Nighthaunt – Dreadblade Harrow
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12"
5
4+
10
WARSCROLL

Dreadblade Harrow

Dreadblade Harrows are spectral lieutenants, spirit knights mounted upon ghostly steeds. They are able to fade and reappear, so no place on the battlefield is safe from their charge and the sweep of their deadly dreadblades.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dreadblade
Dreadblade1"33+3+-11
Ghostly Hooves and Teeth
Ghostly Hooves and Teeth1"24+5+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 60 x 35mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Deathriders
 • The Forgotten Scions

DESCRIPTION

A Dreadblade Harrow is a single model armed with a Dreadblade.

MOUNT: This model’s Ethereal Steed attacks with Ghostly Hooves and Teeth.

FLY: This model can fly.

ABILITIES

Phantasmal Discorporation: Dreadblade Harrows are able to disappear in a spectral mist.
If this model is more than 3" from any enemy models at the start of your movement phase, instead of making a normal move, you can remove it from the battlefield and then set it up anywhere on the battlefield more than 9" from any enemy models.

Dreadblade: A Dreadblade can be wielded in a single hand to make a devastating thrust when the bearer charges a foe, or swung with two hands in deadly sweeping arcs once the bearer is engaged in combat.
Add 1 to the Damage characteristic of this model’s Dreadblade if it made a charge move in the same turn. Add 1 to the Attacks characteristic of this model’s Dreadblade if it did not make a charge move in the same turn.

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.

Curse of Loyalty: In life these knights were retainers to one that would become a Knight of Shrouds. They failed to thwart his act of betrayal, and are now cursed to serve loyally beneath him.
Re-roll wound rolls of 1 for attacks made with this model’s Dreadblade while it is within 9" of a friendly KNIGHT OF SHROUDS.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, HERO, DREADBLADE HARROW
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.
8.1 Normal Move
When you pick a unit to make a normal move, 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. Units cannot move within 3" of enemy units when making a normal move.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
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.
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).

The KNIGHT OF SHROUDS keyword is used in the following Nighthaunt warscrolls:

Leader
© Vyacheslav Maltsev 2013-2021