Nighthaunt – Awlrach the Drowner

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NIGHTHAUNT WARSCROLL
Awlrach the Drowner
10"
7
4+
2
A chorus of pitiful, gurgling cries heralds the coming of Awlrach the Drowner, a murderous wraith borne across the lands on a funeral barque. This spectral vessel trails the tormented spirits of those Awlrach betrayed and killed as a mortal, sending them to a briny death in the guise of a friendly boatman. Such cruel and needless murder was pleasing to Nagash, who remade Awlrach as a hunched and towering gheist. He ordered his new servant to row forever across the Mortal Realms, slaying mortals and delivering their souls to the underworlds. The Drowner is unusual amongst the Nighthaunt hordes, for he truly relishes his eternal duty. To look upon this faceless murderer is to gaze into a black abyss of evil – an entity that commits atrocity not because he is driven to by compulsion but simply because he enjoys it. Awlrach’s work is never done. Always there is more living prey to drown in deathly energy; always there are more spirits desperate to climb from the corpse-strewn soil onto his barque rather than dwindle to nothingness in the boiling ectoplasm of his wake.
NIGHTHAUNT WARSCROLL
Awlrach the Drowner
MELEE WEAPONS
AtkHitWndRndDmg
Deathwood Oar [Crit (Auto-wound)]
Deathwood Oar
Crit (Auto-wound)
44+3+2D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 80mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, Any NIGHTHAUNT

Once Per Turn (Army), Your Movement Phase
PASSAGE THROUGH THE UNDERWORLDS: A master of navigation, Awlrach can drift through the ethereal plane to new locations at will. By the time the foe has discovered his arrival, it is all too late to stop the spectral cargo that made the journey with him.

Declare: If this unit is not in combat, pick a friendly non-HERO NIGHTHAUNT unit that is not in combat and is wholly within 12" of this unit to be the target.

Effect: Remove this unit and the target from the battlefield, then set them up again on the battlefield wholly within 6" of each other and more than 7" from all enemy units.
KEYWORDSCORE

KEYWORDS
UNIQUE, HERO, WAR MACHINE, FLY, WARD (6+)
DEATH, NIGHTHAUNT
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Cursed Soul.

Infantry Hero

The WAR MACHINE keyword is used in the following Nighthaunt warscrolls:

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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