Nighthaunt – Lady Olynder, Mortarch of Grief

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8"
7
4+
10
WARSCROLL

Lady Olynder, Mortarch of Grief

Lady Olynder is despair given form. She exudes hopelessness and casts an enfeebling gloom upon her foes with her sheer presence. Accompanied by banshee handmaidens and bearing the life-taking Staff of Midnight, the Mortarch of Grief reduces dangerous foes to paroxysms of crippling grief.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Midnight
Staff of Midnight2"43+3+-22
Spectral Claws
Spectral Claws1"64+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 270
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique

Lady Olynder is armed with the Staff of Midnight.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

WARMASTER: If this unit is included in a Nighthaunt army, it is treated as a general even if it is not the model picked to be the army’s general.

FLY: This unit can fly.

COMPANION: This unit is accompanied by banshee handmaidens armed with Spectral Claws.

Grave-sands of Time: Lady Olynder’s handmaidens bear gifts from Nagash, including a grave-sand hourglass that bends the flows of life and death to the bearer’s will.
This unit has a ward of 4+.

No Rest For the Wicked: Should the spectral forms of her minions be banished or destroyed, Lady Olynder will wrench their souls back from the underworlds time and again until her will is done.
Once per battle, at the start of your hero phase, if this unit is on the battlefield, you can return up to D6 slain models to each friendly NIGHTHAUNT SUMMONABLE unit on the battlefield (roll separately for each unit).

Mortarch of Grief: Chosen by Nagash to serve as his Mortarch of Grief, Lady Olynder’s very presence serves as a psychological weapon of terrible potency.
Roll a dice each time an enemy unit issues a command within 12" of this unit. On a 5+, that command is not received (it still counts as having been used) and the command point that was spent to issue that command is lost.

Lifting the Veil: Those who see what lies beneath Lady Olynder’s veil die with deathmask expressions of shock and horror frozen upon their faces, their dying grief serving only to feed the Mortarch's insatiable desire.
At the start of your shooting phase, you can pick 1 enemy unit within 12" of this unit and roll a dice. On a 2+, that unit suffers a number of mortal wounds equal to the roll. Add 1 to the number of mortal wounds the target suffers if it is terrified. If any enemy models are slain by this ability, you can heal up to D3 wounds allocated to this unit for each enemy model that was slain.

Grief-stricken: Lady Olynder’s incantations can cause a pall of misery and utter desolation to descend upon her enemies, so that their limbs feel leaden and their very will to live is sapped.
Grief-stricken is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Subtract 1 from hit rolls for attacks made by that unit and add 1 to hit rolls for attacks made with melee weapons by friendly NIGHTHAUNT units that target that unit until your next hero phase.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, GRIEVING LEGION, MORTARCH, HERO, WIZARD, LADY OLYNDER
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.
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).
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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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.

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

Battleline
None
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.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.

The WIZARD keyword is used in the following Nighthaunt warscrolls:

Leader, Behemoth
Leader
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.
© Vyacheslav Maltsev 2013-2024