Nighthaunt – Guardian of Souls

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NIGHTHAUNT WARSCROLL
Guardian of Souls
8"
5
4+
2
Should a traveller stray into a graveyard or mausoleum in the dead of night, they may see an unwholesome fire burning in the gloom. This is no will-o’-the-wisp or magical illusion but the lantern of a sorcerous Guardian of Souls. These drifting creatures are nexuses of undead energy, and they form the focal point of many a Nighthaunt host. They are guardians only in that they preserve the lesser gheists from banishment back to Shyish, for Nagash still has need of their hatred in the other realms. As mortals, these so-called guardians each dabbled in the dark arts of undeath, but after realising they trod a perilous downward spiral, they stepped away – a weakness of morality that the Great Necromancer neither forgot nor forgave. Upon their deaths, Nagash remade these former magic users as unliving conduits for the necromantic energy they once spurned. The ornate lanterns they carry invigorate the dead and gheists are drawn to them as a starving peasant is drawn to the window of a feast hall. These lesser undead are given new animus, bound into a host of ravening spirits ready to annihilate the living in the name of the Great Necromancer.
NIGHTHAUNT WARSCROLL
Guardian of Souls
MELEE WEAPONS
AtkHitWndRndDmg
Chill Blade [Crit (Auto-wound)]
Chill Blade
Crit (Auto-wound)
34+3+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY

Passive
NIGHTMARE LANTERN: The cursed light of Nagashizzar bound within a nightmare lantern invigorates the dark souls of any Nighthaunt it illuminates.

Effect: While this unit is in combat, add 1 to wound rolls for combat attacks made by friendly NIGHTHAUNT units while they are wholly within 12" of this unit.

KEYWORDS
HERO, WIZARD (1), 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.
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 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The WIZARD keyword is used in the following Nighthaunt warscrolls:

© Vyacheslav Maltsev 2013-2024