Slaves to DarknessNightmaw
2D6"
6
4+
10
WARSCROLL

Nightmaw

Nightmaw is slaved to the will of Sayl the Faithless. This flesh-shifting, darknessbleeding hellspawn fights with dagger-like tentacles and the hungry mouths of its three ghastly faces.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razor-tipped Tentacles
Razor-tipped Tentacles1"2D64+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Leader
Notes: Unique. Sayl the Faithless and Nightmaw are taken as a set of 2 models, for a total of 200 points. Although taken as a set, each model is a separate unit.

DESCRIPTION

Nightmaw is a named character that is a single model. It is armed with Razor-tipped Tentacles.

ABILITIES

Restless Flesh: Nightmaw’s flesh is ever-changing and constantly knits itself back into new forms.
In your hero phase you can heal 1 wound allocated to this model.

Shadow-kin: Nightmaw is surrounded by a swirling vortex of dark and shadowed forms, making him difficult to see.
Add 1 to save rolls for attacks made with missile weapons that target this model. In addition, roll a dice each time you allocate a mortal wound to this model. On a 5+, that mortal wound is negated.

Writhing Tentacles: The bodies of these creatures are ever in flux, making them wildly unpredictable.
If you roll a double when determining the number of attacks made by this model’s Razortipped Tentacles, add 1 to hit and wound rolls for attacks made by that model until the end of the phase.

KEYWORDS
CHAOS, SLAVES TO DARKNESS, NIGHTMAW
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.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
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 2013-2020