Beneath the pallid yet strangely beguiling appearance of a Soulblight vampire lies an inhuman terror that forever lusts after the taste of blood. Impossibly strong and preternaturally skilled in necromantic sorceries, they lead their resurrected legions against the living, fighting a relentless war in service to their monstrous hunger.
This page contains all of the rules you need to field your Soulblight Gravelords miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:
Soulblight Gravelords armies can use the following abilities:
ANCIENT BURIAL SITES: Across the Mortal Realms stand time-worn mausoleums and barrows, housing the remains of the long dead.
Effect: If there is a friendly
Cursed Sepulchre on the battlefield, you can set up up to 2 additional
Cursed Sepulchres on the battlefield. The first must be set up more than 3" from all units, objectives and other
terrain features. The second must be set up wholly outside enemy territory and more than 3" from all units, objectives and other terrain features.
Designer’s Note: The original Cursed Sepulchre is set up in Step 1 of the deployment phase using the ‘Deploy Faction Terrain’ ability. This ability allows you to set up a second and third such terrain feature and is used in Step 3 of the deployment phase, after armies have been deployed.
THE UNQUIET DEAD: Animated by necromancy, the undead rise from their graves, balefire eyes blazing with dark purpose.
Declare: Pick a friendly
DEATHRATTLE or
DEADWALKERS unit that has not been deployed.
Effect: Set up that unit in reserve
in the grave. It has now been deployed. You cannot set up more friendly units
in the grave than there are on the battlefield.
THE RISING DEAD: Clawing their way through the soil and rock, more undead warriors join the fight.
Declare: Pick a friendly unit that is in the grave.
Effect: Set up that unit wholly within 6" of a friendly
Cursed Sepulchre and more than 9" from all enemy units, or wholly within 6" of the edge of the battlefield, wholly within friendly territory and more than 9" from all enemy units.
DEATHLY INVOCATION: Skilled wielders of death magic can summon hordes of undead.
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.
ENDLESS LEGIONS: To the Gravelords, the dead are mere chattel to be raised and expended.
Declare: Pick a friendly
non-UNIQUE DEATHRATTLE or
DEADWALKERS unit that started the battle with 2 or more models and that has been destroyed to be the target.
Effect: Set up a
replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of a friendly
SOULBLIGHT GRAVELORDS HERO or wholly within 6" of a friendly
Cursed Sepulchre. It must be set up more than 9" from all enemy units.
If it is your movement phase, you can set up the replacement unit more than 3" from all enemy units instead of more than 9", but if you set it up within 9" of any enemy units, it cannot use
CHARGE abilities this turn.
THE HUNGER: Soulblight vampires are revitalised by feasting upon the blood of their foes.
Declare: Pick each friendly
VAMPIRE unit that used a
FIGHT ability this turn to be the targets.
Effect: Heal (D3) each target.
Heal (2D3) the target instead if it destroyed an enemy unit this turn using a
FIGHT ability.
You can pick 1 of the following battle formations for a Soulblight Gravelords army. Each battle formation grants a different ability you can use in the battle.
Legion of Shyish
HORROR UNENDING: The never-ending waves of deathly minions summoned by a Legion of Shyish shatter all hopes of victory for those who stand against them.
Effect: You can pick 1 additional target when using the ‘
Deathly Invocation’ ability.
Deathstench Drove
DRAGGED DOWN AND TORN APART: Hordes of shambling Deadwalker Zombies flow around and over their victims like a rotten tide, bearing them to the ground through sheer weight of numbers before tearing them limb from limb.
Declare: Pick up to 3 friendly
DEADWALKERS units in combat to be the targets.
Effect: For each target:
- Make a pile-in move.
- Then, pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.
Bacchanal of Blood
ARISTOCRACY OF THE NIGHT: These vampires are expected to excel in all martial and mystical disciplines.
Effect: Add 1 to
casting rolls for friendly
VAMPIRE units that are not in combat and add 1 to
wound rolls for
combat attacks made by friendly
VAMPIRE units that
charged in the same turn.
Deathmarch
TIDE OF BONES AND BLADES: The relentless advance of these skeletal undead can overwhelm even the most tenacious resistance.
Effect: Add 1 to the Rend characteristic of melee weapons used by friendly
DEATHRATTLE units that
charged in the same turn for attacks that target a unit that has fewer models than the attacking unit.
Legions of Ulfenkarn
Currently, the rules in battletome supplement are still legal for use in competitive play. However, on 1 June 2026, these rules will move over to Warhammer Legends. This means that they will no longer be legal for competitive play.
WARDENS OF THE WOLF: The might of Ulfenkarn marches forth from the shattered city, its graves emptied to bolster the tides of endless dead, as the howls of feral vampires echo across the battlefield.
Effect: Each time 1 or more
slain models are returned to a friendly
SOULBLIGHT GRAVELORDS INFANTRY or
BEASTS unit wholly within 12" of a friendly
BELLADAMMA VOLGA,
RADUKAR THE WOLF,
RADUKAR THE BEAST,
IVYA VOLGA,
LADY ANNIKA,
KRITZA,
TORGILLIUS THE CHAMBERLAIN,
GORSLAV THE GRAVEKEEPER or
WATCH CAPTAIN HALGRIM, add 1 to the number of slain models returned to that unit.
Cryptmasters
UNHOLY SITE: Some gravesites have witnessed such horrors that the death magic suffusing them makes them even more difficult to cleanse of the undead’s influence.
Declare: Pick a friendly
Cursed Sepulchre to be the target.
Effect: The target has
WARD (4+) until the start of your next turn.
Skinshifters
THE SPEED OF DEATH: Many vampires are capable of swiftly traversing nearly any terrain by assuming a different form or through the application of the sheer bestial strength and agility granted them by their curse.
Declare: Pick a friendly
INFANTRY VAMPIRE HERO to be the target.
Effect: The target can move up to 12" and has
<KY>FLY</KY> when it does so. It cannot end that move
in combat.
The Cursed Bloodlines
HERO only
|
| LASH OF THE SIRE | 20 |
| UNBENDING WILL | 0 |
| UNHINGED RAMPAGER | 0 |
LASH OF THE SIRE: Such is the domineering force of this undead overlord’s willpower that it can imbue nearby vassals with sudden impetus.
Declare: Pick another friendly
SOULBLIGHT GRAVELORDS unit within this unit’s
combat range to be the target.
Effect: Roll a dice. On a 2+:
- If the target is not in combat, it can move D6" but cannot move into combat during any part of that move.
- If the target is in combat, it can make a pile-in move.
UNBENDING WILL: This immortal tyrant and their minions are a force of unliving conquest like no other.
Declare: Pick a friendly
DEATHRATTLE or
DEADWALKERS unit that has 2 or more models and is wholly within 12" of this unit to be the target.
Effect: Add D6 to the target’s
control score for the rest of the turn.
UNHINGED RAMPAGER: This creature’s bestial hunger sees them close on the foe without hesitation.
Effect: You can re-roll
charge rolls for this unit in your charge phase.
Undying Tyrants
HERO only
|
| IMMORTAL EGO | 0 |
| FRIGHTENING VITALITY | 0 |
| A WASTREL AND A VAGABOND | 0 |
IMMORTAL EGO: Few mortals would claim to be the mightiest slayer in the Mortal Realms or to have a peerless mastery of the blade, given the existence of gods, daemons, demigods and more besides.
Effect: Each phase, you can re-roll 1
hit roll, 1
wound roll and 1
save roll for this unit.
FRIGHTENING VITALITY: This deathless champion is an undead juggernaut, capable of a type of regeneration that is rare even amongst the ranks of the unliving.
Effect: Each time an ability would heal exactly 1 or 2 of this unit’s damage points, heal 3 damage points instead.
A WASTREL AND A VAGABOND: This spiteful creature is an embarrassment to their undead peers: perhaps a vampire fallen from favour, a wight who failed in their duty to their king, or a Necromancer who pushed their luck one time too many. Regardless of the reason, they seem to have an affinity with the basest undead minions.
Effect: While a friendly
Deadwalker Zombies or
Deathrattle Skeletons unit is wholly within 12" of this unit:
- Add 2 to run rolls for that unit.
- Add 3" to the distance that unit can move when it piles in.
The Cursed Bloodlines
HERO only
|
| IMMORTAL EGO | 0 |
| FURIOUS ENDINGS | 0 |
| ETERNAL THRALL | 0 |
IMMORTAL EGO: Few mortals would claim to be the mightiest slayer in the Mortal Realms or to have a peerless mastery of the blade, given the existence of gods, daemons, demigods and more besides.
Effect: Each phase, you can re-roll 1
hit roll, 1
wound roll and 1
save roll for this unit.
FURIOUS ENDINGS: This being can harness the power created when Shyishan and Aqshian magics mingle, which often occurs when arcane manifestations meet their end in the Bright Realm.
Effect: Each time a
MANIFESTATION within 12" of this unit is removed from play, gain 1
rage dice.
ETERNAL THRALL: Such is this warlord’s notoriety that they have acquired something of a cult following. One of their most ardent supporters is renowned in their own right, and they bask in the adulation of this follower the most.
Declare: Pick another friendly
non-UNIQUE SOULBLIGHT GRAVELORDS INFANTRY HERO to be the target.
Effect: For the rest of the battle, while the target is on the battlefield:
- If this unit is a Necromancer, add 1 to this unit’s power level.
- If this unit is a VAMPIRE, add 1 to unbinding rolls for this unit.
- If this unit is DEATHRATTLE, ignore the first damage point that would be allocated to this unit in each phase.
Deathly Heirlooms
HERO only
|
| TERMINUS CLOCK | 0 |
| SHARD OF NIGHT | 0 |
| AMULET OF GRAVES | 0 |
TERMINUS CLOCK: Created by a mad clockwright of Ulfenkarn, this bizarre cogwork piece ticks without rhyme or reason. Whenever its eclectic count ends, however, the power of magic seems to deaden across the field.
Effect: Roll a dice. On a 3+, until the start of your next turn, subtract 1 from
casting rolls for enemy
WIZARDS while they are within 18" of this unit.
SHARD OF NIGHT: This undead lord’s armour was crafted using elements of an abyssal stalker and grants the bearer that awful creature’s shadowy aura.
Effect: Ignore modifiers to
save rolls for
shooting attacks that target this unit (positive and negative).
AMULET OF GRAVES: The bearer of this amulet can call upon a long-dead soul in Shyish, manifesting their final resting place onto the battlefield in a storm of necromantic energy.
Effect: If there are fewer than 3 friendly
Cursed Sepulchres on the battlefield, set up a
Cursed Sepulchre on the battlefield more than 9" from all enemy units, more than 1" from all friendly units and more than 3" from all
objectives and other
terrain features.
Lore of Undeath
VILE TRANSFERENCE: The caster siphons the animus from nearby enemies and uses it to restore their deathless form.
Declare: Pick a friendly
SOULBLIGHT GRAVELORDS WIZARD to cast this spell, pick a
visible enemy unit within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: Roll a number of dice equal to the number of models in the target unit. For each 6, inflict 1
mortal damage on that unit. If any enemy models were slain by this spell,
Heal (D3) the caster.
PRISON OF GRIEF: Victims of this curse relive their tragedies, their will to fight replaced by overwhelming self-pity.
Declare: Pick a friendly
SOULBLIGHT GRAVELORDS WIZARD to cast this spell, pick a
visible enemy unit within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: The target has
STRIKE-LAST until the start of your next turn.
WASTE AWAY: The wizard causes the muscles of the foe to atrophy, robbing them of their strength.
Declare: Pick a friendly
SOULBLIGHT GRAVELORDS WIZARD to cast this spell, pick a
visible enemy unit within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: For the rest of the turn, subtract 1 from the Damage characteristic of the target’s melee weapons.
Origins of Terrifying Folk Tales are unique enhancements that can be given to non-HERO SOULBLIGHT GRAVELORDS INFANTRY units. A unit can only have 1 Origin of Terrifying Folk Tales.
|
| THE EMPTY GRAVEYARD | 10 |
| THE NEVER-DEAD | 10 |
| THE INCARNADINE KILLERS | 10 |
THE EMPTY GRAVEYARD: Folks tell of a cemetery where the day after a mass funeral, each newly filled burial plot was found empty, with footprints leading away from them into the wilds…
Effect: Remove this unit from the battlefield and
set it up again more than 9" from all enemy units and either wholly within 7" of a
terrain feature or wholly within 7" of the battlefield edge. This unit cannot use
MOVE abilities in the first turn of the first battle round.
THE NEVER-DEAD: It is said that there is a rampaging band of warriors who yearn for the sweet release of death, but as punishment for transgressions past, Elder Bones refuses to let them die.
Effect: Spend 1
rage dice. If your opponent’s
fury level is lower than yours, they must increase their
fury level by 1, to a maximum of 7.
Then, for the rest of the turn, each time you make an unmodified
save roll of 5+ for an attack that targets this unit, the attack fails and the attack sequence ends.
THE INCARNADINE KILLERS: Beware the Incarnadine Killers, for they are cursed with an insatiable lust for slaughter. Do not think that distance shall keep you safe; should you spy their bloodied forms upon the horizon one moment, their blades will be lodged in your throat the next.
Effect: If this unit is not in combat and an enemy unit was destroyed by its
combat attacks this turn, this unit can move up to D6". It can end that move
in combat.
Manifestations of the Grave
SUMMON HAND OF NAGASH: From out a yawning portal looms a colossal skeletal arm, infused to its cursed marrow with the magic of Shyish.
Declare: If there is not a friendly
Hand of Nagash on the battlefield, pick a friendly
SOULBLIGHT GRAVELORDS WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Hand of Nagash wholly within 12" of and
visible to the caster and more than 9" from all enemy units.
SUMMON SANGUINE SWARM: The skies darken as screeching swarms of spectral bats descend upon the battlefield, hungry for blood.
Declare: If there is not a friendly
Sanguine Swarm on the battlefield, pick a friendly
SOULBLIGHT GRAVELORDS WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Sanguine Swarm wholly within 12" of and
visible to the caster and more than 9" from all enemy units. A
Sanguine Swarm spell has 2 parts that must be set up within 9" of each other.
SUMMON UNHOLY RELIQUARY: Pulled forth from the underworlds, the remains of a long perished vampire rises from the ground amidst a vortex of death magic.
Declare: If there is not a friendly
Unholy Reliquary on the battlefield, pick a friendly
SOULBLIGHT GRAVELORDS WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up an
Unholy Reliquary wholly within 18" of the caster,
visible to them and more than 3" from all enemy units.
Army of Renown
When you pick the Soulblight Gravelords faction for your army, you can choose it to be a Barrow Legion
Army of Renown. If you do so, use the faction rules in this section instead of the Soulblight Gravelords faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the
BARROW LEGION keyword.
Wight King and
Wight King on Skeletal Steed units in your army gain
WARMASTER.
| | |
| ROSTER OPTIONS - Any DEATHRATTLE units
- You cannot include Regiments of Renown
| |
| | |
THE ROYAL CRYPT: These crumbling ruins marks the ancient holdings of a powerful wight.
Declare: This ability must be used instead of the ‘
Deploy Faction Terrain Feature’ ability.
Effect: Set up 3
Cursed Sepulchres wholly within friendly territory, each within ½" of any of the others and more than 3" from all
objectives and other
terrain features. After you have done so, they have been deployed and they are considered to be a single
Cursed Sepulchre terrain feature that has a Health characteristic of 24 instead of 8.
GRAVE SENTINELS: Unwavering in their eternal vigilance, the deathly warriors of this legion’s overlord guard his ancient resting place.
Effect: The melee weapons used by friendly
BARROW LEGION units have
Anti-charge (+1 Rend) while they are wholly within 9" of a friendly
Cursed Sepulchre.
ALL TO DUST: Acting as a conduit to the Shyish Nadir, the death magic that swirls around this barrow legion’s tomb causes trespassers to atrophy and their armour to corrode under the weight of ages.
Effect: In the third and subsequent battle rounds, while a friendly
Cursed Sepulchre is on the battlefield, subtract 1 from
save rolls for enemy units.
GIFTS TO THE PETTY KINGDOMS: To each of his vassal kingdoms, this legion’s monarch bestowed a gift bearing a curse that bound them to his service for evermore.
Declare: Pick up to 2 friendly
non-UNIQUE BARROW LEGION HEROES that do not have an artefact of power to be the targets (you can pick units in
reserve).
Effect: Give each target 1 artefact of power from the ‘Barrow Legion’
Army of Renown rules.
Designer’s Note: These artefacts of power are given to the HEROES during the deployment phase, not during army composition.
ENDLESS LEGIONS OF BONE: When the Deathrattle armies are roused to war, their numbers are unending.
Declare: Pick a friendly
non-UNIQUE BARROW LEGION unit that has been destroyed to be the target.
Effect: Set up a
replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of a friendly
BARROW LEGION HERO or wholly within 6" of a friendly
Cursed Sepulchre. It must be set up more than 9" from all enemy units.
If it is your movement phase, you can set up the replacement unit more than 3" from all enemy units instead of more than 9", but if you set it up within 9" of any enemy units, it cannot use
CHARGE abilities this turn.
RESTLESS TYRANT: The skeletal warriors under this one’s command are driven ever forward.
Declare: Pick a friendly
BARROW LEGION unit wholly within 12" of this unit to be the target.
Effect: Add 2" to the target’s Move characteristic for the rest of the turn.
SPIRIT-EATER: The souls of slain enemies are drawn into this king of undeath, imbuing him with unholy might.
Effect: If any models were slain by your
general this turn,
Heal (D6) your general.
LORD OF THE ARCANE AEGIS: Even in undeath, this wight still recalls all manner of warding cantrips to protect his forces from the enemy.
Effect: Pick 1 of the following keywords:
- INFANTRY
- CAVALRY
- MONSTER
- BEAST
For the rest of the battle, each time an attack targets this unit, if the attacking unit has the keyword you picked, an unmodified
save roll of 4+ for that attack is always successful.
RING OF STRICKEN SOULS: Violet clouds swirl within the Shyishan amethyst set in this ring, which grants the bearer uncanny protection.
Effect: This unit has
WARD (5+).
CROWN OF COLD COMMAND: This eldritch crown compels this king’s warriors from ages past to rise from their graves and fight once more.
Declare: Pick a friendly
BARROW LEGION unit wholly within 12" of this unit to be the target.
Effect: Roll a dice. On a 3+:
- 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.
CRYPT DAGGER: Foul sorcery flickers and dances across the ancient iron of this cursed blade, and its bite can bring instant death.
Declare: Pick an enemy
HERO in combat with this unit to be the target.
Effect: Inflict D6
mortal damage on the target.
GRAVE-SAND PENDANT: When shattered, the Shyishan realmstone within this talisman can forestall the bearer’s final destruction, granting them one last chance to claim revenge.
Effect: If this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then,
Heal (1) this unit. This unit cannot use this ability again for the rest of the battle.
AMULET OF NIGHTMARES: The nightmares of the bearer, who endures a torturous existence trapped in their mouldering undead form, are projected into the minds of the living by this onyx talisman.
Declare: Pick an enemy unit within 9" of this unit to be the target.
Effect: Roll a dice. On a 2+, the target has
STRIKE-LAST this phase.
Army of Renown
When you pick the Soulblight Gravelords faction for your army, you can choose it to be a Knights of the Crimson Keep
Army of Renown. If you do so, use the faction rules in this section instead of the Soulblight Gravelords faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the
CRIMSON KEEP keyword.
THE CRIMSON KEEP: None can predict where the Crimson Keep will manifest next, but wherever it appears, the slaughter its occupants will wreak will be total.
Declare: Pick a friendly
CRIMSON KEEP unit that has not been deployed.
Effect: Set up that unit in
reserve in the Crimson Keep. It has now been deployed. You cannot set up more friendly units
in the Crimson Keep than there are on the battlefield.
CARVE A BLOODY PATH: With unstoppable force, a wedge of Blood Knights punches through the enemy’s lines leaving a trail of broken foes in their wake.
Declare: Pick a friendly
Blood Knights unit that is
in combat to use this ability.
Effect: That unit can use a
CHARGE ability even though it is in combat and even if it has already used a
CHARGE ability this turn.
FROM A QUARTER UNSEEN: Prince Vhordrai has mastered the art of trapping the foe between his main force and reserves that sally forth from the Crimson Keep at his signal.
Declare: You cannot use this ability in the first battle round. Pick each friendly unit that is
in the Crimson Keep to be the targets.
Effect: Set up each target wholly within 9" of the battlefield edge and more than 9" from all enemy units. If you set up any units using this ability in the third or a subsequent battle round, do not spend any command points when using the ‘
Carve a Bloody Path’ command this turn.
BLOOD RAMPAGE: The nightmarish behemoths that roost among the upper spires of the Crimson Keep tear through the enemy’s ranks, sending bloody chunks and gore flying in all directions.
Declare: Pick a friendly
CRIMSON KEEP MONSTER that is
in combat and has not used any
RAMPAGE abilities this turn to use this ability, then pick an enemy unit in combat with it to be the target.
Effect: This unit can make a move of 2D6". It must end that move in combat with the target unit. Then, roll a dice. If the roll exceeds the target unit’s Health characteristic, 1 model in the target unit is slain.
After this ability has been resolved, this unit cannot use
RAMPAGE abilities for the rest of the turn.
IMMORTAL DEDICATION: Having spent centuries in undeath honing their martial skill, this Gravelord is a master of combat.
Effect: This unit receives D3
martial prowess tokens. Each
martial prowess token can be spent to do 1 of the following:
- Re-roll a hit roll for this unit.
- Re-roll a wound roll for this unit.
- Re-roll a save roll for this unit.
At the start of the next turn, remove all this unit’s
martial prowess tokens.
CHALICE OF THE BLOOD DRAGON: Said to have been possessed by the Crimson Keep’s first castellan, this chalice can be drained to renew a vampire’s vigour.
Effect: Heal (3D3) this unit.
SIPHON STRENGTH: The vampire draws on the life essence of the enemy to flood their limbs with strength and heighten their senses.
Declare: Pick a friendly
CRIMSON KEEP WIZARD to cast this spell, pick a
visible enemy unit within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: Inflict D3
mortal damage on the target. For the rest of the turn, add 1 to
hit rolls for attacks made by the caster.
DEATHLY GALE: A foul wind carrying a stench of death and decay races across the battlefield, speeding the charge of the Knights of the Crimson Keep.
Declare: Pick a friendly
CRIMSON KEEP WIZARD to cast this spell, pick a
visible friendly
CRIMSON KEEP unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: For the rest of the turn, add 1 to the number of dice rolled when making
charge rolls for the target, to a maximum of 3.
AWAKENED FURY: At the sorcerer’s gesture, hooves are wreathed in balefire and monstrous talons grow elongated and wickedly sharp.
Declare: Pick a friendly
CRIMSON KEEP WIZARD to cast this spell, pick a
visible friendly
CRIMSON KEEP unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Add 1 to the Damage characteristic of the target’s
Companion melee weapons until the start of your next turn.
SUMMON UNHOLY RELIQUARY: Pulled forth from the underworlds, the remains of a long perished vampire rises from the ground amidst a vortex of death magic.
Declare: If there is not a friendly
Unholy Reliquary on the battlefield, pick a friendly
CRIMSON KEEP WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up an
Unholy Reliquary wholly within 18" of the caster.
Army of Renown
When you pick the Soulblight Gravelords faction for your army, you can choose for it to be a Scions of Nulahmia
Army of Renown. If you do so, use the faction rules on these pages instead of the Soulblight Gravelords faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the
SCIONS OF NULAHMIA keyword.
| | |
| ROSTER OPTIONS
REGIMENT OPTIONS SCIONS OF NULAHMIA Vampire Lord units can be added to regiments led by a SCIONS OF NULAHMIA HERO. | |
| | |
THAUMIC REALIGNMENT: The seeding of deathly energies soon sees the fell winds rise…
Declare: You can only use this ability if you have not used any
EXQUISITE PLOT abilities this turn. Pick a friendly
WIZARD to be the target.
Effect: For the rest of the turn, add 1 to
casting rolls for the target. In addition, at the end of this turn, if the target successfully cast any spells this turn, add 1 to its
power level for the rest of the battle.
RECRUITMENT DRIVE: The butchery of a few peons yields a reserve of future ‘recruits’.
Declare: You can only use this ability if you have not used any
EXQUISITE PLOT abilities this turn. Pick a friendly unit to be the
hunter and an enemy unit with 5 or more models to be the target.
Effect: For the rest of the turn, add 1 to
hit rolls for the
hunter’s
combat attacks that target that enemy unit. In addition, if the target is destroyed this turn by the
hunter, add 1 to the Attacks characteristic of the
hunter’s melee weapons for the rest of the battle.
SEEK WORTHY BLOOD: Only the finest ichor will suffice for the vampires of Nulahmia. It is considered an art to eviscerate an enemy champion whilst collecting as much of their blood as possible.
Declare: You can only use this ability if you have not used any
EXQUISITE PLOT abilities this turn. Pick a friendly unit to be the target.
Effect: For the rest of the turn, the target’s weapons have
Anti-HERO (+1 Rend). In addition, if the target destroys any enemy
HEROES this turn, the target’s weapons have
Anti-HERO (+1 Rend) for the rest of the battle.
THE QUEEN’S PRIZE: What Neferata desires, Neferata receives.
Declare: You can only use this ability if you have not used any
EXQUISITE PLOT abilities this turn. Pick a friendly unit to be the target.
Effect: For the rest of the turn, add 5 to the target’s
control score.
In addition, at the end of this turn, after determining control of
objectives, if the target is
contesting an objective that you control and that was controlled by your opponent at the start of this turn, add 5 to the target’s control score for the rest of the battle.
HERO only
KEEPER OF THE ROYAL MENAGERIE: Those vampires who maintain the bleak menageries of Nulahmia have an instinctive bond with undead beasts.
Declare: Pick a friendly
Dire Wolves or
Fell Bats unit that has been destroyed to be the target.
Effect: Set up a
replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of this unit and more than 9" from all enemy units.
HERO only
AMULET OF LEECHES: This ancient and corroded talisman allows the wielder to draw upon the necromantic energies of their minions for protection.
Effect: While this unit is within the
combat range of a friendly
Dire Wolves or
Fell Bats unit:
- This unit has WARD (5+).
- Each time you make a successful ward roll for this unit, allocate 1 damage point to a friendly Dire Wolves or Fell Bats 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).
INVOCATION OF NULAHMIA: This ancient spell, said to hail from the sun-blasted birthplace of necromancy, is wielded by each of Neferata’s chosen.
Declare: Pick a friendly
SCIONS OF NULAHMIA WIZARD to cast this spell, pick a
visible friendly
Dire Wolves or
Fell Bats unit wholly within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: You can return 1
slain model to that unit.
THRALL DRAIN: Vampires are consummate and ruthless survivors; they will gladly drain the energy of their subordinates in order to heal their own wounds.
Declare: Pick a friendly
SCIONS OF NULAHMIA WIZARD to cast this spell, pick a friendly unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: D3 models in the target are slain. Then, remove all damage points from the caster.
SCARLET THIRST: At the wizard’s command, a fierce compulsion to feed flares up inside the vampiric court, who eagerly await the chance to indulge their blood hunger without restraint.
Declare: Pick a friendly
SCIONS OF NULAHMIA WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: For the rest of the turn, add 1 to the Attacks characteristic of melee weapons used by friendly
SCIONS OF NULAHMIA VAMPIRE units while they are wholly within 12" of the caster.
Here, you will find additional rules to use with a Soulblight Gravelords army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Soulblight Gravelords units.
The Anvil of Apotheosis
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| Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | |
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| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.
After the Anvil of Apotheosis, you will find 2 Paths for Soulblight Gravelords units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension in the Core Book). | |
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Step 1 - Set a Destiny Point Limit
The Anvil of Apotheosis uses a currency called
destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.
Pick 1 of the following:
| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Grave lord | 15 | 150 | | Grave Prince | 35 | 250 | | Grave King | 55 | 350 |
|
Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
To begin with, your hero has the following warscroll:
| Grave Blade |
| | Grave Blade | 3 | 4+ | 4+ | 1 | 2 |
| HERO, INFANTRY, WARD (6+) |
| DEATH, SOULBLIGHT GRAVELORDS |
Step 3 - Choose an Archetype
You must pick 1 of the following Archetypes for your hero:
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| Change your hero’s Move characteristic to 6". In addition, your hero gains the VAMPIRE and WIZARD (1) keywords and the following regiment options. In addition, change their Grave Blade’s characteristics to the following:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Grave Blade Crit (2 Hits) | 5 | 3+ | 3+ | 1 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Grave Blade Crit (2 Hits) | | 5 | 3+ | 3+ | 1 | 2 |
|
| Regiment Options | Any SOULBLIGHT GRAVELORDS units. |
|
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| Your hero gains the WIZARD (1) keyword and the following ability and regiment options:
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 wholly 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, inflict 1 mortal damage on a friendly DEATHRATTLE or DEADWALKERS unit within this unit’s combat range after the damage sequence for this unit has been resolved.
| Regiment Options | Any DEADWALKERS or DEATHRATTLE units. |
|
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| Change your hero's Move characteristic to 6". In addition, your hero gains the VAMPIRE and WIZARD (2) keywords and the following ability and regiment options:
DARK INTRIGUE: With a sibilant incantation, the caster is granted the ability to see the thoughts of their enemies and manipulate their desires.
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, each time the target uses a command, you receive 1 command point.
| Regiment Options | Any SOULBLIGHT GRAVELORDS units. |
|
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| Change your hero's Move characteristic to 4" and its Grave Blade gains Crit (Mortal). In addition, your hero gains the DEATHRATTLE keyword and the following ability and regiment options:
IMMORTAL RETAINERS: Wight Kings fight accompanied by their most skilled warriors, who serve even in death.
Effect: Pick a friendly DEATHRATTLE CAVALRY or INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. Tue target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.
| Regiment Options | Any DEATHRATTLE units. |
|
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Step 4 - Pick Your Hero's Origin And/Or Flaw
You can pick up to 1
origin and up to 1
flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing
destiny points, flaws give you extra destiny points to spend elsewhere.
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| OriginsFABLED HEIRLOOMS: This warrior's vaults are filled with many ancient and arcane treasures of their dynasty.
Effect: When this unit is added to your Order of Battle, you can immediately give it 1 artefact of power.
ACOLYTE OF NECROS: This warrior has journeyed to distant Necros to learn the deepest and darkest secrets of Shyishan magic.
Effect: Each time this unit successfully casts a spell in your hero phase and the casting roll was an unmodified 10+, add 1 to this unit’s power level until the start of your next turn.
BEAST FORM: A dark ritual from ancient times grants this one the ability to transform into a creature of the night.
Effect: Pick 1 of the following units to be this unit’s beast form: Set up the beast form unit within 1" of this unit, then remove this unit from the battlefield. The beast form unit can use MOVE and CORE abilities in your next movement phase. If the beast form unit is destroyed, before it is removed from play, set up this unit on the battlefield once more within 1" of it. In addition, in any combat phase before FIGHT abilities are used, or at the end of any turn, you can have the beast form unit transform back into this unit. If you do so, set up this unit within l" of the beast form unit and remove the beast form unit from the battlefield. This ability can only be used by an INFANTRY hero.
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| FlawsREPULSED BY THE SACRED: This champion of Nagash fears and despises the divine power of enemy priests.
Effect: You cannot make ward rolls for this unit while it is within 12" of an enemy PRIEST or for damage inflicted on it by a PRAYER ability.
TENUOUS GRIP ON UNDEATH: If this warrior does not regularly feed on blood or stolen life force, they are wracked by painful convulsions or they begin to wither and crumble.
Declare: This unit must use this ability if no enemy models were slain by it this turn. Effect: Allocate 1 damage point to this unit (a ward roll cannot be made for that damage point).
FRACTURED MIND: Undeath has taken its toll on this warrior's psyche, and their grip on reality has begun to slip.
Effect: Roll a dice. On a 1-3, for the rest of the battle round, this unit cannot use commands and any heroic trait they have has no effect.
PICKY EATER: This aristocrat of the night will only feed on enemies they deem not to be tainted in some way.
Effect: This uo it cannot be picked as a target for the ’ The Hunger’ ability unless your opponent’s general has the ORDER keyword. This flaw can only be picked for a VAMPIRE hero.
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Step 5 - Choose a Battle Mount
You can pick up to 1
Battle Mount for your hero.
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| UNDEAD STEED: Many heroes of the grave are borne into battle upon steeds compelled to ride to war eternally in undeath.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Undead Steed’s Hooves Companion | 3 | 5+ | 3+ | - | 1 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Undead Steed’s Hooves Companion | | 3 | 5+ | 3+ | - | 1 |
|
In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 10".
- Change the Health characteristic to 8.
- Change the Save characteristic to 5+.
- Replace the INFANTRY keyword with the CAVALRY keyword.
SPECTRAL PALANQUIN: Some of the more aloof champions of the Soulblight Gravelords are carried to battle on a palanquin borne by a procession of gheists.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Spectral Host's Blades Companion | 10 | 4+ | 4+ | - | 1 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Spectral Host's Blades Companion | | 10 | 4+ | 4+ | - | 1 |
|
In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 10".
- Change the Health characteristic to 12.
- Change the Control characteristic to 5.
- Change the Save characteristic to 4+.
- Replace the INFANTRY keyword with the following keywords: WAR MACHINE, <KY>FLY</KY>.
MIGHTY GRAVE BEAST: The strongest of Nagash’s servants may be granted a terrifying beast from the grave upon which to ride into battle, perhaps a powerful Zombie Dragon, shrieking Terrorgheist or fabled dread abyssal.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Mighty Grave Beast's Talons Companion | 7 | 4+ | 2+ | 2 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Mighty Grave Beast's Talons Companion | | 7 | 4+ | 2+ | 2 | 2 |
|
BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Mighty Grave Beast’s Talons is 5.
In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 12".
- Change the Health characteristic to 16.
- Change the Control characteristic to 5.
- Change the Save characteristic to 4+.
- Replace the INFANTRY keyword with the following keywords: MONSTER, FLY.
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Step 6 - Battle Mount Upgrades
If your hero has a Battle Mount, you can pick any number of
Battle Mount Upgrades for them. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Swift -2DP | CAVALRY only. Add 2" to your hero’s Move characteristic. | | Legendary Beast -4DP | MONSTER only. Add 2 to your hero’s Health characteristic. | | Rending Claws -4DP | MONSTER only. Your hero’s Mighty Grave Beast’s Talons have a Damage characteristic of 3. | | Necrotic Breath -5DP | Add the following ranged weapon to your hero’s warscroll. You cannot pick this upgrade if your hero has another Companion ranged weapon.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Necrotic Breath Shoot in combat, Companion | 10" | D6 | 2+ | 4+ | 1 | 2 |
|
| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Necrotic Breath Shoot in combat, Companion | | 10" | 2 | 5+ | 2+ | 2 | 3 |
|
| | Crushing Stomp -4DP | MONSTER only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has anolher RAMPAGE ability.
CRUSHING STOMP: Smaller enemies are smashed to bloody pulp by the savage strength of this undead titan.
Declare: Pick a non- MONSTER enemy unit in combat with this unit to be the target. Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
| | Feed on Sorcery -5DP | MONSTER only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.
FEED ON SORCERY: This foul creature can consume the magical wards of the enemy, which in turn enhances its own unnatural strength.
Declare: Pick an enemy unit in combat with this unit to be the target. Effect: Roll a dice. On a 3+, for the rest of the turn, ward rolls cannot be made for the target and add 1 to the Damage characteristic of this unit’s Companion melee weapons.
| | Wailing Gheists -2DP | WAR MACHINE only. Add the following ability to your hero’s warscroll.
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 a re within 12" of this unit.
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Step 7 - Pick any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Commanding Presence -1DP | Add 1 to your hero’s Control characteristic. | | Swiftblood -1DP | INFANTRY only. Add 1 to your hero’s Move characteristic. | | Dark Fortitude -2DP | INFANTRY only. Add 1 to your hero’s Health characteristic. | | Dynastic Finery -3DP | VAMPIRE only. Your hero has a Save characteristic of 4+. | | Ancient Skill -3DP | The Hit characteristic of your hero’s Grave Blade is 2+. | | Unholy Strength -3DP | The Wound characteristic of your hero’s Grave Blade is 2+. | | Deathless Hunter -3DP | Your hero’s Grave Blade has Anti-X (+1 Rend), where X is 1 of the following keywords: INFANTRY, CAVALRY, MONSTER, WAR MACHINE, WIZARD or PRIEST. | | Grave Lancer -4DP | CAVALRY or MONSTER only. Your hero’s Grave Blade has Charge (+1 Damage). | | Cursed Weapon -4DP | Your hero’s Grave Blade has Crit (Mortal). | | Macabre Panoply -4DP | VAMPIRE INFANTRY or CAVALRY unit or DEATHRATTLE INFANTRY or CAVALRY unit only. Your hero has a Save characteristic of 3+. | | Blade Master -5DP | Add 2 to the Attacks characteristic of your hero’s Grave Blade. | | Undying Companion -4DP | INFANTRY only. Add the following ability to your hero’s warscroll:
UNDYING COMPANION: This warrior is accompanied into battle by an everpresent thrall or familiar. Little is known of the unsettling creature's origins.
Effect: This unit’s Undying Companion is a token. This unit has WARD (5+) while its Undying Companion is on the battlefield. If you make an unmodified ward roll of 1 for this unit, remove its Undying Companion from the battlefield.
| | Become the Swarm -3DP | Add the following ability to your hero's warscroll:
BECOME THE SWARM: Sensing that the fight is not going their way, this warrior transforms into a swarm of vicious bats or other vermin that bite and claw all in the vicinity before fleeing the battlefield.
Effect: When this unit is destroyed, roll a D3 for each enemy unit in combat with it. On a 2+, infl ict an amount of mortal damage on that enemy unit equal to the roll.
| | Master of Dark Magics -3DP | WIZARD only. Add the following ability to your hero’s warscroll:
MASTER OF DARK MAGICS: Many years of dabbling in forbidden tomes have turned this immortal warrior into a formidable sorcerer.
Effect: While this unit is not in combat, add 1 to casting rolls for this unit.
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| Path of The Undying(SOULBLIGHT GRAVELORDS HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SIPHON SPIRIT: This champion possesses the ability to drain the animus from nearby thralls.
Declare: Pick a friendly non-HERO unit wholly within 12" of this unit to be the target. Effect: Allocate D3 damage points to the target ( ward rolls cannot be made), then Heal (D3) this unit.
UNHOLY STRENGTH: In death, this warrior has been granted blasphemous strength, each swing of their weapon making a mockery of even the stoutest protection.
Effect: Add 1 to wound rolls for this unit’s combat attacks.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
PROTECTION OF SHYISH: This Gravelord is surrounded by a sinister aura that shields them from all things holy and righteous.
Effect: This unit has WARD (5+) for the rest of the turn.
SHADOWY TRANSLOCATION: Swirling darkness swallows this undead chainpion before they reappear where the enemy least expects.
Effect: If this unit is not in combat, remove it from the battlefield and set it up again on the balllefield more than 9" from all enemy units.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
HEXED WEAPONS: This warrior's gheist-touched weapons bear spectral edges that enable them to easily cleave through the defences of their target.
Effect: Add 1 to the Rend characteristic of this unit’s melee weapons.
COLD COMMANDER: This warrior is a ruthless taskmaster who drives their legions ever forward.
Effect: If this unit is wholly within 12" of the unit using the ’ All-out Attack’ command, no command points are spent to use that command.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
CURSE-BOUND SENTINEL: The necrotic power that binds this warrior's undead form is stronger when they are near the site that holds their mortal remains.
Effect: While this unit is wholly within friendly territory, unmodified save rolls of 4+ for it are always successful.
ETERNAL CHAMPION: This warrior is cursed never to rest while Nagash's foes still stand.
Declare: This unit can use this ability if it has been destroyed. Effect: Roll 2D6. On a 7+, set up a replacement unit on the battlefield more than 9" from all enemy units.
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| Path of Revenant(non-HERO SOULBLIGHT GRAVELORDS unit only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
THE VIGILANT DEAD: These undead warriors stand unyielding in the face of the enemy, giving no quarter to the living.
Effect: Add 5 to this unit’s control score.
RELENTLESS SHAMBLERS: Cursed to never know rest, these warriors pursue their enemies without a moment's pause.
Effect: Add 1" to this unit's Move characteristic.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
UNHOLY PRESENCE: The fell aura that shrouds these undead warriors is of such malevolence that it burns the souls of the righteous.
Declare: Pick an enemy unit in combat with this unit to be the target. Effect: Inflict D3 mortal damage on the target. If the target is a PRIEST, inflict 3 mortal damage on it instead.
THE RESTLESS DEAD: These undead warriors are cursed to return to the battlefield in an endless cycle until the enemies of the Great Necromancer are silenced.
Effect: Return 1 slain model to this unit.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
EMPOWERED BY SHYISH: A boon from the Great Necromancer is said to have been gifted to these warriors, warding them from the attacks of the enemy.
Effect: This unit has WARD (5+).
WITHERING TOUCH: Mere contact with these accursed undead causes weapons and armour to corrode as if they had seen the passing of aeons.
Effect: Subtract 1 from save rolls for enemy units while they are in combat with this unit.
LEGENDARY: When a unit on this Path gains this rank, pick l of the following abilities for them:
CURSED WEAPONS: Bearing weapons imbued with fell enchantments, these warriors leave their victim's very souls scarred with each strike.
Effect: This unit’s melee weapons have Crit (Mortal).
DOOMED WARRIORS: These warriors are doomed to rise again and again, their sentence to serve the Undying King until they are naught but dust.
Effect: When a replacement unit is set up for this unit, it has the same abilities from the 'Path of the Revenant' as this unit. In addition, this unit can return as a replacement unit any number of times during the battle.
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Though the great vampiric bloodlines maintain wildly different traditions of war, there is one thing they all have in common: the love of the hunt. Even those who adopt the airs and graces of noble courts struggle to keep the blood-craving beasts within them contained behind their gilded veneers. Such is the power of the Soulblight Curse that the vampiric nobility that revel in its blessings will often strike out on Bloodcrave Hunts to chase down foes to replenish their feeding supplies – or, oftentimes, just to enjoy indulging their fell urges.
Each hunt is led by a Vampire Lord, who directs both members of their court and ranks of their skeletal servants alike to do their bidding. No backline leaders are these, as they would much rather revel in the carnage of battle, slashing apart enemies with their ornate weapons or taking great gulps of blood. Though they fight violently, they use this vital lifestuff to heal their own injuries as they go. An elite guard of mounted Blood Knights attends their lord, charging through enemy lines to skewer them with sword and lance. Many will bring along Vargheists to aid in the hunt, for these grotesque creatures were once members of their court as well, though having fallen to the urges of their curse, they are now good for little more than chasing and killing. Should their masters not take care of the enemy, Deathrattle Skeletons will be raised to clean up straggling footsoldiers or overwhelm their foes with sheer numbers. With their lord nearby, they can get up and resume fighting countless times after being destroyed.
| | |
| This Spearhead army consists of the following units:
General Units - 10 Deathrattle Skeletons
- 10 Deathrattle Skeletons
- 5 Blood Knights
- 3 Vargheists
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DEATH'S DESCENT
Vargheists swoop on their victims from on high, suddenly overwhelming them in a flurry of claws and fangs.
Your Vargheists unit is not set up during the deployment phase. Instead, from the third battle round onwards, it can use the Swoop Down ability.
SWOOP DOWN: The sky darkens as the Vargheists descend.
Effect: Set up this unit anywhere on the battlefield more than 6" from all enemy units.
THE HUNGER: Those who bear the Soulblight Curse constantly crave blood and are empowered by feasting upon their foes.
Effect: Each time a friendly
VAMPIRE unit uses a
FIGHT ability, after all of its attacks have been resolved,
Heal (X) that
VAMPIRE unit where
X is the number of
damage points allocated by those attacks.
Pick 1 of the following regiment abilities.
ENDLESS LEGIONS: To the Soulblight aristocracy, the dead are mere chattel to be expended at will.
Declare: Pick a friendly
Deathrattle Skeletons unit that has been destroyed.
Effect: You can
set up a
replacement unit with D6 models in friendly territory more than 6" from enemy units.
RUINOUS CHARGERS: The Blood Knights of this army leave a trail of destruction as they trample anything that lies between them and their prey.
Declare: Pick your
Blood Knights unit to use this ability if it
charged this turn.
Effect: Inflict D3
mortal damage on each enemy unit it passed across during that
CHARGE ability.
Give your general 1 of the following enhancements.
GRAVE-SAND SHARD: By crushing this gem of vitrified grave-sand, the Vampire Lord can draw upon a surge of death magic to reinvigorate their resurrected warriors.
Effect: Add 1 to each
legion roll made for that unit.
AURA OF NIGHT: This black leather brigandine was crafted from the hide of an abyssal stalker and grants the wearer that creature’s shadowy aura.
Effect: Ignore negative modifiers to
save rolls for
shooting attacks that target your
general.
CLOUD OF BATS: Your Vampire Lord dissolves into a swarm of bats before reappearing elsewhere.
Effect: Remove your general from the battlefield and set them up again anywhere on the battlefield more than 6" from all enemy units.
SPIRIT GALE: Your general calls forth spectral winds that tear the souls of the foe from their bodies.
Declare: Make a casting roll of 2D6.
Effect: On a 7+, inflict 1
mortal damage on each enemy unit on the battlefield.
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| Vampire Lords are elder undead whose dark powers have only intensified over the long centuries. Each is a warrior to be feared, with an instinctive command of death magic. In battle, they fight with selfassurance and a cold sense of pride, knowing that at the flick of their finger they can raise more skeletal servants to overwhelm their foe or siphon the soul energies from their victims in order to live anew. Each fights with an heirloom of their vampiric bloodline, which is both an expertly crafted relic and a symbol of dread to their enemies. | |
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| Dynastic War-relic |
| | Dynastic War-relic | 5 | 3+ | 3+ | 1 | 2 |
VILE TRANSFERENCE: The Vampire Lord siphons the animus from nearby enemies and uses it to rejuvenate their ageless form.
Declare: Pick a
visible enemy unit within 6" of this unit to be the target, then make a
casting roll of 2D6.
Effect: On a 6+, roll a number of dice equal to the target’s Health characteristic. For each 5+, inflict 1
mortal damage on the target and
Heal (1) this unit.
| HERO, WIZARD, INFANTRY, VAMPIRE, WARD (6+) |
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| The leather-winged horrors known as Vargheists are vampires who were overwhelmed by their bloody thirst. Now reduced to savage and near-uncontrollable beasts, they viciously attack any prey within reach. Though they are a common sight in hunting parties for their speed and overwhelming strength, their courtly brethren often treat them with contempt. Deep down, vampires know that they are only a few steps away from transforming into a ravening, blood-maddened Vargheist themselves. | |
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| Murderous Fangs and Talons [Crit (2 Hits)] |
| | Murderous Fangs and Talons Crit (2 Hits) | 3 | 4+ | 3+ | 1 | 2 |
THE SCENT OF GORE: The taste of hot blood on the tongue sends these abominations into a killing mania.
Effect: Add 1 to
wound rolls for attacks made by this unit that target a damaged unit.
| INFANTRY, VAMPIRE, FLY, WARD (6+) |
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| Skulls locked in an eternal grimace, Deathrattle Skeletons are the footsoldiers of the undead. To stand before these clattering companies demands great courage, for they are the fate of all mortals given horrifying animus, and their rusted weapons have retained their killing edge. Th ough these macabre soldiers are slow and their bodies brittle, they can rise again and again under the right circumstances. In this way they overwhelm the enemy, who become locked in a perpetual struggle with the skeletal hordes that can end only in their own demise. | |
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| Ancient Weapon |
| | Ancient Weapon | 2 | 4+ | 4+ | - | 1 |
SKELETON LEGION: As necromantic energies blanket the battlefi eld, long-dead warriors stagger to their feet once more, eye sockets aglow with killing light.
Effect: For each
slain model from this unit, make a
legion roll of D6. For each 6, return 1 slain model to this unit.
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| Blood Knights are vampires obsessed with battle, and their codes of chivalric honour are warped indeed. Mounted atop imposing Nightmares, they seek out war wherever it can be found, trampling straight over lesser foes to reach the worthiest challenges. They excel at mounted combat and can spear enemies through the heart in an instant with finely wrought blade or lance. Their skeletal steeds are fearsome creatures armoured from head to hoof, their savage bites and lashing kicks adding to the carnage of their rider’s charge. | |
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| Templar Lance or Templar Blade [Charge (+1 Damage)] |
| | Templar Lance or Templar Blade Charge (+1 Damage) | 3 | 3+ | 3+ | 1 | 1 |
| Nightmare’s Hooves and Teeth [Companion] |
| | Nightmare’s Hooves and Teeth Companion | 3 | 5+ | 3+ | - | 1 |
RIDERS OF RUIN: Blood Knights barge through lesser foes to strike at more worthy challengers.
Effect: Models in this unit can pass across enemy
INFANTRY models as if this unit had
<KY>FLY</KY>.
| CAVALRY, VAMPIRE, WARD (6+) |
The dead march upon the lands of the living, and they will not stop until all resistance has been crushed beneath their timeworn boots. Rank after rank of fleshless spearmen and tomb champions advance under the baleful gaze of their Wight King master, each of them driven by a soulless imperative to conquer and kill.
The military might of the barrow kingdoms is exemplified by the Deathrattle Tomb Hosts. These armies are raised when a Wight King’s entire barrow kingdom is emptied for war, its undead citizenry taking up blades and spears at the unspoken command of their eternal overlord. Deathrattle Skeletons are many in number, so flushed with necromantic energy that even when shattered by an axe or hammer they can reconstitute. Broken bones knit together and skulls reattach as these passionless killing machines rise once more, and their horrified foes find themselves helplessly embroiled in a battle of attrition they cannot win. These doomed souls are easy prey for units of elite Barrow Guard and the heavy cavalry known as Barrow Knights, who charge into their exposed flanks to sow terror and death.
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| This Spearhead army consists of the following units:
General Units - 10 Barrow Guard
- 5 Barrow Knights
- 10 Deathrattle Skeletons
- 10 Deathrattle Skeletons
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THE UNQUIET DEAD
Animated by necromancy, the undead rise from their graves, balefire eyes blazing with dark purpose
One of your
Deathrattle Skeletons units is not set up during the deployment phase. Instead, from the third battle round onwards, it can use The Rising Dead ability.
THE RISING DEAD: Clawing their way through the soil and rock, more undead warriors join the fight.
Effect: Set up this unit anywhere on the battlefield wholly within 3" of a battlefield edge and more than 6" from all enemy units.
AURA OF ANTIQUITY: Prolonged exposure to the necrotic energies that animate these Deathrattle warriors can cause the equipment of their foes to corrode and crumble with unnatural speed.
Declare: Pick an enemy unit
in combat with any friendly units to be the target.
Effect: Roll a dice. On a 3+, subtract 1 from the Rend characteristic of the target’s melee weapons until the start of your next turn.
Pick 1 of the following regiment abilities.
OVERWHELMING HORDES: The relentless advance of these skeletal undead can overwhelm even the most tenacious resistance.
Effect: Add 1 to
wound rolls for
combat attacks made by friendly non-
HERO units that target a unit that has fewer models than the attacking unit.
DEATHMARCH: With rusted armour clattering, the skeletons advance in eerie lockstep, unburdened by pain or doubt.
Declare: Pick a friendly non-
HERO unit that is not
in combat to be the target.
Effect: For the rest of the turn, add 1" to the target’s Move characteristic and add 3 to its
control score.
Give your general 1 of the following enhancements.
SHYISHAN BLADE: Sorcerous shadows dance across the deadly sharp edge of this obsidian sword.
Effect: The Rend characteristic of your
general’s Baleful Tomb Blade is 2.
PROPELLED BY HATE: This warrior’s insatiable urge to slaughter the enemies of Nagash drives their deathless soldiers forward with sudden haste.
Declare: Pick another friendly unit wholly within 12" of your
general to be the target.
Effect: You can re-roll
charge rolls for the target for the rest of the turn.
STOLEN ANIMUS: This Wight King draws their unholy vitality from spilling blood in great measure.
Effect: Each time your
general scores a
critical hit,
Heal (2) your general after the
ATTACK ability has been resolved.
SOUL-DRAIN PENDANT: When the cursed words of awakening are uttered, this amethyst pendant saps the vigour of the living.
Declare: Pick an enemy unit
in combat with your
general to be the target.
Effect: Roll a dice. On a 2+, the target has
STRIKE-LAST for the rest of the turn.
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| Wight Kings are deathless tyrants, ruling over barrow empires populated entirely by skeletal thralls. They exist only to dominate others, having long ago sacrificed emotion and passion on the altar of their obsessive lust for triumph. In battle, few can withstand their relentless assault. Those foolish enough to challenge their supremacy are soon hacked to pieces by the monarch’s cursed blade, a weapon capable of snuffing out a soul with a single scratch. | |
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| Baleful Tomb Blade [Crit (Mortal)] |
| | Baleful Tomb Blade Crit (Mortal) | 5 | 4+ | 3+ | 1 | 2 |
KING OF SHAMBLING BONES: In the presence of their sovereign, the footsoldiers of the Deathrattle kingdoms assume a sliver of their former warlike vigour.
Declare: Pick a friendly unit wholly within 12" of this unit to be the target.
Effect: Roll a dice. On a 2+, add 1 to
hit rolls for
combat attacks made by the target for the rest of the turn.
| HERO, INFANTRY, WARD (6+) |
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| The finest warriors of a Deathrattle kingdom are granted the rank of Barrow Knight and a prestigious place at the side of their undead monarch. These skeletal cavaliers ride forth to conquer in the name of their liege, and rare are the warriors who can withstand their charge. Even if knocked from the saddle or shattered by cannonfire, these elite riders shall eventually rise again, for the oaths they have sworn will last until the end of time itself. | |
| | |
| Barrow Lance [Crit (Mortal), Charge (+1 Damage)] |
| | Barrow Lance Crit (Mortal), Charge (+1 Damage) | 2 | 4+ | 3+ | 1 | 1 |
| Skeletal Steed’s Hooves and Teeth [Companion] |
| | Skeletal Steed’s Hooves and Teeth Companion | 2 | 5+ | 3+ | - | 1 |
CURSED TO RISE ONCE MORE: Necrotic flames wreathe the shattered remains of an undead knight, compelling them to rejoin the battle.
Effect: You can return 1
slain model to this unit.
| | |
| 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 slay as swiftly and efficiently as possible. 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. | |
| | |
| Ancient Weapon |
| | Ancient Weapon | 2 | 4+ | 4+ | - | 1 |
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.
| | |
| Surrounding a Wight King is a coterie of favoured praetorians, champions and housecarls: the Barrow Guard. These are the elite footsoldiers of the Deathrattle legions, imbued with memories of loyalties pledged and oaths of eternal service. Some favour the traditional sword and shield of a monarch’s bodyguard, while others swing huge two-handed blades to carve foes in twain. | |
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| Wight Blade [Crit (Mortal)] |
| | Wight Blade Crit (Mortal) | 2 | 4+ | 3+ | 1 | 1 |
GUARDIANS OF THE KING: The Barrow Guard stand alongside the liege lord to whom they are bound.
Effect: While your
general is within this unit’s
combat range, both this unit and your general have
WARD (5+).