NighthauntLady Olynder, Mortarch of Grief

Lady Olynder, Mortarch of Grief

Lady Olynder is despair given form. She exudes hopelessness and casts an enfeebling gloom upon her foes. Accompanied by banshee handmaidens, the Mortarch of Grief bears the life-taking Staff of Midnight and horrors unknown beneath her veil.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Midnight
Staff of Midnight2"33+3+-2D3
Banshee Handmaidens’ Spectral Claws
Banshee Handmaidens’ Spectral Claws1"64+4+-1

Unit Size: 1      Points: 200
Battlefield Role: Leader
Notes: Unique


Lady Olynder is a named character that is a single model. She is armed with the Staff of Midnight.

COMPANIONS: Lady Olynder is accompanied by two Banshee Handmaidens, who are armed with Spectral Claws. For rules purposes, the Banshee Handmaidens are treated in the same manner as a mount.

FLY: This model 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 model.

Frightful Touch: With but a single, bonechilling touch of their spectral claws, the banshee handmaidens can still a beating heart.
If the unmodified hit roll for an attack made with the Banshee Handmaidens’ Spectral Claws is 6, that attack inflicts 1 mortal wound and the attack sequence ends (do not make a wound or save roll).

Grave-sands of Time: Lady Olynder’s handmaidens bear gifts from Nagash, including a Grave-sand Hourglass through which mortal life itself slips.
Once per battle, in your hero phase, you can choose either to inflict D6 mortal wounds on an enemy HERO within 6" of this model, or heal D6 wounds that have been allocated to this model.

Lifting the Veil: Those that see what lies beneath Lady Olynder’s veil die with deathmask expressions of shock and horror frozen upon their faces – their dying grief serving only to feed the Mortarch’s insatiable desire.
At the start of your hero phase, pick an enemy unit within 12" of this model that is visible to her and roll a dice. On a 1, nothing happens. On a 2+, that unit suffers a number of mortal wounds equal to the roll. In addition, if any enemy models are slain by this ability, immediately heal D3 wounds that have been allocated to this model.

Mortarch of Grief: Chosen by Nagash to serve as his Mortarch of Grief, Lady Olynder’s very presence serves as a psychological weapon of terrible potency.
Add 1 to the number of models that flee from enemy units that fail a battleshock test while they are within 12" of this model.

Wail of the Damned: The Handmaidens can loose a soul-piercing shriek that contains within its harrowing notes all the woes of the realms.
At the start of your shooting phase, roll 2D6 for each enemy unit within 10" of this model. If the roll for the unit is higher than its Bravery characteristic, it suffers D3 mortal wounds.


Lady Olynder is a WIZARD. She can attempt to cast two different spells in each of your hero phases, and attempt to unbind two spells in each enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Grief-stricken spells.

Grief-stricken: Lady Olynder’s incantations can cause a pall of misery and utter desolation to descend upon her enemies, so that their limbs feel leaden and their very will to live is sapped.
Grief-stricken has a casting value of 7. If successfully cast, pick an enemy unit that is within 18" of the caster and visible to them. Until your next hero phase, subtract 1 from hit rolls for attacks made by that unit and add 1 to hit rolls for attacks made with melee weapons that target that unit.


No Rest For the Wicked: Should the spectral forms of her minions be banished or destroyed, Lady Olynder will wrench their souls back from the underworlds time and again until her will is done.
You can use this command ability in your hero phase if this model is your general and is on the battlefield. If you do so, you can return 1 slain model to each friendly SUMMONABLE NIGHTHAUNT unit that is within 12" of a friendly model with this command ability.

Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
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.
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.
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.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.

The NIGHTHAUNT and SUMMONABLE keywords are used in following Nighthaunt warscrolls:

© Vyacheslav Maltsev 2013-2020