NighthauntBladegheist Revenants
8"
1
4+
10
WARSCROLL

Bladegheist Revenants

Such is the curse of the Bladegheist Revenants that they fight with the frantic desperation of a drowning man attempting to reach the surface. Eternally trapped in the last moments of their lives, these spirits fight with an unmatched frenzy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tomb Greatblade
Tomb Greatblade1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 90/320
Battlefield Role: None

DESCRIPTION

A unit of Bladegheist Revenants has any number of models. Each Bladegheist Revenant is armed with a Tomb Greatblade.

FLY: This unit can fly.

ABILITIES

Ethereal: Creatures whose bodies have rotted away are difficult to harm with ordinary weapons.
Ignore modifiers (positive or negative) when making save rolls for attacks that target this unit.

Fearful Frenzy: Bladegheist Revenants share a collective, desperate frenzy that is exacerbated in the presence of those that, in their cursed madness, they perceive as their captors in life.
You can re-roll failed hit rolls for attacks made by this unit if it is wholly within 12" of any friendly SPIRIT TORMENTS or CHAINGHASTS.

Whirling Death: Twisting and whirling with deadly sweeps of their swords, the Bladegheist Revenants generate their own momentum, and can spin off in any direction at any time.
This unit can retreat and charge in the same turn. In addition, add 1 to the Attacks characteristic of this unit’s Tomb Greatblades if it made a charge move in the same turn.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, SUMMONABLE, BLADEGHEIST REVENANTS
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The SPIRIT TORMENT keyword is used in following Nighthaunt warscrolls:

Leader

The CHAINGHASTS keyword is used in following Nighthaunt warscrolls:

None
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.

The SUMMONABLE keyword is used in following Nighthaunt warscrolls:

None
Battleline
© Vyacheslav Maltsev 2013-2020