Nighthaunt – Reikenor the Grimhailer

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NIGHTHAUNT WARSCROLL
Reikenor the Grimhailer
12"
7
4+
2
The scythe-wielding wraith known as Reikenor was once a mortal monarch adept in the ways of Shyishan magic, whose attempts to achieve immortality drew the ire of the Great Necromancer. King Reikenor hoped to banish the curse of death, freeing his people to live forever. Nagash himself punished Reikenor for his hubris, tearing out his soul. Displaying his usual talent for ironic cruelty, Nagash remade the sorcerer-king’s spirit into the dread form of the Grimhailer – the leering, spectral fiend who would become his prime executioner. Reikenor now hunts mortals who seek to defy death’s cold embrace, persecuting those who commit the very crimes for which he was sentenced to oblivion. Soaring through the night atop his cadaverous winged steed Kyllaron, the Grimhailer tracks down these blasphemers. He is the reaper of souls, but his necrotically empowered scythe is not his deadliest weapon: with a pinch of his bony fingers, Reikenor snuffs out a candle atop his steed, instantly extinguishing the animus of one who displeased the Great Necromancer so that their corpse falls lifeless to the ground.
NIGHTHAUNT WARSCROLL
Reikenor the Grimhailer
MELEE WEAPONS
AtkHitWndRndDmg
Fellreaper [Charge (+1 Damage), Crit (Auto-wound)]
Fellreaper
Charge (+1 Damage), Crit (Auto-wound)
53+3+22
Kyllaron’s Ghostly Hooves and Teeth [Companion, Crit (Auto-wound)]
Kyllaron’s Ghostly Hooves and Teeth
Companion, Crit (Auto-wound)
35+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, Any NIGHTHAUNT

Any Hero Phase
CORPSE CANDLES: When preparing to cast a spell by snuffing out the flame of a corpse candle, Reikenor can drain his own or a victim’s essence to help fuel his sorcery.

Declare: Pick either this unit or a visible enemy unit within 12" of this unit to be the target.

Effect: Allocate 1 damage point to the target.

If you picked an enemy unit, add 1 to casting rolls for this unit for the rest of the turn.

If you picked this unit, for the rest of the turn:
  • Add 1 to casting rolls for this unit.
  • Add 1 to this unit’s power level.

Your Hero Phase
7
WRAITHSTORM: Reikenor tears the souls from his victims and commands them to assail their allies.

Declare: Pick a visible enemy unit within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target. If any models are slain by this ability, inflict an additional D3 mortal damage on the target.
KEYWORDSSPELL

Passive
GRIM JUSTICE: Through his arcane powers, Reikenor can sense those who tamper with Nagash’s designs or commit any other sacrilegious act.

Effect: Add 1 to hit rolls and wound rolls for attacks made with this unit’s Fellreaper if the target is a PRIEST or a WIZARD.

KEYWORDS
UNIQUE, HERO, WIZARD (1), CAVALRY, 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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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.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
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’).

The CAVALRY keyword is used in the following Nighthaunt warscrolls:

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

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
© Vyacheslav Maltsev 2013-2024