Nighthaunt – Scriptor Mortis

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NIGHTHAUNT WARSCROLL
Scriptor Mortis
8"
6
4+
2
Where once they pledged to record only truth, now the Scriptors Mortis are cursed to extol the glory of the necrotopia. Endlessly they rewrite the scurrilous ‘lies’ of Sigmar’s glory – his liberation of Nagash in the Age of Myth foremost amongst them – and instead chronicle the victories of the Great Necromancer’s armies, penning a tableau of events far more to his liking. Yet Nagash has empowered the Scriptors to do more than observe. They are not only his propagandists but the arbiters of his grim truths, bidden to terminally censor any who would defy their place in his vision. Should they learn the true name of a troublesome mortal, these scribes will note it down, assigning their soul to an underworld judged a fitting punishment. Boisterous warriors expecting to feast alongside their ancestors are left stranded amidst endless tundra, while crusaders against the undead stand forever immobile amongst hellscapes filled with shuffling, stinking cadavers. By carrying out esoteric rites and snuffing out an enchanted candle, the Scriptors can bring such a marked mortal’s existence to a sudden close. Enemies may strive to banish a Scriptor before their sentence is carried out, but given the presence of the other Nighthaunt drawn to and empowered by their flickering wychlight candles, this is easier said than done.
NIGHTHAUNT WARSCROLL
Scriptor Mortis
MELEE WEAPONS
AtkHitWndRndDmg
Malicious Quill [Crit (Auto-wound)]
Malicious Quill
Crit (Auto-wound)
34+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Cursed Soul.

Once Per Turn (Army), Your Hero Phase
SENTENCED TO ETERNAL TORMENT: Once the true name of a judged enemy is recorded, their unending punishment is all but inescapable.

Declare: Pick a visible enemy unit within 18" of this unit to be the target.

Effect: Roll a dice. On a 3+, the target has the SENTENCED keyword for the rest of the battle.

Once Per Turn (Army), End of Your Turn
JUDGE, JURY AND EXECUTIONER: With a mere flick of a quill, sentenced souls are dragged to the underworlds.

Effect: Roll a dice for each SENTENCED enemy unit on the battlefield. On a 4+, inflict an amount of mortal damage equal to the current battle round number on that SENTENCED unit.

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.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another 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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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).
© Vyacheslav Maltsev 2013-2024