Nighthaunt – Grimghast Reapers

Grimghast Reapers

Arch plotters and schemers in life, Grimghast Reapers are cursed in their undeath to kill indiscriminately. Those foolish enough to stand before a Grimghast Reaper usually end their lives hacked apart into bleeding chunks of meat.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slasher Scythe
Slasher Scythe2"24+3+-11
Death Knell
Death Knell2"13+3+-12

Unit Size: 10 - 30      Points: 160/420
Battlefield Role: None
Notes: Battleline in Nighthaunt army


A unit of Grimghast Reapers has any number of models, each armed with a Slasher Scythe.

EXTOLLER OF SHYISH: The leader of this unit is an Extoller of Shyish. An Extoller of Shyish is armed with a Death Knell instead of a Slasher Scythe.

FLY: This unit can fly.


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.

Reaped Like Corn: The scythes wielded by these ghostly warriors can be swung in great sweeping arcs, cutting down whole ranks of enemy warriors.
You can re-roll failed hit rolls for attacks made with this unit’s Slasher Scythes if the target unit has 5 or more models.

For Whom the Bell Tolls: A Death Knell steals the life-force of those that it batters to death, and redirects it to harm any enemy creatures that are nearby.
Allocate wounds inflicted by a Death Knell after allocating wounds inflicted by Slasher Scythes. For each enemy model that is slain by wounds inflicted by a Death Knell, you can inflict 1 mortal wound on an enemy unit within 3" of the model armed with the Death Knell.

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.
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.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The SUMMONABLE keyword is used in following Nighthaunt warscrolls:

© Vyacheslav Maltsev 2013-2020