8" 5 5+ 2 5+ In life, each Knight of Shrouds was an arch traitor who chose to betray their people in order to delay their own inevitable doom. Nagash interpreted their treason not as cowardice, but as wisdom, seeing value in commanders who understand that to resist his will was madness. Seized upon death and remade into cloaked wraiths, the shroud-knights now lead the hosts of the Nighthaunt into battle. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Sword of Stolen Hours [Crit (Auto-wound)] | |||||||
Sword of Stolen Hours Crit (Auto-wound) | 5 | 4+ | 3+ | 1 | 2 |
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KEYWORDS | HERO, INFANTRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The NIGHTHAUNT keyword is used in the following Nighthaunt warscrolls:
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The HERO keyword is used in the following Nighthaunt warscrolls:
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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! | ||
The FLY keyword is used in the following Nighthaunt warscrolls:
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The WARD keyword is used in the following Nighthaunt warscrolls:
The DEATH keyword is used in the following Nighthaunt warscrolls:
The NIGHTHAUNT keyword is used in the following Nighthaunt warscrolls:
The INFANTRY keyword is used in the following Nighthaunt warscrolls:
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The non-HERO NIGHTHAUNT and INFANTRY keywords are used in the following Nighthaunt warscrolls: