Nighthaunt – Grimghast Reapers

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NIGHTHAUNT WARSCROLL
Grimghast Reapers
8"
1
4+
1
Arch-plotters and cautious schemers in life, Grimghast Reapers are cursed in undeath to kill indiscriminately. Whether those foolish enough to stand before a Grimghast Reaper do so out of bravery, stupidity or petrifying fear matters little – they are all hacked apart into chunks of meat. Unlike their Cairn Wraith cousins, Grimghast Reapers do not kill purposefully and deliberately but scythe down those before them with unnatural vigour. As mortals, they sought to eliminate both rivals and friends without getting a drop of blood on their hands. As wraiths, they spend eternity spilling torrents of gore, little more than ethereal weapons doing the Great Necromancer’s butcher-work. Grimghast Reapers are blindfolded or bound so that even the pale witchsight of the undead is denied to them. Their cogent thought is shattered by the peals of the bell rung by the pack’s Extoller, one who spoke against Nagash in life and is condemned to sing his praises in death. Driven into a murderous fugue state by Nagash’s will, the reapers are set loose upon those they once called kin – for the Great Necromancer reasons that if they so enjoy killing their allies, they should be given the chance to do so on a far wider scale.
NIGHTHAUNT WARSCROLL
Grimghast Reapers
MELEE WEAPONS
AtkHitWndRndDmg
Slasher Scythe [Anti-INFANTRY (+1 Rend), Crit (Auto-wound)]
Slasher Scythe
Anti-INFANTRY (+1 Rend), Crit (Auto-wound)
24+3+11
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 32mm
Can be reinforced: Yes

Passive
REAPED LIKE CORN: The scythes wielded by these ghostly warriors can be swung in great sweeping arcs, cutting down whole enemy ranks.

Effect: This unit’s combat attacks score critical hits on unmodified hit rolls of 5+ while the target unit has 5 or more models.

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).
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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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:

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
© Vyacheslav Maltsev 2013-2024