NighthauntLord Executioner

Lord Executioner

To witness a Lord Executioner is to stare death in the face. Sent to claim the lives of those who have escaped the cold justice of Shyish, the spirits of the wrongfully executed drift around him, crying out their anguish into the night.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Decapitating Greataxe
Decapitating Greataxe1"33+3+-21

Unit Size: 1      Points: 80
Battlefield Role: Leader


A Lord Executioner is a single model armed with a Decapitating Greataxe.

FLY: This model can fly.


Beheading Strike: The cutting edge of a Lord Executioner’s axe is razor-sharp, and they can use it to slice the head clean from a foe’s body.
If the unmodified wound roll for an attack made with a Decapitating Greataxe is 6, add 2 to the Damage characteristic of that weapon for that attack.

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.

Staring Death in the Face: The unwavering stare of a Lord Executioner seems to penetrate into the victim’s very soul, filling them with bleak foreboding of their own demise.
At the start of a combat phase, you can pick an enemy HERO within 3" of this model. Subtract 1 from hit rolls for attacks made by that HERO in that combat phase.

Disembodied Skulls: The spirits that swirl around a Lord Executioner preserve his existence from threats.
Roll a D6 each time you allocate a mortal wound to this model. On a 5+, the wound is negated.

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.
© Vyacheslav Maltsev 2013-2020