Nighthaunt – Krulghast Cruciator

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NIGHTHAUNT WARSCROLL
Krulghast Cruciator
8"
6
4+
2
The best course of action upon seeing a Krulghast is to run and never look back. These hideous, ethereal horrors are nightmarish even amongst the ranks of the undead, and their malice is distilled to an almost elemental sadism. They carry the torture racks that finally broke them upon their bent backs, for each Cruciator died during horrific bodily punishment and is keen to visit the same fate upon their foes. Yet they will not stop there. The art of the Cruciator is to torment the soul as much as the body, and as scholars of pain and suffering, they are highly adept at it. So skilled in the art of soul-torture are these horrors that those who fall into their clutches are kept between life and death for years, sometimes decades, in a state of permanent agony. While they prefer slowly peeling their prey apart, Cruciators wield various flensing knives and other razor-sharp implements that can swiftly eviscerate anyone foolish enough to challenge them in single combat. These fearsome gheists can even draw arcane power from the suffering of those around them, channelling this trauma into a beacon of death magic that strengthens nearby Nighthaunt, rendering them almost impossible to banish.
NIGHTHAUNT WARSCROLL
Krulghast Cruciator
RANGED WEAPONS
RngAtkHitWndRndDmg
Phantasmal Torture [Shoot in Combat]
Phantasmal Torture
Shoot in Combat
12"43+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Talons and Flensing Knives [Crit (Auto-wound)]
Talons and Flensing Knives
Crit (Auto-wound)
44+3+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY

Passive
EMPOWERED THROUGH EXCRUCIATION: Krulghast Cruciators draw power from the suffering of those around them, becoming beacons of death magic that make nearby Nighthaunt more difficult to banish.

Effect: Ignore the first damage point that would be allocated to each friendly NIGHTHAUNT unit wholly within 12" of this unit in each phase.

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.
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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Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
© Vyacheslav Maltsev 2013-2024