Nighthaunt – Shyish Reaper
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Endless Spell WARSCROLL

Shyish Reaper

The soul-hungry Shyish Reaper is the ultimate manifestation of finality and death. Its blade passes through armour with ease to cleave flesh and rip away a mortal’s soul, sending it screaming into the underworlds.

Unit Size: -      Points: 70
Battlefield Role: Endless Spell
Base size: 105 x 70mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 6". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only NIGHTHAUNT WIZARDS can attempt to summon this endless spell.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and can fly.

Before this endless spell is moved, the commanding player can pivot it on the centre of its base so that it is facing in any direction. This pivot is free and does not count towards the distance the endless spell moves. When this endless spell is moved, it must move in a straight line in the direction in which the tip of the scythe blade is pointing.

Soul Reaper: A Shyish Reaper is always on the hunt for souls, and can change direction without warning to sweep through its prey from an unexpected angle. Armour counts for naught against the deathly touch of the enchanted blade.
After this endless spell has moved, roll 2 dice for each unit that has any models it passed across (including models it passed across when it pivoted) and for each other unit within 1" of it at the end of its move. For each roll that is equal to or greater than that unit’s Save characteristic, that 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.
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.
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 NIGHTHAUNT and WIZARD keywords are used in the following Nighthaunt warscrolls:

© Vyacheslav Maltsev 2013-2022