Nighthaunt – The Emerald Host
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Warscroll Battalion

The Emerald Host

Limned in baleful green flames and led by a great host of spectral cavaliers, the Emerald Host is dispatched by the Lady Olynder to ensure the deaths of her most hated foes. With spectral scythes and tearing claws they rend the souls of the living, leaving in their wake a trail of lifeless corpses, their faces twisted in the throes of heartstopping terror. Such is the final fate of all who dare to entertain the falsity of hope and refuse to accept the eternal truth of despair and grief into their hearts.
ORGANISATION
 • 1 The Forgotten Scions
 • 1+ The Dolorous Guard
Any number of warscroll battalions chosen in any combination from the following list:
 • 1 The Condemned
 • 1 Chainguard
 • 1 Death Stalkers
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
Battlefield Role: Warscroll Battalion

ABILITIES

The Emerald Curse: Once a being is marked with the Emerald Curse, their doom – and that of any who associate with them – is all but assured. Whether it takes mere days, months or years, the riders of the Emerald Host will find their prey.
After armies are set up, but before the first battle round begins, you can pick 1 enemy HERO. Subtract 1 from save rolls for attacks that target that HERO.
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.
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.
© Vyacheslav Maltsev 2013-2021