Nighthaunt – Dreadscythe Harridans

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NIGHTHAUNT WARSCROLL
Dreadscythe Harridans
8"
1
4+
1
In every nation, there are those kind and empathic givers of life who labour to save the injured, to give alms to the starving and to salve those whose minds are no longer sound. The act of healing the wounded is oft born of nothing more than compassion. Nagash sees it as an unforgivable crime, for in nursing the fallen back to health, the healer robs the Great Necromancer of his due, denying him a soul he considers rightfully his. Upon their deaths, those altruistic souls who fall into Nagash’s clutches find themselves trapped in gheist-forms hideously changed, their healing hands turned into wicked scythes and razored sickles that lacerate and maim the mortal flesh that they once carefully stitched and soothed. Crowds of these Dreadscythe Harridans thrash and scream as they fall upon the living. Outwardly, they are the most unsettling of killers; though they wear roses in their hair and trail once-fine robes behind them, their skull-like faces are locked in a rictus of deathly glee as they slash and stab, welters of blood bursting out from each blow. Inwardly, these creatures are still gentle and kind, but Nagash has ensured they are trapped and forced to witness the rampage of their new incarnation with mounting despair.
NIGHTHAUNT WARSCROLL
Dreadscythe Harridans
MELEE WEAPONS
AtkHitWndRndDmg
Scythed Limbs [Crit (Auto-wound)]
Scythed Limbs
Crit (Auto-wound)
34+4+11
BATTLE PROFILE

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

Passive
MURDEROUS BLOODLUST: The more blood that flows, the more aggressive the Dreadscythe Harridans become, recklessly slashing and stabbing in a flurry of violence.

Effect: Add 1 to hit rolls and wound rolls for this unit’s combat attacks while it is in combat with any damaged enemy units or while it is in combat with any enemy units that had any models slain in the same turn.

Passive
HARROWING SHRIEK: Even the bravest might quail upon hearing the unnerving shriek issued by the bloodthirsty Dreadscythe Harridans.

Effect: If this unit charged in the same turn, subtract 1 from wound rolls for attacks made by enemy units while they are in combat with this unit.

KEYWORDS
INFANTRY, CHAMPION, 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).
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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Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

The CHAMPION keyword is used in the following Nighthaunt warscrolls:

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