Nighthaunt – Bladegheist Revenants

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NIGHTHAUNT WARSCROLL
Bladegheist Revenants
8"
1
4+
1
To be trapped in the jaws of death is to find a spasming, animalistic strength. It is a frantic energy born of primal fear, usually accompanied by tight-throated screaming that seeks to deny oblivion with every iota of the sufferer’s soul. The beings known as Bladegheist Revenants are born of that terminal state; indeed, they are trapped in it, unable to leave the panic of those final moments. It is that panic that Nagash has turned into a weapon. These ill-fated spirits’ crime was nothing more than meeting especially tormenting fates. Some of their number died imprisoned inside spike-laden iron maidens; others were sealed into coffins and sank beneath the waves or walled up alive where none could find them. The thrashing desperation that overcame them in those last moments, the animal urge to cling onto life, needled Nagash’s petty temper. Working his fell magics, the Great Necromancer has eternally trapped the Bladegheists in their final moments of frenetic strength, lashing out in vain to save themselves without any conception of the damage they are wreaking. In truth, they swing razored greatswords back and forth, lopping off limbs and heads as they whirl like drunken dervishes in a futile attempt to escape their doom.
NIGHTHAUNT WARSCROLL
Bladegheist Revenants
MELEE WEAPONS
AtkHitWndRndDmg
Tomb Greatblade [Crit (Auto-wound)]
Tomb Greatblade
Crit (Auto-wound)
23+3+11
BATTLE PROFILE

Unit Size: 10      Points: 160
Base size: 32mm
Can be reinforced: Yes

Passive
THRASHING DESPERATION: Twisting and whirling with deadly sweeps of their swords, Bladegheist Revenants become a ghastly storm of violence against terrified enemies.

Effect: If this unit charged this turn, add 1 to the Attacks characteristic of this unit’s melee weapons for the rest of the turn.

KEYWORDS
INFANTRY, 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.
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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Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2024