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NighthauntKnight of Shrouds on Ethereal Steed
12"
6
4+
10
WARSCROLL

Knight of Shrouds on Ethereal Steed

On the bleakest nights of the human soul, the Knights of Shrouds ride at the head of a massed gathering of undead. Their disembodied voices ring out over the moans of the deceased even as they steal the lives from their foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Sword of Stolen Hours1"43+3+-12
Ghostly Hooves and Teeth1"24+5+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Knight of Shrouds on Ethereal Steed is a single model armed with a Sword of Stolen Hours.

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

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.

Stolen Hours: The bearer of a sword of stolen hours can steal vital energy from a foe and use it to increase their own power.
Allocate wounds inflicted by this model’s Sword of Stolen Hours before allocating wounds inflicted by this model’s Ghostly Hooves and Teeth. Each time a wound inflicted by this model’s Sword of Stolen Hours slays an enemy HERO, heal 1 wound allocated to this model.

COMMAND ABILITIES

Lord of Gheists: Each Knight of Shrouds was a mighty general in mortal life, and still retains the ability to spur their soldiery to great feats of arms.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly NIGHTHAUNT unit that is wholly within 18" of a friendly model with this command ability. Add 1 to the Attacks characteristic of that unit’s melee weapons in that combat phase. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, HERO, KNIGHT OF SHROUDS
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.
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.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The KNIGHT OF SHROUDS keyword is used in following Nighthaunt warscrolls:

Leader
© Vyacheslav Maltsev 2013-2019