Nighthaunt – The Headsmen’s Curse

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•NIGHTHAUNT WARSCROLL•
The Headsmen’s Curse
8"
3
5+
1
5+
Condemned by Nagash to wield the dread sword Terminus, the Wielder of the Blade seeks out those mortals that the Great Necromancer has determined to be guilty. No matter their crime, the sentence is always the same – a swift and brutal death. These pitiless gheists accompany the bearer of the sentient blade Terminus on their quest to punish those who have wronged Nagash. There are always three: one to sharpen the sword’s edge, one to bear the headsman’s block and a scriptor to sentence the condemned.
•NIGHTHAUNT WARSCROLL•
The Headsmen’s Curse
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Terminus [Crit (Auto-wound)]
Terminus
Crit (Auto-wound)
33+3+2D6
Tool of Judgement [Crit (Auto-wound)]
Tool of Judgement
Crit (Auto-wound)
34+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 4      Points: 150
MODELBASE SIZE
The Wielder of the Blade40mm
Scriptor of the Sentence and Bearer of the Block32mm
Sharpener of the Blade25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:
  • The Wielder of the Blade (armed with Terminus)
  • The Scriptor of the Sentence (armed with a Tool of Judgement)
  • The Bearer of the Block (armed with a Tool of Judgement)
  • The Sharpener of the Blade (armed with a Tool of Judgement)

Your Hero Phase
FURIOUS INDICTMENT: The Scriptor of the Sentence howls crimes and secrets long thought buried – and none are immune to the harrowing charges brought against them

Declare: Pick an enemy unit within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, the target is condemned until the start of your next turn.

While a unit is condemned:
  • Halve that unit’s Move characteristic.
  • That unit cannot use RETREAT abilities.
  • Subtract 1 from the number of dice rolled when making charge rolls for that unit, to a minimum of 1.

KEYWORDS
UNIQUE, INFANTRY, FLY, WARD (5+)
DEATH, NIGHTHAUNT
Errata
Headsmen's Curse
Change the Save characteristic to 5+.
Change Ward (6+) to Ward (5+).
Delete the trailing comma in the keywords.
Headsmen's Curse
Add ‘Crit (Auto-wound)’ to the Tool of Judgement weapon profile.
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).
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
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).
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
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.
Obscuring
While every model in a non-MONSTER non‐WAR MACHINE unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch).
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
1.4.2 Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.

FAQ / Errata

FAQ
Q:If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian?
A:
Yes.
Errata
6.0 Visibility
Add the following:

‘If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.’
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.

Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

FAQ

Q:When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move?
A:
No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move.
Q:If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll?
A:
No.
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE
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!

FAQ

Q:If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does FLY allow that unit to move across an enemy unit’s combat range?
A:
Yes.

The WARD keyword is used in the following Soulblight Gravelords warscrolls:

War Machine Hero
Beast
Faction Terrain
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.

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The UNIQUE keyword is used in the following Nighthaunt warscrolls:

Cavalry Hero
War Machine Hero
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
© Vyacheslav Maltsev 2013-2026