Nighthaunt – Reikenor the Grimhailer

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Reikenor the Grimhailer

In life, Reikenor was a sorcerer-king, a champion of life who denied Nagash his rightful due. In death he is a wraith-wizard, cursed to lead armies and snuff out the souls of similar troublemakers in the name of the Great Necromancer for all eternity.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ghostly Hooves and Teeth
Ghostly Hooves and Teeth1"34+4+-1

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 75 x 42mm
Notes: Single, Unique

Reikenor the Grimhailer is armed with a Fellreaper.

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

FLY: This unit can fly.

MOUNT: This unit’s nightmare steed, Kyllaron, is armed with Ghostly Hooves and Teeth.

Corpse Candles: When Reikenor prepares to cast a spell by snuffing out the flame of a corpse candle, he can drain his own or a victim’s essence to help fuel his sorcery.
In your hero phase, before this unit attempts to cast a spell, you can say that it will snuff out a corpse candle. If you do so, pick either this unit or 1 enemy unit within 12" of this unit. The unit you picked suffers 1 mortal wound. If the mortal wound was suffered by an enemy unit, add 1 to the casting roll. If the mortal wound was suffered by this unit, add 3 to the casting roll.

Grim Justice: Through his arcane powers, Reikenor can sense those that tamper with Nagash's designs or commit any other sacrilegious act.
Add 1 to hit and wound rolls for attacks made with this unit’s Fellreaper if the target is a PRIEST or WIZARD.

Wraithstorm: Reikenor tears the souls from his victims and commands them to assail their allies.
Wraithstorm is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds. If any models in that unit are slain as a result of this spell, that unit immediately suffers an additional 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.
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.
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).

The WIZARD keyword is used in the following Nighthaunt warscrolls:

Leader, Behemoth
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