: oblivion or unlife and the chance for revenge. Cado Ezechiar chose the latter. Yet he found himself repulsed by the casual cruelty of Neferata and her ilk towards mortalkind. Fleeing her court, he has taken up the life of a roving hunter, feeding only upon the champions of Chaos whom he despises so much. Clad in the tattered heirloom armour of his fallen kingdom and wielding an ancient greatsword, Ezechiar carves through his foes with lightning-swift skill. Yet his greatest treasures are the iron rings he wears; these contain the bound souls of his former mentors, who emerge in ethereal form to guide him on his never-ending quest for atonement.
SOULBLIGHT GRAVELORDS WARSCROLL
Cado Ezechiar
The Hollow King
MELEE WEAPONS
AtkHitWndRndDmg
Ezechiarian Greatsword [Crit (Auto-wound)]
Ezechiarian Greatsword
Crit (Auto-wound)
53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

Your Hero Phase
7
RETRIBUTION OR SALVATION: Cado’s quest for both vengeance and self-control manifests as two forms of sorcery: bolts of killing judgement and an aura of regal authority that augments nearby undead.

Declare: Pick a visible unit within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: If the target is an enemy unit, inflict D3 mortal damage on it.

If the target is a friendly DEATHRATTLE or DEADWALKERS unit, subtract 1 from wound rolls for combat attacks that target that unit for the rest of the turn.
KEYWORDSSPELL

Your Hero Phase
THE COURT OF THE LOST: The iron rings worn by Cado hold the spirits of souls from his past. In times of need, he summons their ethereal forms to aid him.

Effect: Roll a dice. On a 2+, pick 1 of the following effects to apply until the start of your next turn.
  • This unit has a Move characteristic of 12".
  • Add 1 to casting rolls, unbinding rolls and banishment rolls for this unit.
  • This unit’s melee weapons have Crit (Mortal).

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


SOULBLIGHT GRAVELORDS WARSCROLL
Gorslav the Gravekeeper
5"
6
6+
2
The gaunt and towering creature known as Gorslav once tended the crypts and charnel pits of the Ulfenkarn corpse-gardens, feeding these cursed places with fresh souls by the hundred in order to satiate their malevolent sentience. Silently, the Gravekeeper toiled away in his unhallowed domain, ignoring the screaming terror of his victims as he buried them alive beneath mounds of cold grave-soil. Few know the true origin of this macabre entity. Some say that he was once a mortal – a giant of a man who spent so many long years walking the death-permeated grounds of Ulfenkarn that he himself became a monster. Others swear that Gorslav is not one being but that there are in fact dozens of Gravekeepers, all part of some gruesome order of necrotheurges. Certainly, he possesses some necromantic power, as he calls upon the winds of death to bring shambling hordes of Deadwalkers to unlife or to stitch up gaping wounds in his rotten, pockmarked flesh. Whatever he once was, Gorslav now seems to possess no emotions or passions; he exists only to serve Radukar and his Vyrkos kin. This he does with relentless brutality, wielding his gravekeeper’s spade with unnatural strength to hack his victims apart.
SOULBLIGHT GRAVELORDS WARSCROLL
Gorslav the Gravekeeper
MELEE WEAPONS
AtkHitWndRndDmg
Gravekeeper’s Spade
Gravekeeper’s Spade54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: Any DEADWALKERS
Notes: This HERO can join an eligible regiment as a Vyrkos Retainer.

Passive
KEEPER OF THE CORPSE-GARDENS: In battle, Gorslav can call upon his Deadwalker minions to throw themselves into enemy attacks and blunt their blades.

Effect: While this unit is within the combat range of a friendly Deadwalker Zombies unit:
  • This unit has WARD (4+).
  • Each time you make a successful ward roll for this unit, allocate 1 damage point to a friendly Deadwalker Zombies unit within this unit’s combat range after the damage sequence for this unit has been resolved (ward rolls cannot be made for those damage points).

Once Per Turn, Your Movement Phase
ARISE! ARISE!: With a rasping cry, the Gravekeeper beckons his freshly buried victims to rise as undead and defend the walls of Ulfenkarn.

Declare: Pick up to 3 friendly Deadwalker Zombies units wholly within 12" of this unit to be the targets.

Effect: Roll a D3 for each target. On a 2+, return up to a number of slain models to the target equal to the roll.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEADWALKERS


SOULBLIGHT GRAVELORDS WARSCROLL
Ivya Volga
The Outcast
6"
5
5+
2
An outcast amongst a dynasty renowned for the strength of its blood ties, Ivya Volga has spent centuries roaming across the deadliest wilds of Shyish and beyond, hacking down its most ferocious denizens with her woodcutter’s axe and drinking from their opened veins. Rebellious and unpredictable, Ivya shows little reverence for the wolf – the traditional symbol of the Vyrkos – and instead surrounds herself with a needle-fanged swarm of bats. These creatures will sacrifice themselves without hesitation to protect their mistress, descending in a shrieking flock and sinking their teeth into eyes, throats and soft flesh. Despite her rejection of Vyrkos traditions, Ivya has grand plans to expand the reach of her dynasty and ultimately aims to found a haven of death from which they can launch invasions across the realms. Though still scorned by many of her peers, it may well be Ivya who leads her kin to a new promised land, and though she has little interest in fighting mere mortals, she will not hesitate to cleave her way through the defenders of a Sigmarite outpost so that the undead might claim the nexus point beneath.
SOULBLIGHT GRAVELORDS WARSCROLL
Ivya Volga
The Outcast
RANGED WEAPONS
RngAtkHitWndRndDmg
Bat Swarm’s Needling Fangs [Shoot in Combat, Companion]
Bat Swarm’s Needling Fangs
Shoot in Combat, Companion
12"2D64+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Heirloom Axe [Anti-MONSTER (+1 Rend)]
Heirloom Axe
Anti-MONSTER (+1 Rend)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 32mm
Can be reinforced: No
Regiment Options: Any Dire Wolves, Any Fell Bats
Notes: This HERO can join an eligible regiment as a Vyrkos Retainer.

Passive
BEHEMOTH’S BANE: Ivya has spent centuries roaming the forests of Shyish and beyond, and she has triumphed over some of the most heinous beasts imaginable.

Effect: Subtract 2 from the Attacks characteristic of enemy MONSTERS’ melee weapons while they are in combat with this unit.

Passive
SHRIEKING SWARM: Wherever Iyva goes, a flight of screeching bats accompanies her.

Effect: Subtract 1 from hit rolls for attacks that target this unit.

Your Hero Phase
6
TOTAL DOMINANCE: With a swift and precise gesture, Ivya exerts her powerful influence over nearby monsters.

Declare: Make a casting roll of 2D6.

Effect: For the rest of the turn, subtract 5 from the control scores of enemy MONSTERS while they are within 12" of this unit.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


SOULBLIGHT GRAVELORDS WARSCROLL
Kritza
the Rat Prince
6"
5
5+
2
Even in life, the aristocratic Kritza was often compared to Ulfenkarn’s many rodents – and not solely for his pinched features. He spent exorbitant amounts on rich Nulahmian fragrances, and no luxury was sweeter than that acquired by wheedling into another’s confidence before betraying them for personal gain. When the Wolf took power, Kritza thought to play the double agent, currying favour with Radukar while acquiring information with which to ingratiate himself to his would-be liberators. Radukar was not fooled and savaged Kritza to the brink of oblivion. Kritza fled to the sewers, supping the brackish blood of rodents in order to survive. He soon discovered to his horror that the Vyrkos curse had been imparted unto him in distinctly verminous fashion. The Rat Prince was born. For years, Kritza dwelt in Ulfenkarn’s sewers, emerging only when he was sure that Radukar would not finish him off. Hiding his sewer stench behind a thick cloud of equally nauseating perfume, Kritza preys upon mortals without restraint. His victims are overrun by rats or sliced to ribbons by the Rat Prince’s vicious gnawblade, and whenever Kritza feels outmatched, he will simply transform into a swarm of vermin and slip away through cracks in the walls.
SOULBLIGHT GRAVELORDS WARSCROLL
Kritza
the Rat Prince
MELEE WEAPONS
AtkHitWndRndDmg
Gnawblade [Crit (2 Hits)]
Gnawblade
Crit (2 Hits)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 60 × 35mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS
Notes: This HERO can join an eligible regiment as a Vyrkos Retainer.

Any Combat Phase
SCURRYING RETREAT: Just when a foe has him cornered, Kritza transfigures into a swarm of scurrying rats, only to rematerialise elsewhere and drive his blade into an enemy’s back.

Effect: If this unit is in combat, roll a dice. On a 2+, this unit can immediately use the ‘Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on it.

Any Combat Phase
THE VERMINOUS COURT: Kritza believes himself an appreciator of the finer things in undeath, and his rodent servants are adept in snatching away trinkets and treasures for his collection.

Declare: Pick an enemy unit in combat with this unit to be the target, then pick an artefact of power that the target has.

Effect: Roll a dice. On a 3+, the target no longer has that artefact of power.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


SOULBLIGHT GRAVELORDS WARSCROLL
Lady Annika
the Thirsting Blade
6"
5
5+
2
Even amongst vampire-kin, Lady Annika’s thirst for blood was terrifying to behold. In life, the former socialite and mistress of ceremonies was infamous for her many vices, and in undeath, she found this taste for excess exacerbated a hundredfold. Granted the blood kiss by Radukar the Wolf, Lady Annika became part of the Vyrkos lord’s trusted court, tasked with escalating the consumption of the city’s mortal chattel and organising the infamous red feasts that took place within the city’s Ebon Citadel. Such is her ravenous nature that many Vyrkos courtiers believed that she ingested philtres of chamonite – the energising liquid realmstone heightening her reactions and the speed at which she could feed. Annika certainly fights as though suffused by some arcane swiftness, for she is faster and more agile than any of her Vyrkos blood-kin. She wields the Blade Proboscian, slicing open the veins of her prey and letting the enchanted weapon drain their blood dry in moments. Yet for every foe exsanguinated in this manner, Annika gains only fleeting succour. Whether caused by her consumption of exotic substances or simply an unfortunate side-effect of the Soulblight Curse, her unique, haemovoric mania can never be satisfied.
SOULBLIGHT GRAVELORDS WARSCROLL
Lady Annika
the Thirsting Blade
MELEE WEAPONS
AtkHitWndRndDmg
Blade Proboscian
Blade Proboscian73+4+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 60 × 35mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS
Notes: This HERO can join an eligible regiment as a Vyrkos Retainer.

Deployment Phase
SUPERNATURAL SPEED: Lady Annika’s near-permanent state of starvation drives her ahead of the main battlelines, ready to pounce as soon as prey draws near.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve lying in wait. It has now been deployed.
KEYWORDSDEPLOY

End of Any Turn
KISS OF THE BLADE PROBOSCIAN: This pitted and corroded blade should not endure – and yet, it does. The same cannot be said for anything scratched by its mouldering point.

Declare: Pick an enemy unit that was allocated any damage points inflicted by this unit’s combat attacks this turn to be the target.

Effect: Roll a dice. On a 2+, subtract 1 from save rolls for the target for the rest of the battle.

Your Movement Phase
STARVING NIGHTMARE: Unable to contain her hunger any longer, Lady Annika springs forth from hiding, eager to glut herself on the blood of the foe.

Declare: Pick this unit if it is lying in wait.

Effect: Set up this unit wholly within enemy territory and more than 9" from all enemy units.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (4+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


SOULBLIGHT GRAVELORDS WARSCROLL
Necromancer
5"
5
6+
2
At first glance, one might number a Necromancer amongst the dead. In truth, these shrivelled mages occupy a more liminal state. Though their faces are sallow and their limbs wizened, a vestige of life still glints in their eyes – though it is all but smothered by morbid arcana. Even as they are corrupted by these energies, a Necromancer wields them to bolster the legions of Nagash. With a muttered invocation, they bring slain warriors lurching to their feet, unliving bodies reknitted with strands of amethyst sorcery. With a wave of their gnarled staff, a Necromancer can place an enervating curse on a foe, sapping them of vitality with the hunger of the Shyish Nadir. In the presence of these scholars of undeath, a throng of skeletons and zombies attack with unnatural, jerking speed, catching completely off guard those who assume the rank-and-file of the risen dead to be sluggish, clumsy things. To destroy a Necromancer can stymie an undead advance, but they are often surrounded by resurrected minions ready to catch blades and musket balls on their behalf. To a Necromancer, survival is everything; only by enduring will they be granted the morsels of mystic lore promised to them by their vampiric overlords – fuel for their deranged ambitions to conquer death itself.
SOULBLIGHT GRAVELORDS WARSCROLL
Necromancer
MELEE WEAPONS
AtkHitWndRndDmg
Mortis Staff
Mortis Staff34+4+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 32mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

Passive
UNDEAD MINIONS: Necromancers are obsessed with staving off death and will sacrifice any number of their resurrected servants to protect themselves.

Effect: While this unit is within the combat range of a friendly DEATHRATTLE or DEADWALKERS unit:
  • This unit has WARD (4+).
  • Each time you make a successful ward roll for this unit, allocate 1 damage point to a friendly DEATHRATTLE or DEADWALKERS unit within this unit’s combat range after the damage sequence for this unit has been resolved (ward rolls cannot be made for those damage points).

Once Per Turn (Army), Your Combat Phase
VANHEL’S DANSE MACABRE: The undead are filled with magical energy that causes them to jerk forwards and attack with tireless, unnatural speed.

Declare: Pick a friendly DEATHRATTLE or DEADWALKERS unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, the target can use 2 FIGHT abilities this phase. After the first is used, however, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS


SOULBLIGHT GRAVELORDS WARSCROLL
Radukar the Wolf
6"
7
4+
2
Broad-shouldered and swollen with the animalistic powers of the Vyrkos bloodline, Radukar the Wolf overwhelms his prey with sheer ferocity, swinging a blade seized from the tomb of the vampiric emperor Morkan. Not for him the role of martial strategist, positioned behind a mass of rotting footsoldiers: Radukar delights in the rush and crunch of battle, where he fights surrounded by a retinue of undead ogors known as the Kosargi. Eschewing foolish notions of nobility, the Wolf rips and tears at the enemy in a wild frenzy, laughing with the pure thrill of slaughter. Radukar’s name was synonymous with butchery and pillage even before he received the blood kiss and was transformed into a vampire. In death, his reputation has only grown more terrible. Ferocious, relentless and possessed of a predator’s cruel cunning, Radukar has carved a bloody path across Shyish, eventually conquering a proud stronghold of mortals and transforming it into a place of nightmarish suffering – the cursed city of Ulfenkarn. For years, this would be his lair and feeding ground, until a band of unlikely mortal heroes cast him down. Yet there are rumours that Radukar lingers there still, half-mad and shifting between his humanoid form and that of a gigantic, frenzied beast.
SOULBLIGHT GRAVELORDS WARSCROLL
Radukar the Wolf
MELEE WEAPONS
AtkHitWndRndDmg
Vyrkos Barrow-blade [Crit (Mortal)]
Vyrkos Barrow-blade
Crit (Mortal)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Vyrkos Retainer, Any SOULBLIGHT GRAVELORDS
Notes: You cannot include this unit and Radukar the Beast in the same army.

Passive
CALL TO THE HUNT: With an exultant howl, Radukar leads the charge, his surge of bloodlust filling nearby undead minions with unholy impetus.

Effect: If this unit charged this turn, for the rest of the turn, add 1 to wound rolls for combat attacks made by friendly DEATHRATTLE, DEADWALKERS and Vyrkos Blood-born units while they are wholly within 12" of this unit.

Your Hero Phase
6
MASTER OF THE PACK: His voice redolent with supernatural power, Radukar the Wolf barks the command to charge and his undead minions hurl themselves at the enemy.

Declare: Make a casting roll of 2D6.

Effect: Until the start of your next turn, you can re-roll charge rolls for friendly SOULBLIGHT GRAVELORDS INFANTRY units while they are wholly within 12" of this unit.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


SOULBLIGHT GRAVELORDS WARSCROLL
Sekhar
Fang of Nulahmia
6"
6
3+
2
Sekhar is one of the most lethally skilled agents of the Mortarch Neferata and the most prominent member of the elite order known as the Fangs of Nulahmia. She is a master manipulator and spy whose honeyed whispers have seen more kingdoms crumble to dust than she can recall. Sekhar travels the realms at the behest of her mistress, advancing the cause of the Nulahmian elite and ensuring – through subterfuge, trickery or outright slaughter – that Neferata’s enemies are bled white. Her powers of hypnosis are renowned even amongst the rarified ranks of Neferata’s chosen, and she is accompanied by the dreadful Ouboroth the Time-Swallower, the ravenous husk of a fallen serpentine death-god. Should blood need to be spilled, Sekhar is only too glad to do so. Her Nulahmian warglaive slices back and forth so fast that her enemies do not notice their doom until their innards spill to the ground, while the vampire’s arcane suggestions cause nearby foes to stumble in confusion, staggered by subconscious doubt. Should a foe prove particularly defiant, Sekhar will unleash the fury of Ouboroth, the death-serpent’s maw yawning wide to devour the souls and flesh of its screaming victims.
SOULBLIGHT GRAVELORDS WARSCROLL
Sekhar
Fang of Nulahmia
MELEE WEAPONS
AtkHitWndRndDmg
Nulahmian Warglaive [Crit (2 Hits)]
Nulahmian Warglaive
Crit (2 Hits)
53+3+12
Ouboroth’s Godhusk Fangs [Companion]
Ouboroth’s Godhusk Fangs
Companion
34+3+2D3
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 60 × 35mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

Once Per Battle, Any Combat Phase
THE TIME-SWALLOWERS MAW: Though Sekhar is loath to let Ouboroth feast upon souls, sometimes, needs must.

Declare: Pick each enemy unit in combat with this unit to be the targets.

Effect: This unit cannot use the ‘Serpentine Agility’ ability for the rest of the battle. Roll 2D6 for each target. If the roll exceeds the target’s Move characteristic, inflict an amount of mortal damage on the target equal to the difference between the roll and its Move characteristic.

Passive
SERPENTINE AGILITY: Sekhar moves as a blinding blur, her unnatural speed obscuring her form from even the keenest gaze.

Effect: If the unmodified hit roll for an attack that targets this unit is 1-4, the attack fails and the attack sequence ends.

Your Hero Phase
7
DEATH’S CONSTRUCTION: Through the subtlest arcane suggestion, Sekhar implants her will in vulnerable minds – supplanting their former purpose with the undying will of Nulahmia.

Declare: Pick a visible enemy unit within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, this unit, and any friendly SOULBLIGHT GRAVELORDS units while they are wholly within 6" of this unit, cannot be picked to be the target of abilities used by the target other than FIGHT abilities.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


SOULBLIGHT GRAVELORDS WARSCROLL
Torgillius the Chamberlain
5"
5
6+
2
A former member of the scholarly brotherhood of sepulchrists known as the Pact Mortalis, Torgillius turned his back on that august company in order to join the Wolf’s court in the cursed city of Ulfenkarn – bringing with him the Pact’s research into necrotically charged soul repositories. Radukar soon saw the value in the old man’s work and granted him the tools and resources to continue his studies in perpetuity. Flushed with the unnatural power of the City on the Edge of Death, Torgillius became one of the Wolf’s most trusted lieutenants, developing grave-sand repositories that allowed the lords of Ulfenkarn to return from destruction. Torgillius is infamous for his ability to control undead beasts and vermin. This allows him to spy upon his enemies and anyone foolish enough to dare trespass into Radukar’s domain. Though he prefers to dispatch lesser beings to carry out his will, when necessity demands it, the Chamberlain will unleash the full, withering might of his magic. Enemies are dispatched by bolts of enervating darkness or overcome by swarms of reanimated vermin, their flesh and souls fodder for the Chamberlain’s experiments.
SOULBLIGHT GRAVELORDS WARSCROLL
Torgillius the Chamberlain
RANGED WEAPONS
RngAtkHitWndRndDmg
Necrotising Bolts [Shoot in Combat]
Necrotising Bolts
Shoot in Combat
18"D64+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Familiars’ Fangs and Claws [Companion]
Familiars’ Fangs and Claws
Companion
44+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS
Notes: This HERO can join an eligible regiment as a Vyrkos Retainer.

Passive
TRUSTED LIEUTENANT: Radukar has granted Torgillius the resources with which to continue his research. In return, the Chamberlain offers his necromantic expertise and the secrets gathered for him by his vermin spies.

Effect: This unit can use the ‘Deathly Invocation’ ability even if a different friendly unit has already used it this turn, but units that have already been picked to be targets of that ability this turn cannot be picked to be targets.

Your Hero Phase
6
FAILING FORTITUDE: Ruthlessly targeting his prey’s weaknesses, Torgillius hurls bolts of enervating energy to drain their strength and resilience.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, subtract 1 from wound rolls for the target’s attacks.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS


SOULBLIGHT GRAVELORDS WARSCROLL
Vampire Lord
6"
5
3+
2
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. Vampire Lords live for the thrill of combat, moving with a quicksilver grace that allows them to dodge arrows in flight or lazily avoid half a dozen spear thrusts. They sate their hunger even amidst the thick of battle, slicing throats with ornate rapiers or smashing open ribcages with flanged maces to devour the crimson rain that sprays forth. Each mouthful seems to imbue the vampire with even greater vitality, causing wounds in their waxy flesh to reseal and further bolstering their already formidable powers of dark sorcery.
SOULBLIGHT GRAVELORDS WARSCROLL
Vampire Lord
MELEE WEAPONS
AtkHitWndRndDmg
Dynastic War-relic [Crit (2 Hits), Anti-HERO (+1 Rend)]
Dynastic War-relic
Crit (2 Hits), Anti-HERO (+1 Rend)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

Once Per Turn (Army), Your Movement Phase
SANGUINE BLUR: By the time this vampire’s prey notices the crimson streak heading towards them, it is far too late.

Effect: Roll a dice. On a 3+, remove this unit from the battlefield and set it up again on the battlefield more than 9" from all enemy non-HERO units and more than 3" from all enemy HEROES.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


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


SOULBLIGHT GRAVELORDS WARSCROLL
Wight King
4"
5
3+
2
Wight Kings were once lords of humanity, driven by ambitions of endless conquest yet constrained by the meagre span of their mortal lives. Before they perished, each sought the counsel of Necromancers or vampires to ensure their reign of terror would endure beyond the span of their mortal life. Now they are deathless tyrants, ruling over barrow-empires populated entirely by skeletal thralls. A Wight King’s resolve and spiritual preservation grants them greater individualism than most undead, but with the warmth of life snuffed out, all that remains is the urge to rule. Every ounce of their imperious will is now given to murderous conquest. In battle, this intensity animates their legions with a ferocious, if passionless, drive. Fighting at the head of unliving retinues or lances of skeletal knights, a Wight King draws upon tactical expertise honed over centuries to overwhelm the foe before leveraging their own warrior prowess at a critical moment. So potent is a Wight King’s self-possession that only the mightiest vampires can magically bind their will to them. Others who challenge the Wight King’s supremacy are soon hacked to pieces by the monarch’s cursed blade, a weapon capable of snuffing out a soul with a single scratch.
SOULBLIGHT GRAVELORDS WARSCROLL
Wight King
MELEE WEAPONS
AtkHitWndRndDmg
Baleful Tomb Blade [Crit (Mortal)]
Baleful Tomb Blade
Crit (Mortal)
54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any DEATHRATTLE

Reaction: You declared a FIGHT ability for this unit
ANCIENT STRATEGIES: Death does not rob a Wight King of their strategic genius, and they direct their undead thralls with great skill.

Effect: Pick a friendly non-HERO DEATHRATTLE INFANTRY 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. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
HERO, INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEATHRATTLE

Monster Hero


SOULBLIGHT GRAVELORDS WARSCROLL
Lauka Vai
Mother of Nightmares
10"
11
4+
5
Lauka Vai is known as the Mother of Nightmares, and those who witness her terrifying, centauroid form would attest to the accuracy of that title. Yet Vai is no mere monster. She is the matriarch of the maligned and beast-like vampires of the Avengorii dynasty, a leader trying to guide her flock even as her curse threatens to reduce her to a mindless beast. It is a testament to her formidable willpower that she has retained a grip upon her sanity, despite the changes wrought upon her flesh by exposure to raw and unchecked magic. Once, Lauka Vai was a member of the Askurga Renkai, an order of Ghurish vampires famed for feeding solely upon beast blood in an attempt to quell the monster lurking within. Vai retains elements of their honour code to this day, seeing mere mortals such as humans or duardin as unworthy prey and preferring instead to hunt the mightiest monsters of the realms, impaling them upon the tip of her rapier. Yet Vai holds no great love for the living, and those who offend her are soon torn apart piecemeal for their insolence, their bloody corpses tossed to her bestial ‘children’ to feed upon.
SOULBLIGHT GRAVELORDS WARSCROLL
Lauka Vai
Mother of Nightmares
MELEE WEAPONS
AtkHitWndRndDmg
Gore-drenched Talons
Gore-drenched Talons33+2+33
Askurga Rapier
Askurga Rapier53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 80mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

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), Any Combat Phase
IMPALING TALONS: Lauka Vai thrusts her massive talons into her prey with lethal precision, inflicting horrendous wounds upon them.

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

Effect: Roll a dice. If the roll is equal to or less than the target’s Health characteristic, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

Your Hero Phase
6
THE QUEEN’S DICTAT: Lauka summons an arcane blood-mist that drives a beast among her brood into a terrible frenzy.

Declare: Pick a visible friendly SOULBLIGHT GRAVELORDS MONSTER wholly within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Pick 1 of the target’s Companion melee weapons. Add D3 to the Attacks characteristic of that weapon for the rest of the turn.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (1), FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


SOULBLIGHT GRAVELORDS WARSCROLL
Mannfred von Carstein
Mortarch of Night
12"
14
3+
5
A cunning military mastermind and a skilled wielder of the darkest magic, Mannfred von Carstein is one of the most feared and reviled vampires in existence. He holds the rank of Mortarch of Night and rules over an entire underworld – the gloomy province of Carstinia. Yet even this is not enough to satisfy his lust for power. Von Carstein’s ego knows no limits, and every day he spends in thrall to Nagash is another splinter lodged in his black heart. In his wake lie the corpses of untold thousands, slaughtered because they stood in the path of his vaulting ambition. The Mortarch of Night wields his undead hordes like a psychological bludgeon against his foes, taking great delight in raising the recently slain and setting them against their former comrades. While these charnel legions mire the enemy in blood and corpse-flesh, Von Carstein himself leads ruthless charges into their flanks, riding atop the dread abyssal Ashigaroth and carving a bloody path through the melee with lightning slashes of Gheistvor, the Sword of Unholy Power. Any foes able to fend off this deadly assault are subjected to a withering storm of amethyst sorcery, their bodies turned to ash and their souls sent screaming into Nagash’s grasp.
SOULBLIGHT GRAVELORDS WARSCROLL
Mannfred von Carstein
Mortarch of Night
MELEE WEAPONS
AtkHitWndRndDmg
Ashigaroth’s Claws [Companion]
Ashigaroth’s Claws
Companion
54+2+33
Gheistvor
Gheistvor63+3+12
BATTLE PROFILE

Unit Size: 1      Points: 430
Base size: 120 × 92mm
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 Ashigaroth’s Claws is 3.

Passive
THE SWORD OF UNHOLY POWER: Gheistvor drinks deep of its victims’ souls, bolstering the power of Mannfred’s risen minions.

Effect: If this unit has slain any enemy models this turn, for the rest of the turn, add 1 to the Attacks characteristic of melee weapons used by friendly DEATHRATTLE and DEADWALKERS units while they are wholly within 12" of this unit.

Reaction: You declared the ‘Redeploy’ command for a SOULBLIGHT GRAVELORDS unit wholly within 12" of this unit
THE MORTARCH OF NIGHT: Mannfred’s ancient cunning is rightly feared throughout the Mortal Realms.

Effect: The unit using the ‘Redeploy’ command can move into combat when using that ability.

Your Hero Phase
7
WIND OF DEATH: Mannfred conjures a howling gust of spectral wind that tears the souls from the bodies of those who feel its chilling bite.

Declare: Pick a point on the battlefield within 18" of the caster, pick up to 3 visible enemy units within 6" of that point to be the targets, then make a casting roll of 2D6.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSSPELL

Once Per Turn (Army), Any Combat Phase
ASHIGAROTH’S HUNGER: Mannfred’s dread abyssal is afflicted by a hunger as indiscriminate as it is unending, and it strikes with lightning-fast speed to attempt in vain to satiate that hunger.

Effect: If this unit charged this turn, roll a dice. On a 3+, this unit has STRIKE-FIRST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


SOULBLIGHT GRAVELORDS WARSCROLL
Nagash
Supreme Lord of the Undead
10"
18
3+
10
All living beings dread the name of Nagash, the God of Undeath. Cruel and tyrannical, the overlord of Shyish intends to conquer the Mortal Realms and transform them into a lifeless Necrotopia, in which not a speck of dust moves unless it is by his will. Wielding Alakanash, the Staff of Power, the cursed blade Zefet-nebtar, and surrounded by the Nine Books of Nagash, the Great Necromancer commands the full, terrible power of Shyishan magic. With a contemptuous gesture, he tears the souls from the living, their last moments of agonising horror providing the fuel for his next arcane onslaught. Suspicious of the cunning and rebellious nature of vampirekind, Nagash will on occasion oversee things personally to ensure that his decrees are fulfilled. Even the Mortarchs bend the knee at such decisive moments, knowing that to challenge the Lord of Undeath is to invite permanent annihilation – or a punishment far worse. As Nagash summons necrotic soul-storms and whirlwinds of death to lay low the living, his Soulblight armies sweep forth to strike the final blow, desperate to please their pitiless master.
SOULBLIGHT GRAVELORDS WARSCROLL
Nagash
Supreme Lord of the Undead
MELEE WEAPONS
AtkHitWndRndDmg
Alakanash
Alakanash43+3+2D6
Zefet-nebtar
Zefet-nebtar43+3+23
BATTLE PROFILE

Unit Size: 1      Points: 880
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, subtract 3 from its power level.

Passive
THE STAFF OF POWER: Alakanash is capped with gems of purest grave-sand.

Effect: Add 2 to casting rolls for this unit while it has not miscast any spells this turn. If this unit miscasts a spell, ignore the restriction that would stop this unit from casting any more spells this turn.

Once Per Turn (Army), End of Any Turn
HAND OF DUST: Nagash’s touch can turn a foe to a pile of dusty bones in moments.

Declare: Pick a visible enemy HERO or MONSTER in combat with this unit to be the target.

Effect: Hide a dice in one of your hands or under one of two appropriate containers. Your opponent must pick one of your hands or containers. If they pick the one hiding the dice, this ability has no effect. If they pick the empty one, the target is automatically destroyed.
KEYWORDSRAMPAGE

Once Per Battle, Your Hero Phase
SUPREME LORD OF THE UNDEAD
Declare: Pick a friendly non-HERO NON-UNIQUE DEATH unit that has been destroyed to be the target.

Effect: Set up a replacement unit identical to the target wholly within 12" of this unit and more than 9" from all enemy units.

Your Hero Phase
7
INVOCATION OF NAGASH: In a storm of morbid sorcery, Nagash blasts his foes’ souls or re-knits his minions’ bodies.

Declare: This unit can cast this spell more than once per phase. Pick a visible unit wholly within 18" of this unit that has not been picked to be the target of this spell this turn to be the target, then make a casting roll of 2D6.

Effect: If the target is an enemy unit, inflict D3 mortal damage on it. If the target is a friendly DEATH unit, pick 1 of the following effects:
  • Return a number of slain models to the target unit with a combined Health characteristic of up to 3.
  • The target has WARD (5+) until the start of your next turn.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (9), FLY, WARD (5+)
DEATH, SOULBLIGHT GRAVELORDS


SOULBLIGHT GRAVELORDS WARSCROLL
Neferata
Mortarch of Blood
12"
14
3+
5
Queen Neferata is a dark and regal monarch who rules over the grandiose kingdom of Nulahmia. Ancient beyond mortal comprehension, Neferata was the first mortal to succumb to the Soulblight Curse. All other vampires ultimately descend from her tainted bloodline – a fact that she is swift to remind her rivals of. Though many tales are spun of her stupefying presence and the opulence of her palatial court, Neferata’s greatest asset is her intellect. Her webs of intrigue span the realms, and she is never more content than when she is ensnaring another witless pawn – mortal or undead – in her schemes. Of course, not all wars can be won with a honeyed whisper or a grand deception. There are times when the Mortarch of Blood must take a more direct approach. On such occasions, she rides the dread abyssal Nagadron, accompanied by pristine hosts of vampiric warriors eager to earn their queen’s favour. Concealing her army’s movements behind a shroud of penumbral gloom, Neferata effortlessly outmanoeuvres her enemies, delighting in their rising panic. Should she deem it worth her while, she will enter the fray herself, eviscerating foes with the infernal dagger Akmet-har and the bladed staff Aken-seth.
SOULBLIGHT GRAVELORDS WARSCROLL
Neferata
Mortarch of Blood
MELEE WEAPONS
AtkHitWndRndDmg
Aken-seth
Aken-seth32+3+22
Akmet-har [Anti-HERO (+1 Rend)]
Akmet-har
Anti-HERO (+1 Rend)
53+3+21
Nagadron’s Claws [Companion]
Nagadron’s Claws
Companion
54+2+33
BATTLE PROFILE

Unit Size: 1      Points: 460
Base size: 120 × 92mm
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 Nagadron’s Claws is 3.

Once Per Turn (Army), End of Any Turn
THE ADEVORE: Should Nagadron sense the impending doom of a foe wounded by the Dagger of Jet, it will fall upon them and hungrily feast on their soul.

Declare: Pick an enemy HERO that was allocated any damage points inflicted by this unit’s Akmet-har this turn to be the target.

Effect: Roll a dice. On a 5+, the target is automatically destroyed.
KEYWORDSRAMPAGE

Passive
TWILIGHT’S ALLURE: Neferata cloaks her minions in perpetual gloom.

Effect: Subtract 1 from hit rolls for combat attacks that target friendly SOULBLIGHT GRAVELORDS units while they are wholly within 6" of this unit.

Deployment Phase
THE MORTARCH OF BLOOD: Neferata has millennia of experience analysing and unpicking her foes’ ploys.

Declare: Pick up to 3 friendly DEATHRATTLE INFANTRY or DEADWALKERS INFANTRY units to be the targets.

Effect: Each target can use the ‘Normal Move’ ability as if it were your movement phase.

Your Hero Phase
7
DARK MIST: Neferata summons tendrils of penumbral mist to coil around her minions, rendering their corporeal forms as insubstantial as smoke.

Declare: Pick a visible friendly non-MONSTER SOULBLIGHT GRAVELORDS unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Ignore modifiers to save rolls for the target (positive and negative) until the start of your next turn.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


SOULBLIGHT GRAVELORDS WARSCROLL
Prince Vhordrai
12"
16
3+
5
Wielding the thrice-cursed Bloodlance and sat astride his fearsome draconic mount Shordemaire, the legendary Prince Vhordrai is the epitome of vampiric martial might. He has honed his fighting skills to perfection during centuries of unlife, and countless warriors – both living and dead – have fallen to the one they call the Saint of Slaughter. Yet Vhordrai is prisoner as much as conqueror. Once before, the vampire lord sought to destroy Nagash and usurp his power. For his hubris, he was confined forever to the eldritch fortress known as the Crimson Keep and cursed to suffer an excruciating demise were he to leave its confines for more than a night. Half-mad after countless years of torture at the hands of a vengeful Nagash, Vhordrai takes out his fury on the living. The Crimson Keep follows a deranged passage across the realms, manifesting in the ruins of shattered citadels and age-old strongholds. Wherever it appears, bloodshed and horror soon follow. Vhordrai emerges upon Shordemaire, accompanied by retinues of loyal Kastelai warrior-vampires eager for gory battle. For one night, the captive Prince indulges his appetite for monstrous cruelty, driving his lance through hearts and lungs and leaving behind a battlefield draped with blood-drained corpses.
SOULBLIGHT GRAVELORDS WARSCROLL
Prince Vhordrai
RANGED WEAPONS
RngAtkHitWndRndDmg
Shordemaire’s Miasma [Shoot in Combat, Companion]
Shordemaire’s Miasma
Shoot in Combat, Companion
10"D63+3+22
MELEE WEAPONS
AtkHitWndRndDmg
The Bloodlance [Charge (+1 Damage)]
The Bloodlance
Charge (+1 Damage)
63+3+22
Shordemaire’s Claws [Companion]
Shordemaire’s Claws
Companion
74+2+12
Shordemaire’s Maw [Companion]
Shordemaire’s Maw
Companion
34+2+23
BATTLE PROFILE

Unit Size: 1      Points: 480
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 Shordemaire’s Claws is 5.

End of Any Turn
SAINT OF SLAUGHTER: Under the fierce scrutiny of Prince Vhordrai, vampires revel in displaying their martial skill.

Declare: Pick a friendly non-MONSTER VAMPIRE unit that destroyed a unit this turn using a FIGHT ability and is wholly within 12" of this unit to be the target.

Effect: Pick 1 of the following effects to apply for the rest of the battle:
  • Add 2" to the target’s Move characteristic.
  • Add 1 to the Attacks characteristic of the target’s melee weapons.
  • Add 1 to the Damage characteristic of the target’s melee weapons.
More than 1 effect can apply to a unit at the same time; however, each effect can only be applied to a unit once.

Your Hero Phase
7
QUICKBLOOD: Vhordrai calls upon the power of the curse running through his veins to strike with impossible speed.

Declare: Make a casting roll of 2D6.

Effect: This unit has STRIKE-FIRST until the start of your next turn.
KEYWORDSSPELL

Once Per Turn (Army), Any Combat Phase
SNAPPING JAWS: The giant jaws of Shordemaire tear huge chunks from monsters or swallow smaller foes whole.

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 4+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (1), FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


SOULBLIGHT GRAVELORDS WARSCROLL
Radukar the Beast
8"
12
4+
5
The infamous vampire warlord Radukar the Wolf sought to exterminate the city of Ulfenkarn and its populace, sacrificing countless lives in order to gain the favour of Nagash and swell his own power beyond that of any other vampire in existence. But before his plans could come to fruition, he was defeated by a band of unlikely heroes and grievously wounded. The Wolf was not so easily undone, however. As he fled through the streets of Ulfenkarn, his seemingly last moments condensed into a single, terrible imperative to endure, and the full power of his curse manifested. Radukar transformed into a towering berserker-beast, the injuries that threatened to end him eclipsed by his new, monstrous physique. This altered Radukar is a hulking creature with dagger-length claws, capable of moving with a swiftness that seems impossible for his size. Though abominable in aspect, the transformed tyrant retains much of his vampiric cunning. Calling upon the power of his cursed blood, he weaves necromantic energy around himself like invisible armour, further enhancing his already formidable resilience. His ferocious howls ring through the night as he slashes his doomed prey to ribbons and gorges himself upon their gushing blood.
SOULBLIGHT GRAVELORDS WARSCROLL
Radukar the Beast
MELEE WEAPONS
AtkHitWndRndDmg
Blood-slick Claws [Crit (Mortal)]
Blood-slick Claws
Crit (Mortal)
63+3+23
Vyrkos Blood-born’s Piercing Blades [Companion]
Vyrkos Blood-born’s Piercing Blades
Companion
63+3+12
BATTLE PROFILE

Unit Size: 1      Points: 330
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Vyrkos Retainer, Any SOULBLIGHT GRAVELORDS
Notes: You cannot include this unit and Radukar the Wolf in the same army.

Passive
CALL TO THE HUNT: With an exultant howl, Radukar leads the charge, his surge of bloodlust filling nearby undead minions with unholy impetus.

Effect: If this unit charged this turn, for the rest of the turn, add 1 to wound rolls for combat attacks made by friendly DEATHRATTLE, DEADWALKERS and Vyrkos Blood-born units while they are wholly within 12" of this unit.

Once Per Turn (Army), End of Any Turn
THE BEAST WILL OUT: In his hulking bestial form, Radukar is a frenzied abomination concerned only with tearing apart everything in his path.

Effect: If this unit is not in combat, it can move D6". It can move into combat.
KEYWORDSRAMPAGE

Your Hero Phase
6
ARMOUR OF THE NIGHT: With a mere thought, Radukar the Beast summons wisps of pure darkness to form a penumbral shield around his body, protecting him from harm.

Declare: Make a casting roll of 2D6.

Effect: Subtract 1 from hit rolls and wound rolls for attacks that target this unit for the rest of the turn.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (1), WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


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


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

War Machine Hero


SOULBLIGHT GRAVELORDS WARSCROLL
Bloodseeker Palanquin
10"
12
4+
5
As with mortals, vampires have their cliques and cults. Amongst the most infamous are the Sanguinarchs. For these discerning vampires, blood is not something to be guzzled like a crass beast; it is a princely substance to be treated as a master vintner would their wine. Sanguinarchs often serve their dynasties as agents within mortal cities. Immortalised in bardic songs as Bloodmothers, Red Spiders or Pale Doyennes, they adopt the persona of the courtly matchmaker to manipulate liaisons between nobles and produce the most sumptuous blends of blood within their progeny – all for the vampires to feast on, in due time. Some Sanguinarchs, however, maintain that only the pulse-pounding emotions of the battlefield can properly spice their creations. Riding atop stately Bloodseeker Palanquins carried by screeching gheists, these vampires hunt down champions whose blood they judge to be of particularly high quality before extracting it using gruesome exsanguinating sorceries. They excel in distilling the aetheric resonations of violent death into their concoctions of hero’s gore, and though even other vampires may consider the Sanguinarch’s obsession with crafting the perfect vintage indulgent, they cannot deny the power that infuses them as they sup upon the macabre artiste’s work.
SOULBLIGHT GRAVELORDS WARSCROLL
Bloodseeker Palanquin
MELEE WEAPONS
AtkHitWndRndDmg
Sanguinarch’s Stiletto [Crit (2 Hits)]
Sanguinarch’s Stiletto
Crit (2 Hits)
53+3+12
Spectral Host’s Blades [Companion]
Spectral Host’s Blades
Companion
104+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 250
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

Passive
WAILS OF THE DAMNED: Unnerving howls follow this macabre carriage wherever it roams.

Effect: Subtract 3 from the control scores of enemy units while they are within 12" of this unit.

Once Per Battle (Army), Your Combat Phase
A PROMISING CONCOCTION: Sanguinarchs are obsessed with crafting the finest ichorous blends, and they can further refine such rich pickings to bolster their strength and that of their lackeys.

Declare: Pick up to 3 friendly VAMPIRE units wholly within 12" of this unit to be the targets.

Effect: Add 1 to the Attacks characteristic of the targets’ melee weapons for the rest of the turn.

KEYWORDS
HERO, WAR MACHINE, WIZARD (1), FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


SOULBLIGHT GRAVELORDS WARSCROLL
Coven Throne
10"
12
4+
5
For the most regal vampires, trudging across the battlefield like some lowly Deadwalker would simply never do. Instead, they lounge upon imposing conveyances of fused sinew and cartilage, held aloft by the tormented souls of those who fell to their beguiling charms. Vampires are well practised in concealing their abominable nature behind magical glamours, but those who ride upon a Coven Throne are especially transfixing; with but a glance, they can rob a proud foe of their will and see them pledge undying loyalty to their new ruler. Those who amuse the vampire may be granted the blood kiss, but most are simply feasted upon and discarded, their souls joining the grim procession beneath the Coven Throne. Vampires who lounge upon a Coven Throne are often accompanied by promising members of their brood, chosen for their powers of foresight through bloodscrying. These undead acolytes collect fresh gore in ritual fonts; then, using crimson rites born in the dread city of Nulahmia, they tap into the power in the lifeblood to penetrate the skeins of fate. Forearmed with knowledge of the future, the vampire commands their minions with prescient ability, driving spikes of hopelessness deeper into the foe with each thwarted stratagem or canny outflank.
SOULBLIGHT GRAVELORDS WARSCROLL
Coven Throne
MELEE WEAPONS
AtkHitWndRndDmg
Spectral Host’s Blades [Companion]
Spectral Host’s Blades
Companion
104+4+-1
Matriarch’s Stiletto [Crit (2 Hits)]
Matriarch’s Stiletto
Crit (2 Hits)
53+3+12
Acolytes’ Poniards
Acolytes’ Poniards63+3+11
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any SOULBLIGHT GRAVELORDS

Passive
TACTICAL INSIGHT: The vampire and their acolytes employ their divinatory abilities to manipulate and aid their undying servants.

Effect: Friendly DEATHRATTLE and DEADWALKERS units have WARD (5+) while they are wholly within 6" of this unit.

Passive
SCRYING POOL: Within this pool of shimmering gore, the vampire foresees the shape of the battle to come.

Effect: If a friendly SOULBLIGHT GRAVELORDS unit wholly within 12" of this unit uses the ‘Redeploy’ command, you can pick another friendly SOULBLIGHT GRAVELORDS unit wholly within 12" of this unit that has not used a command this phase to use the ‘Redeploy’ command immediately after the first has been resolved (this is an exception to Commands, 1.2). No command point is spent the second time that command is used.

KEYWORDS
HERO, WAR MACHINE, WIZARD (1), FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


SOULBLIGHT GRAVELORDS WARSCROLL
Mortis Engine
10"
12
4+
5
When a truly formidable Necromancer is destroyed, their acolytes will reverently collect their remains – still saturated with morbid power – and inter them within rune-marked caskets and reliquaries. These are then mounted atop the arcane constructs known as Mortis Engines, each guided into battle by a Corpsemaster learned in the ways of the amethyst arts. Carried upon a swirling hurricane of bound gheists that once served the great liche, a Mortis Engine acts as both a magnet of and a conductor for necromantic energies. The state of constant torment and horror in which the Engine’s spirits are trapped causes them to wail and screech constantly, a sound so terrible that mortals who hear it often perish from sheer terror. As a Mortis Engine floats across the field, amethyst motes of magic are drawn to them as a ghastly miasma, ripe to be exploited by practitioners of Nagash’s arts. When threatened by advancing enemies, the Corpsemaster custodian can unleash this magic in a surge of unholy power that sweeps over regiments and sees their warriors simply crumble to dust. Those who survive face a fate just as brutal as the Mortis Engine crashes into them, its spectral guardians lashing out with blades and raking talons to deadly effect.
SOULBLIGHT GRAVELORDS WARSCROLL
Mortis Engine
MELEE WEAPONS
AtkHitWndRndDmg
Spectral Host’s Blades [Companion]
Spectral Host’s Blades
Companion
104+4+-1
Corpsemaster’s Staff
Corpsemaster’s Staff34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any DEADWALKERS

Passive
NEXUS OF DEATH ENERGY: Mortis Engines are constructed around the remains of a slain Necromancer, who acts as a locus for the magics of the underworlds.

Effect: When a friendly DEATHRATTLE or DEADWALKERS unit wholly within 12" of this unit is picked to be the target of the ‘Deathly Invocation’ ability, add D3 to the number of damage points that can be healed or the combined Health characteristic of models that can be returned.

Passive
THE RELIQUARY: When the amethyst magics that thrum through a Mortis Engine reach a crescendo, its Corpsemaster custodian can unleash them as a lethal bow wave of power.

Effect: When this unit is set up for the first time, place a stored energy dice beside it with the ‘1’ facing up. Each time a friendly SOULBLIGHT GRAVELORDS WIZARD successfully casts a spell while it is within 12" of this unit, increase the value of the stored energy dice beside this unit by 1 (to a maximum of 6).

Once Per Turn (Army), Your Shooting Phase
WAVE OF POWER: With arms held aloft, the Corpsemaster discharges the energy stored within the Mortis Engine, searing the life force from those nearby.

Declare: Pick up to 3 enemy units within 10" of this unit to be the targets.

Effect: Roll a dice for each target. On a 3+, inflict an amount of mortal damage on the target equal to the value of this unit’s stored energy dice. Then, change the value of the stored energy dice back to 1.

KEYWORDS
HERO, WAR MACHINE, WIZARD (1), FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS

Beast


SOULBLIGHT GRAVELORDS WARSCROLL
Dire Wolves
10"
2
5+
1
It is not only humanoid mortals that can be reanimated through necromancy. Dire Wolves are the remains of mangy lupine beasts that stalk the bleak forests and tundras surrounding many a vampiric keep, their fur reeking of the grave and their souls filled only with the need to kill. Unlike most undead, Dire Wolves have lost almost none of the swiftness they possessed in life. When they pounce, jaws flashing with mouldering teeth, they are easily capable of ripping out a Gryph-charger’s throat or bearing an armoured warrior to the ground. Relentless and incapable of tiring, they are the perfect hunting hounds for vampires who seek to run their living prey to ground. Plentiful folklore surrounds these beasts, the most enduring example of which is their supposed ability to scent mortal terror upon the wind. There may be some truth to this, for a great many aristocratic vampires dote on Dire Wolves like favoured companions and grant them the honour of being the first loosed into battle; there, they viciously corral the petrified enemy, herding them into position for the Gravelord host to smash them asunder. In the wake of the resulting slaughter, there is always enough carrion to satiate the Dire Wolves’ hunger.
SOULBLIGHT GRAVELORDS WARSCROLL
Dire Wolves
MELEE WEAPONS
AtkHitWndRndDmg
Rotting Fangs and Claws [Companion]
Rotting Fangs and Claws
Companion
24+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
ON THE HUNT: Unlike most undead, Dire Wolves have lost almost none of the swiftness they possessed in life and are forever hungry for warm flesh.

Effect: This unit can use a RUN ability and still use CHARGE abilities later in the turn.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

KEYWORDS
BEAST, CHAMPION (1/10), WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEADWALKERS


SOULBLIGHT GRAVELORDS WARSCROLL
Fell Bats
12"
3
6+
1
Leather-winged monstrosities bloated on blood and necrotic sorcery, Fell Bats haunt the cursed forests and battlefields of the realms. Each is large enough to pluck a rider from the saddle and carry them off into the skies, and their dagger-length canine teeth are so sharp that they can puncture solid metal. Such is the Fell Bats’ sense of smell that they can sniff out a single drop of gore from leagues away, and once the hunger is upon them, they enter a thirsting rage that can only be appeased by gorging upon fresh blood. This frenzy is so all-consuming that Fell Bats will often fight until their own destruction rather than be denied their feast. Flocks of Fell Bats often circle above vampiric armies, summoned by the promise of corpses and the innate power of a Soulblight lord. They serve well as winged scouts and swift-flying killers, descending from above in a flurry of fangs and raking claws to attack isolated prey. After glutting themselves on drained vital fluids, these chiropteran horrors will retreat back into the skies, circling about in search of their next kill.
SOULBLIGHT GRAVELORDS WARSCROLL
Fell Bats
MELEE WEAPONS
AtkHitWndRndDmg
Chiropteran Fangs [Companion]
Chiropteran Fangs
Companion
34+4+-2
BATTLE PROFILE

Unit Size: 3      Points: 100
MODELBASE SIZE
Bat Swarms40mm
Fell Bats40mm
Can be reinforced: Yes

Passive
FLEET AND FELL: Borne swiftly upon huge, tattered wings, Fell Bats are able to swoop down upon and break away from their prey with impunity, their frenzied flapping making it difficult to pin them down.

Effect: This unit can use CHARGE abilities even if it used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on this unit by RETREAT abilities.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

KEYWORDS
BEAST, FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEADWALKERS


SOULBLIGHT GRAVELORDS WARSCROLL
Vargskyr
8"
8
5+
1
Not all of those who were bitten by Radukar the Wolf and his kin were destined to rise anew as true vampires. Some proved unable to control the bestial curse that seeped into their veins, devolving into the blood-hungry beasts known as Vargskyrs. Their flesh split apart, their bones cracked and expanded agonisingly, and thick, wiry fur sprouted along their flanks. Three times the height of a mortal human, the Vargskyrs were corded with lithe strength – the manifestation of the ancient Vyrkos bloodline. The citizens of Ulfenkarn dreaded them above all, for they knew that Vargskyrs liked to toy with their prey. Though most were thought to have perished during the fall of the Cursed City, there have been sightings of Vargskyrs in Shyish and even further abroad, preying upon mortals. They are capable of wrenching a human’s head from their shoulders with a single twist, and when they fall to all fours and pursue their prey, few creatures in all the realms can outrun them. Vargskyrs are also possessed of cunning befitting their predatory nature; they will stalk a victim patiently, sometimes for many hours, before falling upon them in a frenzy of slashing claws and tearing fangs.
SOULBLIGHT GRAVELORDS WARSCROLL
Vargskyr
MELEE WEAPONS
AtkHitWndRndDmg
Lacerating Fangs [Companion]
Lacerating Fangs
Companion
24+2+23
Raking Talons [Companion]
Raking Talons
Companion
44+2+12
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 50mm
Can be reinforced: No

Passive
BOUNDING HASTE: Three times the height of a man and with supernatural strength and reflexes, a Vargskyr covers ground with terrifying speed.

Effect: Add 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3. In addition, when this unit uses a CHARGE ability, it can pass through terrain features and enemy models as if it had Fly.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

KEYWORDS
BEAST, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE

Cavalry


SOULBLIGHT GRAVELORDS WARSCROLL
Black Knights
10"
3
4+
1
Black Knights were once the nobility of the Deathrattle kingdoms, but this did not save them from Nagash’s cold claws. Reanimated as terrible wights, all their arrogance has coalesced into a core of cold pride that can never be appeased. In the times before Sigmar’s civilisation took root, only a monarch and their preferred retainers could afford to keep a warhorse. When these warriors died, their beloved steeds – symbols of their status – were slain, buried with them and bound to the same curse of unlife. Black Knights function as the killing edge of the Deathrattle hosts, cavaliers charged to cull mortals with their dreaded life-stealing lances and blades, yet their deathless state denies them any sense of true satisfaction. They forever demand to be first into battle and refuse to dip their lances to any who have not earned their respect. In their strange, hollow way, Black Knights declare themselves to be the finest riders on either side of the grave. They bear an especially intense hatred for the shining cavaliers of mortalkind – living reminders of their own lost honour, whom they seek to destroy at every opportunity.
SOULBLIGHT GRAVELORDS WARSCROLL
Black Knights
MELEE WEAPONS
AtkHitWndRndDmg
Skeletal Steed’s Hooves and Teeth [Companion]
Skeletal Steed’s Hooves and Teeth
Companion
25+3+-1
Barrow Lance [Charge (+1 Damage)]
Barrow Lance
Charge (+1 Damage)
24+3+11
BATTLE PROFILE

Unit Size: 5      Points: 180
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
THE DEATHLY CHARGE: Where these dread riders go, the assurance of death goes with them.

Effect: If this unit charged this turn, its Barrow Lances have Crit (Mortal) for the rest of the turn.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5), WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEATHRATTLE


SOULBLIGHT GRAVELORDS WARSCROLL
Blood Knights
12"
3
3+
1
Resplendent in gleaming armour, vampiric chevaliers charge into battle, crushing their foes beneath the thundering hooves of their skeletal mounts. These are the Blood Knights, elite warriors of the Soulblight hosts. They claim to follow a code of honour, but in truth, their self-proclaimed chivalry is nothing but a shining veneer that corrodes as soon as the killing starts. In the midst of a brutal melee, they are no more able to hold their fiendish appetite in check than any of their bloodthirsty kin are. Blood Knights have trained for centuries with sword and lance, and their martial discipline is absolute. When combined with a vampire’s innate powers, this makes them almost unstoppable on the charge. Borne upon undead steeds who know neither fear nor doubt, Blood Knights seek out the most challenging foes, forming themselves into unstoppable wedges of steel and smashing into the fray. Couched lances punch through half a dozen enemies in the blink of an eye, while wicked sabres lash back and forth, opening throats with every strike. Splattered head to toe in gore, the Blood Knights howl in bestial delight, their chivalric oaths revealed as nothing more than a wicked farce.
SOULBLIGHT GRAVELORDS WARSCROLL
Blood Knights
MELEE WEAPONS
AtkHitWndRndDmg
Templar Weapon [Anti-INFANTRY (+1 Rend), Charge (+1 Damage)]
Templar Weapon
Anti-INFANTRY (+1 Rend), Charge (+1 Damage)
33+3+11
Nightmare’s Hooves and Teeth [Companion]
Nightmare’s Hooves and Teeth
Companion
35+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 230
Base size: 75 × 42mm
Can be reinforced: Yes

Passive
RIDERS OF RUIN: Blood Knights trample clean over lesser foes to strike at more worthy challengers.

Effect: When this unit moves, it can pass through models in enemy INFANTRY units and can pass through the combat ranges of enemy INFANTRY units, but it cannot end a move in combat unless specified in the ability used.

Any Charge Phase
TRAMPLED TO DUST: Infantrymen who find themselves in the Blood Knights’ path are crushed beneath the hooves of their Nightmare steeds.

Declare: Pick an enemy unit that this unit passed across this turn to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
CAVALRY, CHAMPION, STANDARD BEARER (1/5), WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE

Infantry


SOULBLIGHT GRAVELORDS WARSCROLL
Askurgan Trueblades
6"
2
5+
1
Inheritors of an ancient martial tradition, the ascetic warriors known as Askurgan Trueblades seek to turn the savagery of the Soulblight Curse into a potent weapon in their arsenal. Rather than deny their thirst, the Askurgans harness it by feasting upon the blood of beasts and monsters, using the inherent power of these potent fluids to enhance their already devastating combat skills. Few can stand in the face of an Askurgan Trueblade’s efficient strikes, which come so swiftly and precisely that the foe is often reduced to a ruined corpse before they can even draw a breath. For all the formidable willpower of the Askurgans, the dark truth is that their bestial nature cannot truly be controlled. Should the power of monstrous ichor overwhelm a Trueblade, they will transform into a feral horror known as a Curseblood. Lupine of aspect, these creatures abandon all pretence at martial discipline and simply tear at their prey with claws and fangs. A rare few Askurgans possess the strength to reverse this transformation, though they are forever marked in body and soul by their encounter with the monstrous reality of the Soulblight Curse.
SOULBLIGHT GRAVELORDS WARSCROLL
Askurgan Trueblades
MELEE WEAPONS
AtkHitWndRndDmg
Elongated Claws and Slavering Maw
Elongated Claws and Slavering Maw54+3+21
Askurgan Weapons [Crit (2 Hits), Anti-MONSTER (+1 Rend)]
Askurgan Weapons
Crit (2 Hits), Anti-MONSTER (+1 Rend)
23+3+11
BATTLE PROFILE

Unit Size: 8      Points: 150
MODELBASE SIZE
Askurgan Exemplar, 2 x Askurgan Ascetics, Askurgan Pariah32mm
Curseblood40mm
3 x Askurgan Acolytes28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Askurgan Weapons.
  • 1/8 models is a Curseblood and must replace their Askurgan Weapons with Elongated Claws and Slavering Maw.
  • The champion is an Askurgan Exemplar and cannot replace their weapons.

Passive
CREED OF THE ASKURGA RENKAI: Faithful to the teachings of ancient masters long slain, Trueblades test themselves against the most powerful adversaries, feasting solely on monstrous blood to bolster their strength and speed.

Effect: Subtract 1 from hit rolls for combat attacks made by enemy MONSTERS that target this unit. Add 1 to hit rolls for combat attacks made by this unit that target enemy MONSTERS.

Any Combat Phase
GUT-WRENCHING HOWL: The howl of a Curseblood resounds with the force of long-repressed bloodlust finally finding release, staggering even the bravest souls.

Declare: Pick an enemy unit in combat with this unit’s Curseblood to be the target.

Effect: Roll a dice. On a 4+, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION (1/8), WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


SOULBLIGHT GRAVELORDS WARSCROLL
Deadwalker Zombies
4"
1
6+
1
Shambling and groaning, flesh sagging off yellowed bones, a single zombie is a disconcerting sight. A horde of them can unnerve even the most steadfast warriors. Individually, a zombie is a clumsy and slow adversary, though the mindless ferocity with which they attack should not be underestimated. It is in bulk that zombies become a significant threat. Bludgeoning aside enemy defences, they lash out with filthy fingernails and crude improvised weapons, heedless of their losses. Any who fall to a zombie risk being infected by the necrotic energies clinging to them, rising again to assail their former friends and allies. As the remains of the freshly dead, zombies are amongst the easiest forms of cadaver to raise. It is for this reason that they are by far the most commonly utilised chattel troops in Soulblight hosts, hurled at the enemy in vast numbers to bog them down while the vampire elite chooses a vulnerable target to strike. Yet Deadwalkers are not always summoned into being intentionally; there are tales of graveyards, plague pits and corpse-choked marshes so suffused with the aetheric energy of Shyish that they have developed a malign and primitive sentience, and now puppet hordes of zombies lumber across the wilds as extensions of their primitive will.
SOULBLIGHT GRAVELORDS WARSCROLL
Deadwalker Zombies
MELEE WEAPONS
AtkHitWndRndDmg
Crude Weapon or Infectious Bite
Crude Weapon or Infectious Bite15+4+-1
BATTLE PROFILE

Unit Size: 20      Points: 150
Base size: 25mm
Can be reinforced: Yes

Passive
MINDLESS FEROCITY: Heedless of pain and knowing nothing of fear, Deadwalker Zombies are relentless in their efforts to slay the foe, and they will continue to hack, claw and bite even as they meet their final end.

Effect: Each time a model in this unit is slain by a combat attack and that model was in combat with the attacking unit, roll a dice. On a 6+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEADWALKERS


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Deathrattle Skeletons
4"
1
5+
1
Clattering forwards in formation, their yellowed skulls devoid of expression, the Deathrattle Skeletons go forth to annihilate the living. These undead automatons have no free will and are imbued only with the imperative to kill as swiftly and efficiently as possible. In many ways, they represent the ultimate ideal of Nagash’s Necrotopia: an army without will or ambition, created solely to conquer the realms in the name of the Great Necromancer. As they advance into combat, foes are forced to stare into the grinning visage of death, a feat that saps courage from all but the bravest. As disposable soldiers, Deathrattle Skeletons are clad in only the most basic equipment, often the same armour they wore during the last moments of their mortal lives. Their weapons, too, are meagre: rusted swords and shields pitted with battle-damage. Yet such things mean little when they march forth en masse, overwhelming superior warriors with their utter lack of fear and their relentless, machine-like motion. Even if a skeletal warrior is smashed to pieces, the horror continues – with the battlefield steeped in necromantic energies, the Deathrattle Skeleton’s bones will lock together once more as it clambers upright, ready to kill again.
SOULBLIGHT GRAVELORDS WARSCROLL
Deathrattle Skeletons
MELEE WEAPONS
AtkHitWndRndDmg
Ancient Weapon
Ancient Weapon24+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 25mm
Can be reinforced: Yes

End of Any Turn
SKELETON LEGION: As necromantic energies blanket the battlefield, long-dead warriors stagger to their feet once more, eye sockets aglow with killing light.

Effect: You can return D3 slain models to this unit.

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/10), WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEATHRATTLE


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Grave Guard
4"
1
4+
1
Surrounding a Wight King is a coterie of favoured praetorians, champions and housecarls: the Grave Guard. In life, they were the monarch’s closest companions, granted the greatest privileges in exchange for their loyalty. Whether with holy zeal or while deep in their cups, they swore to serve even after death; in those nations where necromancy held sway, these pacts were taken seriously indeed. Upon their demise, the champions were entombed within their lord’s barrow – or, if their monarch perished first, buried alive – after undergoing the rites that saw their souls stained with dark magic. These are the elite footsoldiers of the Deathrattle legions, imbued with memories of loyalties pledged and oaths of eternal service. Grave Guard retain greater flickers of awareness than most skeletal undead, but only enough that they can recall their own lethal skill and entertain their liege with tales of centuries past. In death, the Grave Guard still carry the finest of a kingdom’s wargear. Clad in patinated armour, they endure blows in impassive silence before striking with weapons bound with the same wicked curses as their ruler’s blade. Some favour the traditional sword and shield of a monarch’s bodyguard, while others swing huge two-handed swords to carve foes in twain.
SOULBLIGHT GRAVELORDS WARSCROLL
Grave Guard
MELEE WEAPONS
AtkHitWndRndDmg
Wight Blades and Great Wight Blades [Crit (Mortal)]
Wight Blades and Great Wight Blades
Crit (Mortal)
23+3+11
BATTLE PROFILE

Unit Size: 10      Points: 160
Base size: 25mm
Can be reinforced: Yes

Passive
GUARDIANS OF THE KING: The Grave Guard stand alongside the liege-lord to whom they are bound.

Effect: While any friendly SOULBLIGHT GRAVELORDS INFANTRY HEROES are within this unit’s combat range, both this unit and those friendly units have WARD (5+).

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5), WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEATHRATTLE


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Kosargi Nightguard
6"
4
5+
3
When he felt the first stirrings of his empowerment in the wake of the realm-wide catastrophe known as the Shyish Necroquake, Radukar displayed the utter lack of mercy that has defined his existence by slaughtering all of his Kosargi ogors, the fearsome mercenary warriors that had served him loyally for centuries. Using the foulest necromantic magic, he then had them raised as unliving colossi so that they might continue to serve as his Nightguard – utterly pliant and all but impossible to destroy. This proved a cunning decision, for the meld of ogor physiology with lifeless flesh created a breed of warrior unlike any other. In death, the fur-clad warriors of the Kosargi serve Radukar the Wolf as fiercely as they did in life. They are his gaolers, executioners and enforcers, cadaverous brutes whose hunger for warm, raw meat has not abated in death. The thunderous stomp of their boots causes the living to scatter like bloodroaches, for wherever the Kosargi Nightguard roam, slaughter is soon to follow. Though they are slow and lumbering warriors, their rotting flesh can absorb the most grievous wounds as they swing their bardiches, hewing their foes into bloody chunks.
SOULBLIGHT GRAVELORDS WARSCROLL
Kosargi Nightguard
MELEE WEAPONS
AtkHitWndRndDmg
Kosargi Bardiche
Kosargi Bardiche24+2+23
BATTLE PROFILE

Unit Size: 2      Points: 120
Base size: 40mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Passive
A PACT MAINTAINED: The undead mercenaries of Kos are as loyal to Radukar in death as they were in life.

Effect: While a friendly Radukar the Wolf or Radukar the Beast is within this unit’s combat range, both that unit and this unit have WARD (5+).

KEYWORDS
INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEADWALKERS


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Vargheists
12"
4
5+
1
To witness the true monster that lurks inside every vampire, one need look no further than the Vargheist. These bat-winged horrors represent the Soulblight Curse laid bare: false nobility overwhelmed by a bestial fury and a desperate, feral thirst for fresh blood. These monsters are created when a vampire is deprived of the chance to feed, often as a punishment for transgressing against their own kind. As their cravings overwhelm both mind and body, the victim begins to transform, their muscles swelling and their once-noble features twisting into a hideous, bat-like visage. Soon, all trace of sanity is lost. Vargheists retain an instinctive deference towards the elders of their bloodline, but in battle, they become uncontrollable as soon as the scent of hot gore is in the air. They plummet from on high with bone-breaking force, smashing their prey to the ground and ripping them open with fangs and claws. Thrusting their muzzles into open wounds, they begin to devour their screaming victims alive. No amount of flesh or blood is ever enough to satisfy a Vargheist, however, and they soon begin the hunt anew, covered in the viscid crimson remains of their last meal.
SOULBLIGHT GRAVELORDS WARSCROLL
Vargheists
MELEE WEAPONS
AtkHitWndRndDmg
Murderous Fangs and Talons [Crit (2 Hits)]
Murderous Fangs and Talons
Crit (2 Hits)
34+3+12
BATTLE PROFILE

Unit Size: 3      Points: 150
Base size: 50mm
Can be reinforced: Yes

Once Per Turn (Army), Your Movement Phase
DEATH’S DESCENT: Vargheists swoop down upon their victims from the sky, suddenly overwhelming them in a flurry of claws and fangs.

Effect: If this unit is not in combat, remove it from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSCORE

KEYWORDS
INFANTRY, CHAMPION, FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


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Vyrkos Blood-born
8"
3
6+
1
When the vampire Radukar conquered the mortal city of Mournhold – which would one day become the Cursed City of Ulfenkarn – the first targets to be wiped out were the scions of its greatest dynastic houses. Scores of noble sons and daughters were drained dry. Only a few managed to bargain for survival, at the cost of eternal damnation. Their mortal lives were forfeit, but Radukar was content to offer a select few the blood kiss, in return for an oath of loyalty as part of his Thirsting Court. Transformed into half-feral Vyrkos Blood-born, these princelings, scions and duchesses are bound to serve the Wolf’s will. They hunt down and assassinate any who question his dominance, stalking the death-shrouded streets of Ulfenkarn in search of prey to torment and consume. Possessing the quicksilver swiftness and uncanny blood-scent of Soulblight creatures, combined with the fencing prowess they honed in their noble lives, these lesser vampires are terrifying foes to face in battle, capable of quickly slicing their foes to ribbons in a flashing blur of strikes.
SOULBLIGHT GRAVELORDS WARSCROLL
Vyrkos Blood-born
MELEE WEAPONS
AtkHitWndRndDmg
Piercing Blade [Crit (2 Hits)]
Piercing Blade
Crit (2 Hits)
33+3+12
BATTLE PROFILE

Unit Size: 3      Points: 150
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Passive
CLING TO THE SHADOWS: With quicksilver speed, these creatures scale terrain in a matter of moments, hiding in the shadows while they prepare to strike.

Effect: While each model in this unit is within 1" of any terrain features, this unit cannot be targeted by shooting attacks unless the attacking model is within 9" of it.

End of Any Turn
SHADOWFAST: Vyrkos Blood-born move with savage swiftness.

Effect: Roll a dice. On a 3+, this unit can use a MOVE ability as if it were your movement phase.

KEYWORDS
INFANTRY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


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The Crimson Court
6"
3
3+
1
Prince Duvalle claims descent from the Von Carstein lineage, and few are foolish enough to gainsay him to his face. He is adept at conjuring magical glamours and illusions, rendering his prey disoriented and vulnerable before striking. Duvalle’s Crimson Court are a clique of vampires obsessed with the hunt. Having slaked their thirsts the realms over, they now set their sights on the living mountain of Beastgrave and the warriors who battle within.
SOULBLIGHT GRAVELORDS WARSCROLL
The Crimson Court
MELEE WEAPONS
AtkHitWndRndDmg
Courtly Weapon [Anti-HERO (+1 Rend)]
Courtly Weapon
Anti-HERO (+1 Rend)
33+3+12
BATTLE PROFILE

Unit Size: 4      Points: 210
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with a Courtly Weapon. The models in this unit are:
  • Prince Duvalle (champion)
  • Gorath the Enforcer
  • Vellas von Faine
  • Ennias Curse-born

Any Combat Phase
COME THEN, AMUSE US: Prince Duvalle and his courtiers scour every corner of the Mortal Realms in the hopes of finding worthy opponents. Alas, few measure up to the vampires’ lofty standards.

Effect: If this unit is in combat with any enemy HEROES, roll a D3 and then pick a number of effects from the list below equal to the roll:
  • Add 1 to save rolls for this unit for the rest of the turn.
  • Add 1 to the Attacks characteristic of this unit’s melee weapons for the rest of the turn.
  • Add 1 to the Rend characteristic of this unit’s melee weapons for the rest of the turn.

KEYWORDS
UNIQUE, WIZARD (1), INFANTRY, CHAMPION, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, VAMPIRE


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The Exiled Dead
4"
2
6+
1
The vampire Deintalos dwells in the darkness of Harrowdeep, snaring those who walk its labyrinthine passages. His experiments with the Force Dynamic – the arco-electric force he believes animates all things – led to his self-imposed exile from Shyish, where his brand of necromancy is taboo. In Harrowdeep, Deintalos found an ideal place to hide his grisly experiments. Aided by his mortal apprentice in necromancy, Marcov, Deintalos animates cadavers with arcane machinery and using the Force Dynamic. These Arcwalkers, as Deintalos dubs them, act in eerie unison as they tear apart their foes.
SOULBLIGHT GRAVELORDS WARSCROLL
The Exiled Dead
MELEE WEAPONS
AtkHitWndRndDmg
Arco-electric Weapons [Crit (2 Hits)]
Arco-electric Weapons
Crit (2 Hits)
34+5+-1
BATTLE PROFILE

Unit Size: 7      Points: 140
Base size: 25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Arco-electric Weapons. The models in this unit are:
  • Deintalos the Exile (champion)
  • Prentice Marcov
  • Regulus Unbound
  • Coyl Unbound
  • Bault Unbound
  • Vlash Unbound
  • Ione Unbound

Your Hero Phase
UNFEELING FORTITUDE: Many have found, to their cost, that injuries that would instantly kill another opponent do not even slow the Arcwalkers.

Effect: Roll a dice. On a 3+, this unit has WARD (5+) until the start of your next turn.

Passive
DEINTALOS THE EXILE: Deintalos does not take his exile lightly and hopes one day to develop his art to rival that of the Great Necromancer himself.

Effect: While this unit’s Deintalos the Exile is on the battlefield, it has WIZARD (1). While this unit’s Prentice Marcov is on the battlefield, add 1 to casting rolls for this unit.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEADWALKERS


SOULBLIGHT GRAVELORDS WARSCROLL
The Sepulchral Guard
4"
2
5+
1
The Sepulchral Guard haunt the Mirrored City of Shadespire, cursed by Nagash to fully appreciate their horror. Led by the Sepulchral Warden, the former Lord-Marshal of the city, they fall upon and slay interlopers with an unsettling swiftness.
SOULBLIGHT GRAVELORDS WARSCROLL
The Sepulchral Guard
MELEE WEAPONS
AtkHitWndRndDmg
Ancient Weapon [Crit (2 Hits)]
Ancient Weapon
Crit (2 Hits)
24+4+-1
BATTLE PROFILE

Unit Size: 7      Points: 110
Base size: 25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with an Ancient Weapon. The models in this unit are:
  • The Sepulchral Warden (champion)
  • The Champion
  • The Harvester
  • The Prince of Dust
  • The Inevitable Petitioner
  • The Zealous Petitioner
  • The Rising Petitioner

End of Any Turn
RESTLESS DEAD: Nagash denies the gift of eternal rest to those who defied his will.

Effect: You can return D3 slain models to this unit.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEATHRATTLE


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The Sons of Velmorn
4"
2
3+
1
When the Ghurish city of Sentarion was swallowed by the Gnarlwood, King Velmorn sought to defeat the monstrous trees using the Tyrant’s Crown. Yet the sorcerous relic cursed him to a hateful unlife, though his will remains formidable. When Velmorn placed the Tyrant’s Crown upon his head, his loyal sons were slain by a surge of death magic and resurrected as wights. Filled with bitterness, they are nevertheless bound to serve their father for all eternity.
SOULBLIGHT GRAVELORDS WARSCROLL
The Sons of Velmorn
MELEE WEAPONS
AtkHitWndRndDmg
Royal Weapons [Crit (Mortal)]
Royal Weapons
Crit (Mortal)
34+3+11
BATTLE PROFILE

Unit Size: 5      Points: 130
MODELBASE SIZE
Sir Jedran Falseborn40mm
Marshal Faulk Velmorn, Helmar the Hewer, Thain Fourth-and-Last25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Royal Weapons. The models in this unit are:
  • King Morlak Velmorn (champion)
  • Sir Jedran Falseborn
  • Helmar the Hewer
  • Marshal Faulk Velmorn
  • Thain, Fourth-and-last

Any Combat Phase
RISE AGAIN: The Tyrant’s Crown fulfilled Morlak’s desire for an eternal lineage – though not in the form he imagined.

Effect: If this unit’s King Morlak Velmorn is on the battlefield, roll a dice for each slain model from this unit. On a 4+, you can return 1 slain model to this unit.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEATHRATTLE


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Zondara’s Gravebreakers
4"
2
6+
1
Once a wise Ghurish wizard, Zondara Rivenheart delved into necromantic lore in an attempt to save her beloved Ferlain from a bestial curse. She now blends beast-magic with the energies of death, ransacking crypts, keeps and dungeons in search of a cure. Zondara’s shambling gravediggers are imbued with Ghurish magic, granting them a strength and ferocity beyond that of most animated corpses. They are led by the cursed beast Ferlain, Rivenheart’s illfated former lover, reduced to a frenzied brute who messily dismembers those who threaten his mistress.
SOULBLIGHT GRAVELORDS WARSCROLL
Zondara’s Gravebreakers
MELEE WEAPONS
AtkHitWndRndDmg
Rending Claws
Rending Claws44+3+12
Graverobber’s Tools
Graverobber’s Tools34+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 120
MODELBASE SIZE
Lost Ferlain40mm
Cracktomb, Pikk and Toyle25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:
  • Zondara Rivenheart (champion, armed with Graverobber’s Tools)
  • Pikk (armed with Graverobber’s Tools)
  • Cracktomb (armed with Graverobber’s Tools)
  • Toyle (armed with Graverobber’s Tools)
  • Lost Ferlain (armed with Rending Claws)

Your Hero Phase
WREST FROM THE REALMS: Zondara will tear what she needs from the bones of the realms itself, if necessary.

Effect: If this unit is in a Soulblight Gravelords army, pick a terrain feature within 3" of this unit, then roll a dice and apply the corresponding effect. You cannot pick the same terrain feature more than once per battle.

1 Cruel Hope: No effect.

2-4 Cursed Flesh: You can return D3 slain models to this unit.

5-6 Borrowed Power: Pick a friendly SOULBLIGHT GRAVELORDS HERO wholly within 12" of this unit that does not have an artefact of power. You can pick an artefact of power from the Soulblight Gravelords faction rules that no other friendly HERO has and give it to that HERO.

Passive
ZONDARA RIVENHEART: Zondara infuses savage Ghurish magic into her minions, granting them bestial strength even in their undeath.

Effect: While this unit’s Zondara Rivenheart is on the battlefield, it has WIZARD (1).

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEADWALKERS

Monster


SOULBLIGHT GRAVELORDS WARSCROLL
Terrorgheist
12"
14
5+
5
In ages past, colossal chiropteran predators haunted the skies of the Mortal Realms, preying upon their fellow megafauna and leeching them dry of blood. Many of these leather-winged titans were hunted to extinction or otherwise starved when the spread of civilisation robbed them of their favoured prey. They slunk away into dismal caves and echoing vaults to slowly die out, embittered and voracious. It was the carcasses of these beasts that early practitioners of necromancy discovered and raised as the abominations known as Terrorgheists. Their teeth and claws are the length of Sigmarite greatswords and are capable of cleaving through armour with ease, but these monstrous creatures possess an even more fearsome weapon in their arsenal: their infamous killing shriek. As a Terrorgheist swoops down from the sky, it will unleash a piercing audial barrage, splitting the flesh and pulping the skulls of its victims through sheer sonic pressure. Survivors are left reeling and defenceless against the eternally starving beast as it attempts to devour them, and such is the size of its maw that human-sized prey is often swallowed whole. Yet as the Terrorgheist’s innards rotted away long ago, the savaged remains do nothing to satiate its cursed hunger, instead simply adding to trail of broken corpses it leave in its passing.
SOULBLIGHT GRAVELORDS WARSCROLL
Terrorgheist
RANGED WEAPONS
RngAtkHitWndRndDmg
Death Shriek [Shoot in Combat, Companion]
Death Shriek
Shoot in Combat, Companion
10"14+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Skeletal Talons [Companion]
Skeletal Talons
Companion
64+2+12
Fanged Maw [Companion]
Fanged Maw
Companion
34+2+2D6
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 130mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Skeletal Talons is 4.

Once Per Turn (Army), Any Combat Phase
SONIC ASSAULT: With a barrage of ear-piercing shrieks, the Terrorgheist drops from the sky to savage its stunned prey.

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

Effect: Roll a dice for each model in the target unit.

If 3 or more of the dice have the same value, for the rest of the turn, this unit has STRIKE-FIRST.

If 6 or more of the dice have the same value, for the rest of the turn, this unit has STRIKE-FIRST and the target cannot use commands.
KEYWORDSRAMPAGE

Passive
GAPING MAW: This horrific creature bites a great chunk out of its prey – or even swallows it whole.

Effect: Each time an attack made with this unit’s Fanged Maw scores a critical hit, that attack inflicts 6 mortal damage on the target unit and the attack sequence ends.

KEYWORDS
MONSTER, FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS


SOULBLIGHT GRAVELORDS WARSCROLL
Zombie Dragon
12"
14
5+
5
Zombie Dragons are a loathsome sight. What was once a majestic, long-lived king amongst beasts has been twisted and remade through the power of necromancy. Mouldering bone and withered muscle take the place of glistening scales, and the keen intelligence possessed by living dragons is brutally stripped away and replaced entirely with their master’s will. Yet though all sane mortals consider them hideous to behold, Zombie Dragons are nevertheless terrifying adversaries. They have lost none of their strength or ferocity; indeed, the necrotic energy that infests them seems only to amplify their hunger. With raking claws and monstrous fangs, they puncture and tear their way through anything not crushed beneath their sheer bulk. A Zombie Dragon’s most terrifying weapon, however, is its withering breath. What was once a torrent of raging flame now emanates as a cloud of noxious vapours, blistering armour and flesh as those caught in it are reduced to desiccated husks. It is little wonder that the raising of a Zombie Dragon is considered a crowning achievement for any practitioner of necromancy, and that many Soulblight nobles consider these drakes the only creatures worthy of bearing them to war.
SOULBLIGHT GRAVELORDS WARSCROLL
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 Claws [Companion]
Draconic Claws
Companion
74+2+12
Draconic Maw [Companion]
Draconic Maw
Companion
34+2+23
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 130mm
Can be reinforced: No

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

Deployment Phase
DEATH ON TATTERED WINGS: The Zombie Dragon circles above the arrayed armies, eye sockets aglow with unholy energy.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve high above the battlefield. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
LOATHSOME DESCENT: With a deafening roar, the Zombie Dragon dives into battle like a foul comet.

Declare: Pick this unit if it is high above the battlefield.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units.

Once Per Turn (Army), Any Combat Phase
ARMOUR CRUNCH: The Zombie Dragon bites down hard on a target protected by enclosing armour or a thick hide, crumpling and shredding its layers of protection and crushing the bones beneath.

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

Effect: Roll a dice. If the roll is equal to or exceeds the target’s Save characteristic, inflict 3 mortal damage on the target.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, FLY, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS

War Machine


SOULBLIGHT GRAVELORDS WARSCROLL
Corpse Cart
4"
7
6+
2
Across those territories ruled by the Midnight Aristocracy, the creak of rickety wheels in the gloom has become an omen of dread. It heralds the approach of a Corpse Cart, a mobile altar of undeath. These horrific wagons resemble the simple merchants’ carts found in the free cities but cast through a ghoulish mirror. The cadavers heaped atop them moan and writhe in mindless torment, while a trudging quartet of zombies pull the contraption beneath the lash of a cackling Corpsemaster, a strange creature neither entirely alive nor dead. While the gruesome inelegance of a Corpse Cart may see a vampire sneer in disdain, most are savvy enough to recognise the many uses they have. A single one of these decrepit conveyances can anchor a rotting mass of zombies, imbuing them with uncanny strength for beings of decomposing flesh and frayed sinew. This necrotic aura is generated by a profane relic lashed to the vehicle’s frame, typically either a baleflame brazier or an unholy lodestone that thrums with the energies of death. With a handful of Corpse Carts at its core, a Deadwalker horde can bludgeon its way through almost any obstacle.
SOULBLIGHT GRAVELORDS WARSCROLL
Corpse Cart
MELEE WEAPONS
AtkHitWndRndDmg
Zombies’ Rusty Blades [Companion]
Zombies’ Rusty Blades
Companion
2D64+4+-1
Corpsemaster’s Weapon
Corpsemaster’s Weapon34+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 90
Base size: 105 × 70mm
Can be reinforced: No

Passive
LOCUS OF UNDEATH: Corpse Carts are wellsprings of necromantic power that bestow greater vigour upon the resurrected corpses of the freshly slain.

Effect: Melee weapons used by other friendly DEADWALKERS units have Crit (Auto-wound) while they are wholly within 12" of this unit.

KEYWORDS
WAR MACHINE, WARD (6+)
DEATH, SOULBLIGHT GRAVELORDS, DEADWALKERS

Regiment of Renown


REGIMENT OF RENOWN
Big Drogg Fort-Kicka
Of all of Behemat’s spawn, Gatebreakers are the most sinister, filled with the need to destroy. More specifically, these gargants harbour considerable ill will towards the metropolises raised by Sigmar’s folk. The sight of a glorious city, with its proud spires and resolute walls, awakens a bitter fury within these creatures. With a bellow of hate, a Gatebreaker advances on an enemy settlement without fear, shrugging off panicked arrows and cannon fire with little more than a malicious chuckle. Across the Prime Innerlands of Shyish, the name Big Drogg Fort-kicka is dreaded. Admittedly, this is as much for the Gatebreaker’s grievous halitosis – a side effect of eating decomposing corpses – as his skill at destroying cities. Drogg is known to many undead tyrants, who willingly offer him a portion of their servants to consume in return for his aid. Yet Drogg’s true goal has always been to get close enough to Nagash to clobber him in a show of strength. The Great Necromancer’s shattering at the hands of the Lumineth has set this plan back. Taking this as a personal insult, Drogg has vowed revenge. He eagerly hires his services out to any undead wishing to fight the aelves – and he has no shortage of clients.
REGIMENT OF RENOWN
Big Drogg Fort-Kicka

BATTLE PROFILE

Points: 480

Once Per Turn (Army), Any Combat Phase
GRIEVOUS HAILTOSIS: Drogg has dined well on the spoils of war, having smashed and eaten the contents of many a fortified town – yet he has never picked his teeth clean. His breath is so foul that it can stun an ox at ten paces.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice for each model in the target unit. For each 6, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.
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’).
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
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.

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.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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.

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

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).
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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

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

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

The DEATHRATTLE and CAVALRY keywords are used in the following Soulblight Gravelords warscrolls:

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.

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

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
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).

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

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.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

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

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.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
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

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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

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).
Once Per Turn (Army), Any Hero Phase
DEATHLY INVOCATION: Powerful practitioners of death magic are able to summon hordes of undead minions.

Declare: Pick a friendly SOULBLIGHT GRAVELORDS HERO to use this ability, then pick up to 3 friendly DEATHRATTLE or DEADWALKERS units wholly within 12" of that HERO to be the targets.

Effect: For each target:
  • If the target is damaged, Heal (3) the target.
  • If the target is not damaged, return a number of slain models to it with a combined Health characteristic of up to 3.

The non-HERO DEATHRATTLE and INFANTRY keywords are used in the following Soulblight Gravelords warscrolls:

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!
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

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

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN

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

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.

The DEATHRATTLE and INFANTRY keywords are used in the following Soulblight Gravelords warscrolls:

The INFANTRY and DEADWALKERS keywords are used in the following Soulblight Gravelords warscrolls:

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

The WAR MACHINE keyword is used in the following Soulblight Gravelords warscrolls:

1.2 Using Commands
Commands are used in a similar manner to any other ability. However, each unit can only use 1 command in each phase, each command can only be used 1 time by each army in each phase, and you must spend a number of command points equal to the command point cost to use a command.

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

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

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.
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Soulblight Gravelords warscrolls:

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
15.0 Movement
Some abilities allow a unit to move. When a unit moves, each model in that unit can move, one at a time, in the order chosen by that unit’s commander.

When a model moves, it can pivot and change direction as often as you like, but no part of that model’s base can move a greater total distance than the maximum allowed by the ability used. Models cannot move beyond the edge of the battlefield or through other models, and they can never end a move standing on top of another model (the base counts as part of the model).

A model’s base is assumed to remain parallel with the battlefield as it moves. If a model ends its move on an uneven surface, it must be able to stand up by itself with its base as close to parallel with the battlefield as possible (in other words, models cannot lie flat on the battlefield or lean against terrain to stop them from falling over).

This Grey Seer is using the ‘Normal Move’ ability to change its position on the battlefield. No part of that move can be within the combat range of the Liberators, so the Grey Seer has to stay outside the area marked in blue.

  • When moving a unit, move any number of models in that unit.
  • Each model can turn and pivot, but no part of its base can move farther than the maximum distance.
  • Units can move any distance up to the maximum specified in the ability.
  • Units must end their move in coherency.
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.

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Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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