Nighthaunt – Knight of Shrouds on Ethereal Steed
This warscroll does not meet the selection criteria (see Settings tab).
12"
6
4+
10
WARSCROLL

Knight of Shrouds on Ethereal Steed

On the bleakest nights of the human soul, the Knights of Shrouds ride at the head of a massed gathering of undead. Their disembodied voices ring out over the moans of the deceased even as they steal the lives from their foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sword of Stolen Hours
Sword of Stolen Hours1"43+3+-12
Ghostly Hooves and Teeth
Ghostly Hooves and Teeth1"24+5+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 75 x 42mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Knight of Shrouds on Ethereal Steed is a single model armed with a Sword of Stolen Hours.

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

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.

Stolen Hours: The bearer of a sword of stolen hours can steal vital energy from a foe and use it to increase their own power.
Allocate wounds inflicted by this model’s Sword of Stolen Hours before allocating wounds inflicted by this model’s Ghostly Hooves and Teeth. Each time a wound inflicted by this model’s Sword of Stolen Hours slays an enemy HERO, heal 1 wound allocated to this model.

COMMAND ABILITIES

Lord of Gheists: Each Knight of Shrouds was a mighty general in mortal life, and still retains the ability to spur their soldiery to great feats of arms.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly NIGHTHAUNT unit that is wholly within 18" of a friendly model with this command ability. Add 1 to the Attacks characteristic of that unit’s melee weapons in that combat phase. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, HERO, KNIGHT OF SHROUDS
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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
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).

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

Leader
© Vyacheslav Maltsev 2013-2021