Nighthaunt – Guardian of Souls with Nightmare Lantern
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6"
5
4+
10
WARSCROLL

Guardian of Souls with Nightmare Lantern

A Guardian of Souls keeps vigil over the dead whilst driving those around them to the heights of malice. When one of these sorcerous spectres goes to war, hundreds of the living dead are drawn to their lantern’s flame from leagues around.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Blade
Chill Blade1"33+3+-11
Maul of Judgement
Maul of Judgement1"23+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 135
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Guardian of Souls with Nightmare Lantern is a single model armed with a Chill Blade or Maul of Judgement.

FLY: This model 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 model.

Nightmare Lantern: The cursed light of Nagashizzar bound within a nightmare lantern invigorates the dark souls of any Nighthaunts it illuminates.
Add 1 to wound rolls for attacks made with melee weapons used by friendly NIGHTHAUNT units that are wholly within 12" of this model.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Spectral Lure spells.

Spectral Lure: Channelling the unholy light of his nightmare lantern, the Guardian summons forth the spirits of the dead.
Spectral Lure has a casting value of 6. If successfully cast, pick a friendly SUMMONABLE NIGHTHAUNT unit wholly within 24" of the caster. You can either heal D6 wounds that have been allocated to that unit or, if no wounds have been allocated to the unit, you can return a number of slain models to it that have a combined Wounds characteristic equal to or less than the roll of a D6.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, HERO, WIZARD, GUARDIAN OF SOULS
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.

The NIGHTHAUNT and SUMMONABLE keywords are used in the following Nighthaunt warscrolls:

None
Battleline
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

The GUARDIAN OF SOULS keyword is used in the following Nighthaunt warscrolls:

Leader
© Vyacheslav Maltsev 2013-2021