Nighthaunt – The Headsmen’s Curse

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The Headsmen’s Curse

These pitiless gheists accompany the bearer of the sentient blade Terminus on their quest to punish those who have wronged Nagash. There are always three: one to sharpen the sword’s edge, one to bear the headsman’s block and a scriptor to sentence the condemned.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tool of Judgement
Tool of Judgement1"34+4+-1

Unit Size: 3      Points: 200
Battlefield Role: None
Scriptor of the Sentence and Bearer of the Block32mm
Sharpener of the Blade25mm
Notes: Single, Unique. The Wielder of the Blade and The Headsmen’s Curse units must be taken as a set. Although taken as a set, each is a separate unit.

The models in the Headsmen’s Curse are the Scriptor of the Sentence, the Bearer of the Block and the Sharpener of the Blade. Each model is armed with a Tool of Judgement.

FLY: This unit can fly.

Furious Indictment: The Scriptor of the Sentence howls crimes and secrets long thought buried – and none are immune to the harrowing charges brought against them.
In your hero phase, you can pick 1 enemy unit within 12" of this unit and roll a dice. On a 2+, that enemy unit is condemned until the start of your next hero phase. While an enemy unit is condemned, roll 1 fewer dice when making a charge roll for that unit, to a minimum of 1 dice.

Summoned to Court: Where the servants of the blade go, so too does Terminus and its dread bearer.
When you make a charge roll for this unit, if this unit is within 6" of a friendly WIELDER OF THE BLADE, you can change the lowest D6 to match the highest D6.

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.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

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