Nighthaunt – Krulghast Cruciator
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6"
6
4+
10
WARSCROLL

Krulghast Cruciator

Krulghast Cruciators were once mortals that met a gruesome end on the torture rack. In death, their bitter souls have been twisted by Nagash into ghastly manifestations of torment, replete with instruments of excruciation possessed of a wicked animus.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Phantasmal Torture
Phantasmal Torture12"43+3+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Talons and Flensing Knives
Talons and Flensing Knives1"43+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single

DESCRIPTION

A Krulghast Cruciator is a single model armed with Talons and Flensing Knives, and Phantasmal Torture.

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.

Empowering Excruciation: Krulghast Cruciators draw power from the suffering they inflict, becoming beacons of death magic that make nearby Nighthaunt more difficult to banish.
If any wounds inflicted by this model’s Phantasmal Torture are allocated to an enemy model and not negated, this model becomes empowered until your next shooting phase. The Deathless Spirits battle trait negates wounds and mortal wounds allocated to friendly NIGHTHAUNT units wholly within 12" of any friendly empowered KRULGHAST CRUCIATORS on a 5+ instead of 6+.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, HERO, TOTEM, KRULGHAST CRUCIATOR
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.
14.5 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.

The KRULGHAST CRUCIATOR keyword is used in the following Nighthaunt warscrolls:

Leader

The TOTEM keyword is used in the following Nighthaunt warscrolls:

Leader
Behemoth
© Vyacheslav Maltsev 2013-2021