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NighthauntGuardian of Souls with Mortality Glass
6"
5
4+
10
WARSCROLL

Guardian of Souls with Mortality Glass

A Guardian of Souls protects that which rightfully belongs to Nagash. When gifted a mortality glass, a Guardian can bend time, using the device to slow foes to a nightmarish crawl, or channelling the power to grant unnatural speed.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Chill Blade1"33+3+-11
Maul of Judgement1"23+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Guardian of Souls with Mortality Glass is a single model armed with a Chill Blade or Maul of Judgement.

FLY: This model 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 model.

Mortality Glass: The grave-sand of Shyish pours through this baroque hourglass, the fell enchantments bound within it able to slow the actions of others to a virtual standstill.
When enemy units within 9" of this model charge, roll a D6 instead of 2D6 when determining the distance they can move.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Temporal Translocation spells.

Temporal Translocation: The power of a Mortality Glass’ enchantments can be inverted through dark sorcery, enabling the passing of time to occur in the blink of eye.
Temporal Translocation has a casting value ot 6. If successfully cast, pick a friendly NIGHTHAUNT unit wholly within 24" ot the caster. You can make a normal move of up to 6" with that unit. If that unit retreats as part ot this move, it can still charge later in the same turn.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, HERO, WIZARD, GUARDIAN OF SOULS
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.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
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.

The GUARDIAN OF SOULS keyword is used in following Nighthaunt warscrolls:

Leader
© Vyacheslav Maltsev 2013-2019