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NighthauntDreadblade Harrow

Dreadblade Harrow

Dreadblade Harrows are spectral lieutenants, spirit knights mounted upon ghostly steeds. They are able to fade and reappear, so no place on the battlefield is safe from their charge and the sweep of their deadly dreadblades.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Ghostly Hooves and Teeth1"24+5+-1

Unit Size: 1      Points: 90
Battlefield Role: Leader


A Dreadblade Harrow is a single model armed with a Dreadblade.

MOUNT: This model’s Ethereal Steed attacks with Ghostly Hooves and Teeth.

FLY: This model can fly.


Phantasmal Discorporation: Dreadblade Harrows are able to disappear in a spectral mist.
If this model is more than 3" from any enemy models at the start of your movement phase, instead of making a normal move, you can remove it from the battlefield and then set it up anywhere on the battlefield more than 9" from any enemy models.

Dreadblade: A Dreadblade can be wielded in a single hand to make a devastating thrust when the bearer charges a foe, or swung with two hands in deadly sweeping arcs once the bearer is engaged in combat.
Add 1 to the Damage characteristic of this model’s Dreadblade if it made a charge move in the same turn. Add 1 to the Attacks characteristic of this model’s Dreadblade if it did not make a charge move in the same turn.

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 model.

Curse of Loyalty: In life these knights were retainers to one that would become a Knight of Shrouds. They failed to thwart his act of betrayal, and are now cursed to serve loyally beneath him.
Re-roll wound rolls of 1 for attacks made with this model’s Dreadblade while it is within 9" of a friendly KNIGHT OF SHROUDS.

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.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
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.
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 KNIGHT OF SHROUDS keyword is used in following Nighthaunt warscrolls:

© Vyacheslav Maltsev 2013-2020