Nighthaunt – Tomb Banshee

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NIGHTHAUNT WARSCROLL
Tomb Banshee
8"
5
4+
2
The scream of the banshee can burst eardrums, freeze the blood and age metal to rust. Those who hear the cry at close quarters turn white as alabaster, their spiritual essence ripped from their body by the intensity of that deathly howl. Only the bravest can shrug off its effects before it is too late. Even then, they are marked by it for evermore, hearing the echo of that chilling shriek whenever the nights are darkest. Banshees are created from the souls of those who faced the greatest betrayal in life. They find no release upon their deaths, for at the hand of Nagash, their torment is magnified a hundredfold until they can do nothing but give vent to it in the form of their signature scream. Their faces are distorted in a corpse’s rictus grimace, their hands are wiry-strong and their daggers can pass through steel breastplates to slash at the internal organs of those they catch. The strongest of their number gather baneful choirs of fellow banshees to their side, such as the Burning Scream of Aqshy, whose howls ignite the air itself. With their hellish voices joined as one, their aural onslaught can kill entire ranks of veteran soldiery.
NIGHTHAUNT WARSCROLL
Tomb Banshee
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
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY

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
CACOPHONY OF SORROW: The piercing scream of the Tomb Banshee amplifies the discordant shrieks of Myrmourn Banshees, breaking the resolve of even the bravest of soldiers.

Effect: While there are any friendly Myrmourn Banshees units wholly within 12" of this unit, ignore positive modifiers to the control scores of enemy units within 12" of this 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.
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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Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
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.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
© Vyacheslav Maltsev 2013-2024