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NighthauntExecution Horde
Warscroll Battalion

Execution Horde

When an Execution Horde is summoned, a Lord Executioner is surrounded by Spirit Hosts composed of the massed and intermingled souls of those whom he slew in life. The Nighthaunts use such small but hard-hitting battalions to supplement their fighting strength, often working alongside the massed Chainguard.
ORGANISATION
An Execution Horde consists of the following units:
 • 1 Lord Executioner
 • 3 units of Spirit Hosts
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

ABILITIES

The Headsman’s Masses: The spirit swarms that accompany an Execution Horde’s master serve to distract his prey whilst he delivers the killing blow.
Subtract 1 from hit rolls for attacks that target this battalion’s LORD EXECUTIONER while a SPIRIT HOST unit from this battalion is within 6" of the attacker’s unit. In addition, add 1 to hit rolls for attacks made by this battalion’s LORD EXECUTIONER while any SPIRIT HOST units from this battalion are within 6" of the target unit.
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 LORD EXECUTIONER keyword is used in following Nighthaunt warscrolls:

Leader

The SPIRIT HOSTS keyword is used in following Nighthaunt warscrolls:

None
© Vyacheslav Maltsev 2013-2019