Wahapedia8 site header
NighthauntReikenor the Grimhailer
14"
7
4+
10
WARSCROLL

Reikenor the Grimhailer

In life, Reikenor was a sorcerer-king, a champion that denied Nagash his rightful due. In death, he is a wraith-wizard, cursed to lead armies and reap souls in the name of the Great Necromancer for all eternity.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Fellreaper2"44+3+-12
Ghostly Hooves and Teeth1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Reikenor the Grimhailer is a named character that is a single model. He is armed with Fellreaper.

MOUNT: Reikenor the Grimhailer’s mount, Kyllaron, attacks with Ghostly Hooves and Teeth.

FLY: This model can fly.

ABILITIES

Corpse Candles: When Reikenor prepares to cast a spell by snuffing out the flame of a corpse candle, he can drain his own or a victim’s essence to help fuel his sorcery.
In your hero phase, before this model attempts to cast a spell, you can say that it will snuff out a corpse candle. If you do so, pick either this model or an enemy model within 12" of this model. That model suffers 1 mortal wound. If the mortal wound was suffered by an enemy model, add 1 to the casting roll; if the mortal wound was suffered by this model, add 3 to the casting roll.

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: The wraith-touch of Reikenor is imbued with the pure finality of death, an unholy force that is transferred to the blade of the scythe Fellreaper. The weapon has a penchant for ghosting through flesh to still a beating heart.
If the unmodified hit roll for an attack made with Fellreaper is 6, that attack inflicts 2 mortal wounds and the attack sequence ends (do not make a wound or save roll).

Reaped Like Corn: Fellreaper 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 Fellreaper if the target unit has 5 or more models.

MAGIC

Reikenor the Grimhailer is a WIZARD. He can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Wraithstorm spells.

Wraithstorm: Reikenor tears the souls from his victims and commands them to assail their allies.
Wraithstorm has a casting value of 7. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. That unit suffers D3 mortal wounds. If any models in that unit are slain as a result of this spell, that unit immediately suffers an additional D3 mortal wounds.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, HERO, WIZARD, REIKENOR THE GRIMHAILER
Mounts
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.
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.
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.
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.
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.
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.
© Vyacheslav Maltsev 2013-2019