Nighthaunt – Glaivewraith Stalkers
This warscroll does not meet the selection criteria (see Settings tab).
6"
1
4+
10
WARSCROLL

Glaivewraith Stalkers

A Glaivewraith Stalker is an unstoppable force. Its long blade always points at the beating heart of its intended victim. Though it drifts slowly toward its quarry, it is inevitable that the hunter’s glaive will one day pierce the chest of its prey.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hunter’s Glaive
Hunter’s Glaive2"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 65
Battlefield Role: None
Base size: 32mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Death Stalkers

DESCRIPTION

A unit of Glaivewraith Stalkers has any number of models, each armed with a Hunter’s Glaive.

DEATHBEAT DRUMMER: Models in this unit can be Deathbeat Drummers. A unit that includes any Deathbeat Drummers can retreat and charge in the same turn.

FLY: This unit can fly.

ABILITIES

The Point of Death: The Hunter’s Glaives wielded by these long-dead warriors always point compass-like towards their next victim, striking deep and true when hunter and prey come together.
You can re-roll failed hit rolls for attacks made with this unit’s Hunter’s Glaives if this unit or the target unit made 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 unit.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, SUMMONABLE, GLAIVEWRAITH STALKERS
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.
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.
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).
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.

The SUMMONABLE keyword is used in the following Nighthaunt warscrolls:

None
Battleline
© Vyacheslav Maltsev 2013-2021