Nighthaunt – Lady Olynder, Mortarch of Grief

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NIGHTHAUNT WARSCROLL
Lady Olynder
Mortarch of Grief
8"
7
4+
2
The Mortarch of Grief is an avatar of misery and tragic fate, the dreadful result of Nagash’s experiments to see how much sorrow he could pour into a single soul. Once, she was a cruel mortal queen of the city-state Dolorum, disguising her murderous ambition behind a veil of false tears. Taken by Nagash and remade as a spectral monarch, she now feels everything she professed to and more. Sheer, entropic sorrow radiates from her like a crushing wave, causing plants to wither and warriors to collapse in paroxysms of horror. Unhurried, Lady Olynder drifts towards them, reaching for her funerary veil with pallid fingers. When she reveals her true face, all who look upon it perish in an instant of paralysing terror. Lady Olynder is accompanied at all times by a retinue of ghostly handmaidens, whose banshee screams combine with the Mortarch’s own malign presence to stop the hearts of the weak-willed. These attendants carry with them a cursed hourglass – a symbol of the fate that awaits all mortals. When shattered, this relic is able to stop the flow of time entirely, freezing Lady Olynder’s victims on the spot in a state of utmost horror.
NIGHTHAUNT WARSCROLL
Lady Olynder
Mortarch of Grief
RANGED WEAPONS
RngAtkHitWndRndDmg
Horrifying Visage [Crit (Auto-wound)]
Horrifying Visage
Crit (Auto-wound)
12"12+2+3D6
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Midnight [Crit (Auto-wound)]
Staff of Midnight
Crit (Auto-wound)
44+3+1D3
Handmaidens’ Spectral Claws [Companion, Crit (Auto-wound)]
Handmaidens’ Spectral Claws
Companion, Crit (Auto-wound)
64+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 300
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, Any NIGHTHAUNT

Once Per Battle, Your Hero Phase
NO REST FOR THE WICKED: Should the spectral forms of her minions be banished, Lady Olynder will wrench their souls back from the underworlds.

Declare: Pick any number of friendly NIGHTHAUNT units on the battlefield to be the targets.

Effect: For each target, you can return a number of slain models to that unit with a combined Health characteristic of up to D3+3.

Passive
MORTARCH OF GRIEF: Chosen by Nagash to serve as his Mortarch of Grief, Lady Olynder’s very presence serves as a psychological weapon of terrible potency.

Effect: Subtract 3 from the control scores of enemy units while they are within 12" of this unit.

Your Hero Phase
6
GRIEF-STRICKEN: Lady Olynder’s incantations can cause a pall of misery and utter desolation to descend upon her enemies.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Ignore positive modifiers to hit rolls, wound rolls and save rolls for the target for the rest of the turn.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, WIZARD (2), INFANTRY, FLY, WARD (4+)
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 model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • 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.
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:

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

The WARMASTER keyword is used in the following Nighthaunt warscrolls:

© Vyacheslav Maltsev 2013-2024