Nighthaunt – Bladegheist Revenants
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8"
1
4+
10
WARSCROLL

Bladegheist Revenants

Such is the curse of the Bladegheist Revenants that they fight with the frantic desperation of a drowning man attempting to reach the surface. Eternally trapped in the last moments of their lives, these spirits fight with an unmatched frenzy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tomb Greatblade
Tomb Greatblade1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 190
Battlefield Role: None
Base size: 32mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Shroudguard

DESCRIPTION

A unit of Bladegheist Revenants has any number of models. Each Bladegheist Revenant is armed with a Tomb Greatblade.

ELITE: Models in this unit can issue commands to their own unit.

FLY: This unit 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.

Fearful Frenzy: Bladegheist Revenants share a collective, desperate frenzy that is exacerbated in the presence of those that, in their cursed madness, they perceive as their captors in life.
You can re-roll failed hit rolls for attacks made by this unit if it is wholly within 12" of any friendly SPIRIT TORMENTS or CHAINGHASTS.

Whirling Death: Twisting and whirling with deadly sweeps of their swords, the Bladegheist Revenants generate their own momentum, and can spin off in any direction at any time.
This unit can retreat and charge in the same turn. In addition, add 1 to the Attacks characteristic of this unit’s Tomb Greatblades if it made a charge move in the same turn.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, SUMMONABLE, BLADEGHEIST REVENANTS
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

The SPIRIT TORMENT keyword is used in the following Nighthaunt warscrolls:

Leader

The CHAINGHASTS keyword is used in the following Nighthaunt warscrolls:

None
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.

The SUMMONABLE keyword is used in the following Nighthaunt warscrolls:

None
Battleline
© Vyacheslav Maltsev 2013-2021