Nighthaunt – Knight of Shrouds

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NIGHTHAUNT WARSCROLL
Knight of Shrouds
8"
5
4+
2
Each Knight of Shrouds is a traitor-commander who chose to betray their people rather than face the inevitability of death. Breaking their oaths and damning their souls forever, they abandoned their people to Nagash’s justice – only to fall into the Great Necromancer’s clutches themselves. Nagash, for his part, interpreted their betrayal not as cowardice but as wisdom, seeing value in commanders who understood that to resist his will was madness. Seized upon death and remade into cloaked wraiths, the shroud-knights now lead the hosts of the Nighthaunt into battle, compounding the weakness in their soul with every mortal army they send to the grave. Traitors they might be, but a Knight of Shrouds still possesses a savvy understanding of military matters and a formidable talent for single combat. With the Sword of Stolen Hours that marks their rank, a Knight of Shrouds cuts down those heroes they once considered their peers and adds their siphoned vitality to their own. These wraith generals are consumed by self-hatred, of course, but when turned outwards, dark emotion can be a powerful motivator – a fact Nagash knows better than any other being in the realms.
NIGHTHAUNT WARSCROLL
Knight of Shrouds
MELEE WEAPONS
AtkHitWndRndDmg
Sword of Stolen Hours [Crit (Auto-wound)]
Sword of Stolen Hours
Crit (Auto-wound)
54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, 0-1 Black Coach, Any INFANTRY

Passive
STOLEN HOURS: The bearer of a Sword of Stolen Hours can steal vital energy from a foe and use it to increase their own power.

Effect: Each time this unit uses a FIGHT ability, after that Fight ability has been resolved, Heal (X) this unit, where X is the number of damage points allocated to enemy units by combat attacks made as part of that FIGHT ability.

Reaction: You declared a FIGHT ability for this unit
INFANTRY OVERSEER: Each Knight of Shrouds was a mighty general in mortal life and still retains the ability to spur their soldiery to great feats of arms.

Effect: Pick a friendly non-HERO NIGHTHAUNT INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
HERO, 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.
Those HEROES can join an eligible regiment as a Cursed Soul.

Infantry Hero
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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
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).

The non-HERO NIGHTHAUNT and INFANTRY keywords are used in the following Nighthaunt warscrolls:

© Vyacheslav Maltsev 2013-2024