Nighthaunt – Dreadscythe Harridans
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8"
1
4+
10
WARSCROLL

Dreadscythe Harridans

In life they were healers, yet in spirit form they are cursed with the uncontrollable urge to kill, their hands morphed into scything instruments of slaughter. Shrieking as they swoop in for the attack, Dreadscythe Harridans crave only carnage.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Scythed Limbs
Scythed Limbs1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 160
Battlefield Role: None
Base size: 32mm
Notes: Battleline in a Quicksilver Dead army

Each model in a Dreadscythe Harridans unit is armed with Scythed Limbs.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shrieker Host

FLY: This unit can fly.

CHAMPION: 1 model in this unit can be a Slasher Crone. Add 1 to that Attacks characteristic of that model’s Scythed Limbs.

Murderous Bloodlust: The more blood that flows, the more aggressive the Dreadscythe Harridans become, recklessly slashing and stabbing in a flurry of violence.
Add 1 to hit and wound rolls for attacks made with melee weapons by this unit if it is within 6" of any enemy models that have any wounds allocated to them or if it is within 6" of any enemy units that have had any models slain in that turn.

Harrowing Shriek: Even the bravest might quail upon hearing the unnerving shriek issued by the bloodthirsty Dreadscythe Harridans.
Subtract 1 from wound rolls for attacks made by enemy units within 3" of this unit if this unit made a charge move in the same turn.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, SUMMONABLE, DREADSCYTHE HARRIDANS
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.
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.
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 SUMMONABLE keyword is used in the following Nighthaunt warscrolls:

Battleline
None
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.
© Vyacheslav Maltsev 2013-2022