Nighthaunt – Thorns of the Briar Queen

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NIGHTHAUNT WARSCROLL
Thorns of the Briar Queen
8"
2
5+
1
The Briar Queen was once incarcerated in the vaults of the Shyishan city of Shadespire, locked away for crimes too horrendous to mention. Since the coming of the Necroquake, she has been set loose upon the living, her remit to bring madness and terror to all who would evade Nagash’s punishments. The forsaken entities that trail in the Briar Queen’s wake have become infamous in Shadespire and beyond. Amongst them are the eldritch jailer known as Varclav the Cruel, the noose-throttled Ever-hanged and a ragtag group of evil-hearted Chainrasps.
NIGHTHAUNT WARSCROLL
Thorns of the Briar Queen
RANGED WEAPONS
RngAtkHitWndRndDmg
Piercing Scream [Shoot in Combat]
Piercing Scream
Shoot in Combat
12"D34+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Ancient Chill Dagger [Crit (Auto-wound)]
Ancient Chill Dagger
Crit (Auto-wound)
34+3+2D3
Malignant Weapon [Crit (Auto-wound)]
Malignant Weapon
Crit (Auto-wound)
24+5+-1
BATTLE PROFILE

Unit Size: 7      Points: 140
Base size: 25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:

• The Briar Queen (armed with an Ancient Chill Dagger and a Piercing Scream)
• Varclav the Cruel (armed with a Malignant Weapon)
• The Ever-hanged (armed with a Malignant Weapon)
• The Ironwretch (armed with a Malignant Weapon)
• The Exhumed (armed with a Malignant Weapon)
• The Silenced (armed with a Malignant Weapon)
• The Uncrowned (armed with a Malignant Weapon)

Once Per Turn (Army), Any Shooting Phase
GHOSTLY HOWL: There is no describing the shrieking wail of the Banshee; it is so horrific that its sound alone can pierce the soul of any who hear it.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by attacks made with this unit’s Piercing Scream to be the target.

Effect: Roll a dice. On a 2+, the target cannot use commands until the start of your next turn.

Passive
THE BRIAR QUEEN: The Briar Queen and her lieutenants once ruled the criminal underworld of Shadespire with a magical fist.

Effect: While this unit’s Briar Queen is on the battlefield, it has Wizard (1).

KEYWORDS
UNIQUE, INFANTRY, FLY, WARD (6+)
DEATH, NIGHTHAUNT
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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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.
© Vyacheslav Maltsev 2013-2024