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NighthauntTomb Banshee
6"
4
4+
10
WARSCROLL

Tomb Banshee

Tomb Banshees are apparitions of revenge who have long dwelt upon the dark deed that robbed them of vitality, love or contentment, becoming bitter and hate-filled. A single scream from a Tomb Banshee can freeze the life from even the bravest warrior.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Chill Dagger1"14+3+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader

DESCRIPTION

A Tomb Banshee is a single model armed with a Chill Dagger.

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 model.

Frightful Touch: The life-numbing touch of a Tomb Banshee can be enough to silence a beating heart, and that fell power channels through the creature’s chill dagger.
If the unmodified hit roll for an attack made with a Chill Dagger is 6, that attack inflicts D3 mortal wounds and the attack sequence ends (do not make a wound or save roll).

Ghostly Howl: There is no describing the shrieking wail of the Banshee, as it is so horrific to hear that its sound alone can pierce the soul of any who hear it.
At the start of your shooting phase, pick an enemy unit within 10" of this model and roll 2D6. If the roll is higher than the unit’s Bravery characteristic, it suffers a number of mortal wounds equal to the difference between its Bravery characteristic and the roll.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, HERO, TOMB BANSHEE
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.
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 2013-2019