Nighthaunt – Hexwraiths

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Upon ghostly steeds the Hexwraiths ride straight through their foes, turning blood to water and snatching souls from screaming warriors. Once proud knights, these ethereal killers relive their glory by visiting pain and death upon the mortal races.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spectral Scythe
Spectral Scythe1"23+3+-11
Hooves and Teeth
Hooves and Teeth1"24+4+-1

Unit Size: 5      Points: 170
Battlefield Role: Battleline
Base size: 60 x 35mm

Each model in a Hexwraiths unit is armed with a Spectral Scythe.

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

FLY: This unit can fly.

MOUNT: This unit’s skeletal steeds are armed with Hooves and Teeth.

CHAMPION: 1 model in this unit can be a Hellwraith. Add 1 to the Attacks characteristic of that model’s Spectral Scythe.

Phantasmal Advance: Hexwraiths will tear across the battlefield in pursuit of their chosen prey, ignoring other foes and obstacles to get within striking distance.
At the start of your movement phase, you can say that this unit will perform a phantasmal advance. If you do so, double this unit’s Move characteristic until the end of that phase, but this unit cannot charge in the same turn.

Spectral Hunters: As the Hexwraiths ride down their chosen prey, their targets are subject to the phantasmal cavalry’s life-leeching powers.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

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.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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The SUMMONABLE keyword is used in the following Nighthaunt warscrolls:

© Vyacheslav Maltsev 2013-2024