Nighthaunt – Tomb Banshee
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6"
4
4+
10
WARSCROLL

Tomb Banshee

Tomb Banshees are apparitions of revenge who have long dwelt upon the dark deed that robbed them of vitality, love or contentment, becoming bitter and hate-filled. A single scream from a Tomb Banshee can freeze the life from even the bravest warrior.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Dagger
Chill Dagger1"14+3+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader
Base size: 25mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Shrieker Host

DESCRIPTION

A Tomb Banshee is a single model armed with a Chill Dagger.

FLY: This model 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 model.

Frightful Touch: The life-numbing touch of a Tomb Banshee can be enough to silence a beating heart, and that fell power channels through the creature’s chill dagger.
If the unmodified hit roll for an attack made with a Chill Dagger is 6, that attack inflicts D3 mortal wounds and the attack sequence ends (do not make a wound or save roll).

Ghostly Howl: There is no describing the shrieking wail of the Banshee, as it is so horrific to hear that its sound alone can pierce the soul of any who hear it.
At the start of your shooting phase, pick an enemy unit within 10" of this model and roll 2D6. If the roll is higher than the unit’s Bravery characteristic, it suffers a number of mortal wounds equal to the difference between its Bravery characteristic and the roll.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, HERO, TOMB BANSHEE
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.
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.
© Vyacheslav Maltsev 2013-2021