Nighthaunt – Thorns of the Briar Queen
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6"
1
5+
6
WARSCROLL

Thorns of the Briar Queen

This horde of Chainrasps is bound eternally to the will of the Briar Queen. At her wailed command they either flock to her side or surge outwards in search of new victims upon whom she can sate her malice.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Malignant Weapon
Malignant Weapon1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 6      Points: 175
Battlefield Role: None
Notes: Single, Unique. The Briar Queen and Thorns of the Briar Queen must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

The Thorns of the Briar Queen is a unit that has 6 models, each armed with a Malignant Weapon.

VARCLAV THE CRUEL: The leader of this unit is Varclav the Cruel. Add 1 to the Attacks characteristic of Varclav the Cruel’s Malignant Weapon. In addition, this unit has a Bravery characteristic of 10 instead of 6 while it includes Varclav the Cruel.

FLY: This unit 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 unit.

Grasping Chains: Spectral chains ensnare the victim, rendering them helpless against the tearing claws of these spiteful gheists.
You can re-roll wound rolls of 1 for attacks made by this unit that target an enemy unit that is within 3" of two or more models from this unit.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, CHAINRASP HORDE, THORNS OF THE BRIAR QUEEN
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.
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 CHAINRASP HORDE keyword is used in the following Nighthaunt warscrolls:

None
Battleline
© Vyacheslav Maltsev 2013-2021