A fell wind is rising. From the darkest pits of Shyish, the Realm of Death, comes a storm of ethereal figures. An eerie mist spreads before them, blotting out the sun. They muster upon corpsestrewn battlefields or ancient burial grounds, a ghostly army of phantoms. They are the supernatural, the dead, the damned – the Nighthaunts.This page contains all of the rules you need to field your Nighthaunt miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.
|Warhammer Store Anniversary 2018’||2||July 2018|
|Q:||For the purposes of Deathless Spirits, if a model is within 12" of my general or a friendly HERO, do I roll 1 dice to negate the wound or mortal wound, or 1 dice per friendly HERO within 12" of the model?|
Roll 1 dice to negate the wound or mortal wound.
|Q:||Is the range of the Myrmourn Banshees’ unbinding ability 18"?|
|Q:||The Chainguard warscroll battalion mentions a Temporal Translocation spell. Where can I find this spell?|
The spell appears on the warscroll supplied with the Guardian of Souls with Mortality Glass that was made available as a limited edition store anniversary model.
|Q:||I have a question regarding the Myrmourn Banshees ability Spell-eaters and its interaction with endless spells, specifically the part of the rule which reads: “Once in each of your hero phases, if this unit is within 6" of an endless spell, this unit can attempt to dispel the endless spell in the same manner as a WIZARD.” Can this ability be used at any time during the hero phase?|
The very existence of the Nighthaunts is a stark reminder of the terrible fate that awaits those that have displeased Nagash upon death. To face them in battle is to witness these darkest fears made manifest, and can chill the soul of even the most stoic warrior.Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly NIGHTHAUNT units.
The spirit forms of Nighthaunt warriors are made more formidable by the presence of their lords and masters.Roll a dice each time you allocate a wound or mortal wound to a friendly NIGHTHAUNT model from a unit wholly within 12" of your general or a friendly NIGHTHAUNT HERO. On a 6+, that wound or mortal wound is negated.
None is safe from Nagash’s vengeance, for the Nighthaunts can be summoned forth from the underworlds by their spectral overseers, appearing as if from nowhere to assail their prey.Instead of setting up a NIGHTHAUNT unit on the battlefield, you can place it to one side and say that it is set up in the underworlds as a reserve unit. You can set up one unit in the underworlds for each unit you set up on the battlefield. At the end of your movement phase you can set up any of these units more than 9" from any enemy models. This counts as their move for that turn. Any units which are not set up on the battlefield before the start of the fourth battle round are slain.
The lords of the Nighthaunts are strengthened by the fear they sow, and can drink deep of this uncontrolled emotion and siphon fresh strength.Each time an enemy unit fails a battleshock test, pick one friendly NIGHTHAUNT HERO within 6" of that enemy unit. Heal 1 wound that has been allocated to that HERO.
On many occasions, entire battlelines have been overrun by a swarming Nighthaunt host without even raising a blade in their own defence.If you make an unmodified charge roll of 10+ for a friendly NIGHTHAUNT unit, it can fight immediately after you complete the charge move. This does not stop the unit from being picked to fight in the combat phase of the same turn.
A Nighthaunt commander can call his ghostly minions to his side in an instant, wherever they may be.You can use this command ability at the start of your movement phase. If you do so, pick a friendly NIGHTHAUNT unit that is on the battlefield. Remove that unit from the battlefield, and then set it up wholly within 12" of your general and more than 9" from any enemy models. This counts as their move for that movement phase.
Returning Slain ModelsSeveral Nighthaunt abilities allow you to return slain models to a unit. When you do so, set up the models one at a time within 1" of a model from the unit they are returning to (this can be a model you returned to the unit earlier in the same phase).
The slain models you return to a unit can only be set up within 3" of an enemy unit if one or more models from the unit they are returning to are already within 3" of an enemy unit.
Shades of Death
Weapons of the Damned
Relics of the Underworlds
Infernal LanternsGUARDIAN OF SOULS with Nightmare Lantern only.
Lore of the Underworlds
Death from Within
The mightiest fortresses of the Mortal Realms are nigh unassailable, their towering walls and imposing defences all but impervious to assault by land or air. Yet to Nagash’s Nighthaunt hosts, able to tear through the veil of reality from the underworlds wherever their immortal master commands, such defences are rendered entirely obsolete.
Each player picks an army as described in the core rules. One player is the Nighthaunt player and their opponent is the Defender. The Nighthaunt player must use a Nighthaunt army.
The Defender sets up any terrain as they see fit, though they must set up at least one terrain feature wholly within each of their territories.
After setting the battlefield, the Defender picks one terrain feature in each of their territories to be the Nighthaunt player’s siege targets (see GLORIOUS VICTORY).
The Defender sets up their army first. Defending units must be set up wholly within one of the Defender’s two territories.
The Nighthaunt player then alternates setting up one unit wholly within their territory, and one unit in the underworlds (see From The Underworlds They Come), repeating these steps until they have set up all of their units.
The Nighthaunt player has the first turn in the first battle round.
TAKEN OFF GUARD
The defender’s forces have reacted with admirable haste to the sudden danger within their midst, but are still reeling from the unexpected quarter from which they are now assailed, throwing their command structure into disarray.
The Defender cannot spend any command points in the first battle round.
A fresh wave of Nighthaunts lies in wait to pour forth from the underworlds and sweep into the stronghold’s hapless defenders.
Add 1 to charge rolls for NIGHTHAUNT units that arrived from reserve in the same turn.
The game ends at the end of the fifth battle round.
The Nighthaunt player wins a major victory if they control both siege targets at the end of the game (see CONTROLLING SIEGE TARGETS). The Defender wins a major victory if the Nighthaunt player controls neither siege target. Any other result is a draw.
CONTROLLING SIEGE TARGETS
The siege targets in the Defender’s territories are controlled by the last player to have any models within 1" of the terrain feature. If both players have any models within 1" of a siege target terrain feature, it is controlled by the Defender.
Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.In order to play Path to Glory campaigns you have to follow rules described here.
Followers Rewards Table
Champion Rewards Table
The NIGHTHAUNT keyword is used in following Nighthaunt warscrolls:
The NIGHTHAUNT and HERO keywords are used in following Nighthaunt warscrolls:
The NIGHTHAUNT and SUMMONABLE keywords are used in following Nighthaunt warscrolls:
The WIZARD keyword is used in following Nighthaunt warscrolls: