Nighthaunt – Cairn Wraith

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NIGHTHAUNT WARSCROLL
Cairn Wraith
8"
5
4+
2
The hunched and shrouded shape of the Cairn Wraith is known and feared in all the realms, the subject of hundreds of scare-tales and morality stories. It is an icon of death, a reaper known and feared by every people in every land, for amongst all the greater spirits of the Nighthaunt processions, the Cairn Wraith is the most widespread. It takes no scholar of the dead to know that the bite of its scythe can cut a man’s soul from his body to leave a cooling corpse behind, reaping the living in great swinging arcs should they gather en masse. Likewise, even the merest street urchin knows this creature’s cruel hand can pass through flesh and bone alike, reaching in to still the heart of its prey. As to their origin, some believe the Cairn Wraiths were once mass murderers or delvers into ancient lore who made pacts to extend their lifespans that went horribly wrong. The truth is that each has its own history of fell deeds and that they seek only to extend their sagas of slaughter. Solitary creatures, they can be bound to the service of a greater undead only through painstaking ritual – though given the bow wave of terror they can inspire in the living, such rites of binding are invariably time well spent.
NIGHTHAUNT WARSCROLL
Cairn Wraith
MELEE WEAPONS
AtkHitWndRndDmg
Cairnoch Scythe [Crit (Auto-wound)]
Cairnoch Scythe
Crit (Auto-wound)
64+3+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Cursed Soul.

Passive
EAGER DEATH-DEALERS: The enthusiasm with which this faceless monster swings its cairnoch scythe is such that it drives nearby Grimghast Reapers into an unholy whirlwind of death.

Effect: While this unit is in combat, add 1 to the Attacks characteristic of melee weapons used by friendly Grimghast Reapers while they are wholly within 12" of this unit.

KEYWORDS
HERO, 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.
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.
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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