NighthauntThe Briar Queen
6"
5
4+
10
WARSCROLL

The Briar Queen

Once a Deathmage of formidable power, the Briar Queen was imprisoned by the Katophranes of Shadespire and sentenced to an eternity of torment, but was freed by Nagash and transformed into a Mirrorghast Banshee.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rending Scream
Rending Scream10"33+3+-31
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Briar Whip
Briar Whip3"13+3+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Notes: Unique. The Briar Queen and Thorns of the Briar Queen must be taken as a set for a total of 160 points. Although taken as a set, each is a separate unit.

DESCRIPTION

The Briar Queen is a named character that is a single model. She is armed with a Rending Scream and a Briar Whip.

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 unit.

MAGIC

The Briar Queen is a WIZARD. She can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Howling Vortex spells.

Howling Vortex: A pitch-black void of shrieking winds opens in the air, dragging the victim towards it.
Howling Vortex has a casting value of 7. If successfully cast, pick a point on the battlefield within 18" of the caster that is visible to them, and roll 2D6 for each enemy unit within 6" of that point. If the roll is greater than the value of that unit’s Move characteristic, or that roll is a double, that unit suffers 1 mortal wound and its Move characteristic is halved until the caster’s next hero phase.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, HERO, MIRRORGHAST BANSHEE, THE BRIAR QUEEN
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.
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.
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