Nighthaunt – Glaivewraith Stalkers

This warscroll does not meet the selection criteria (see Settings tab).
NIGHTHAUNT WARSCROLL
Glaivewraith Stalkers
8"
1
4+
1
No creature embodies the slow, inevitable terror of death better than the Glaivewraith Stalker. Its long blade is drawn towards the beating heart of its intended victim, just as the needle of an arcane compass is drawn to the highest concentration of magic. Once Nagash or one of his commanders selects a Glaivewraith’s quarry, it is inevitable that the entity’s glaive will one day pierce the chest of its prey. These creatures need not move too swiftly, for to them, time is all but immaterial. They were once hunters of men, joyful and magnificent upon their swift steeds, relishing the heart pounding thrill of the chase. The fact that their quarry was often innocent of any crime was of no import to them. When the killers met their final ends, they found themselves given a new hunt to partake in. Now they drift steadily in packs, pursuing their given prey to the heartbeat thump of a drum made from human skin. No glory do they take in this morbid hunt, for their sense of enjoyment or predatory glee is replaced by a cold and steady surety. Once it has its target, a Glaivewraith Stalker will never relent until it slides its blade through its luckless victim’s chest.
NIGHTHAUNT WARSCROLL
Glaivewraith Stalkers
MELEE WEAPONS
AtkHitWndRndDmg
Hunter’s Glaive [Charge (+1 Damage), Crit (Auto-wound)]
Hunter’s Glaive
Charge (+1 Damage), Crit (Auto-wound)
24+3+11
BATTLE PROFILE

Unit Size: 4      Points: 80
Base size: 32mm
Can be reinforced: Yes

Once Per Battle (Army), Deployment Phase
THE POINT OF DEATH: The glaives wielded by these long-dead warriors always point compass-like towards their prey.

Declare: Pick an enemy unit to be the target.

Effect: The target has the STALKED keyword for the rest of the battle.

Reaction: You declared a CHARGE ability for this unit and a STALKED enemy unit is within 12" of it
UNERRING HUNTERS: These spectral hunters will hound their prey until the very end of existence itself.

Effect: Add 2 to charge rolls for this unit made as part of that ability, but this unit must end the move in combat with the STALKED enemy unit.

KEYWORDS
INFANTRY, MUSICIAN (1/4), 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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
14.3 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

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

© Vyacheslav Maltsev 2013-2024