Nighthaunt – Dreadblade Harrows

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NIGHTHAUNT WARSCROLL
Dreadblade Harrows
12"
3
4+
1
There, glimpsed in the mist – a pale rider, shrouded and hunched. A sword glints in the darkness, the rider’s skeletal steed trailing blue-green flame. A clatter of bone breaks the silence, and it has reappeared behind the lines, riding hard towards some unseen target. In a swirl of dark energy, it is gone. There is a piercing scream as it reappears, charging at the observer and levelling its sword so it bursts right through their chest. As its victim slumps, dying, to the bloodsoaked ground, the Dreadblade Harrow discorporates with an eerie laugh. Once, these phantasmal entities were noble cavaliers in the service of an officer who would later become a Knight of Shrouds. Champions all, they stood by whilst their masters betrayed their office, their people, even life itself. By their silence they were damned, for to do nothing in the face of evil is a sin unto itself. Not a trace of honour can be found amongst them; if they find any gratification, it is in the most heinous and unchivalrous of deeds. Outriders and bodyguards for the monarchy of the dead, they have become the Knights of Regret, riding incorporeal on the winds of Shyish to slay, discorporate and slay again without the slightest remorse.
NIGHTHAUNT WARSCROLL
Dreadblade Harrows
MELEE WEAPONS
AtkHitWndRndDmg
Dreadblade [Crit (Auto-wound)]
Dreadblade
Crit (Auto-wound)
44+3+12
Ethereal Steed’s Ghostly Hooves and Teeth [Companion, Crit (Auto-wound)]
Ethereal Steed’s Ghostly Hooves and Teeth
Companion, Crit (Auto-wound)
35+3+-1
BATTLE PROFILE

Unit Size: 2      Points: 160
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
CURSE OF LOYALTY: Dreadblade Harrows are spectral knights who serve as cursed vassals for the commands of their masters.

Effect: If this unit charged this turn, add 3 to the control scores of friendly NIGHTHAUNT units while they are wholly within 12" of this unit.

Your Movement Phase
PHANTASMAL DISCORPORATION: Dreadblade Harrows are able to disappear in a spectral mist.

Effect: Remove this unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSCORE

KEYWORDS
CAVALRY, 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 model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • 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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32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
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

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).

The CAVALRY keyword is used in the following Nighthaunt warscrolls:

© Vyacheslav Maltsev 2013-2024