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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.

Books

BookKindEditionVersionLast update
  NighthauntBattletome21.0July 2019
  Warhammer Store Anniversary 2018’2July 2018

Designers’ Commentary

Battletome: Nighthaunt

 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?
 A
Roll 1 dice to negate the wound or mortal wound.
 Q: Is the range of the Myrmourn Banshees’ unbinding ability 18"?
 A
Yes.
 Q: The Chainguard warscroll battalion mentions a Temporal Translocation spell. Where can I find this spell?
 A
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?
 A
No, it must be used at the start of the hero phase (as WIZARDS can only attempt to dispel at the start of the hero phase).

Allies

DEATHALLIES
NighthauntDeathlords, Soulblight

Battle Traits

Aura of Dread

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.

Deathless Spirits

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.

From the Underworlds They Come

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.

Feed on Terror

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.

Wave of Terror

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.

Spectral Summons

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 Models

Several 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.

Command Traits

Shades of Death

D6COMMAND TRAIT
1

Hatred of the Living

It is easy to stoke the deep loathing the spirits of the Nighthaunts feel for those who still live.

You can re-roll failed hit rolls for attacks made with this general’s melee weapons unless the target has the DEATH keyword.

2

Terrifying Entity

Some powerful spirits take a gruesome appearance or an overwhelming aura of horror to entire new heights.

At the start of the enemy movement phase, roll a dice for each enemy unit within 3" of this model. If the roll is equal to or greater than that enemy unit’s Bravery characteristic, that unit must make a retreat move in that movement phase.

3

Lingering Spirit

So much amethyst magic exists within this spirit that its ethereal form is more resilient than most.

Add 1 to this general’s Wounds characteristic.

4

Spiteful Spirit

This gheist’s bitter resentment of its cruel existence is palpable, and can be channelled into a vengeful curse to punish those who would do it harm.

Roll a dice each time you allocate a wound to this general that was inflicted by a melee weapon. On a 5+, the attacking unit suffers 1 mortal wound after all of its attacks have been made.

5

Cloaked in Shadow

Eerily intangible, this spirit’s ethereal form fades in and out of existence like some wispy cloud of supernatural mist.

Subtract 1 from hit rolls for attacks made with missile weapons that target this general.

6

Ruler of the Spirit Hosts

The dark will and deathly power of this spirit are like a siren call, an unseen signal that beckons to others from beyond the grave.

At the start of your hero phase, you can pick a friendly SUMMONABLE NIGHTHAUNT unit within 9" of this general and return D3 slain models to that unit. The returning models must be set up within 9" of this general.


Artefacts of Power

Weapons of the Damned

D6ARTEFACT OF POWER
1

Shadow’s Edge

It is impossible to tell if this ebon blade is corporeal or mere shadow, yet its touch tears through flesh and bone with ease.

Pick one of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 6, that attack inflicts D3 mortal wounds and the attack sequence ends (do not make a wound or save roll).

2

Reaper of Sorrows

This phantasmal blade harvests emotions, hewing life-force but leaving its victims unmarked save for a horrified rictus.

Pick one of the bearer’s melee weapons. Before attacking with that weapon, roll 2D6. If the roll is higher than the target unit’s Bravery, that weapon’s Rend characteristic is -3 for attacks made against that unit.

3

Balefire Blade

This blade is alight with the burning souls of sacrificed prophets and seers who dared to challenge the wielder’s authority.

Pick one of the bearer’s melee weapons. Add 1 to that weapon’s Damage characteristic.

4

Slitter

Forged from the shivs and cut-throat razors of a thousand serial killers, this dagger is murder made manifest.

After picking the bearer to fight, before they pile in you can pick one enemy model within 1" of the bearer and roll a dice; if the roll is greater than that model’s Wounds characteristic, it is slain.

5

Headsman’s Judgement

This weapon has gained in power for the innumerable condemned souls it has sent screaming into the afterlife.

Pick one of the bearer’s melee weapons. Add 1 to hit and wound rolls for attacks made with that weapon.

6

Shrieking Blade

This blade emits an unnerving, mournful howl that only exacerbates the horrifying nature of its wielder.

Subtract 1 from hit rolls for attacks made with melee weapons that target the bearer.


Relics of the Underworlds

D6ARTEFACT OF POWER
1

Cloak of the Waxing Moon

Each blade that passes through the wispy folds of this dark garment begins to lose its substance as it too becomes ethereal.

The Deathless Spirits battle trait negates wounds inflicted by melee weapons that are allocated to the bearer on a 5+ instead of 6+.

2

Pendant of the Fell Wind

A chill gale blows ever behind the wearer of this dark trinket, carrying them into battle on gusts of suffocating air.

You can add 3" to normal moves made by friendly NIGHTHAUNT units that are wholly within 12" of the bearer at the start of that normal move.

3

Dreadbolt Ring

Gouts of lashing green flames leap forth from this ring as it devours the souls of those slain by the wearer.

When the bearer fights, if they inflict one or more wounds with their melee weapons, you can inflict D3 mortal wounds on one enemy unit within 3" of the bearer after all of the bearer’s attacks have been made.

4

Mirror of Screaming Souls

A mirror of polished shadeglass, this looking-glass houses the wailing souls of those that stared too long at their own reflection.

At the start of your shooting phase, roll 2D6 for each enemy unit within 8" of the bearer. If the roll is higher than that unit’s Bravery characteristic, it suffers 1 mortal wound.

5

Midnight Tome

Only the lifeless can read the spells and incantations inscribed upon the pitchblack pages of this cursed grimoire.

The bearer becomes a WIZARD and knows the Arcane Bolt and Mystic Shield spells, as well as one spell from the Lore of the Underworlds. They can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. If the bearer was already a WIZARD, they can attempt to cast 1 additional spell in each of your hero phases instead.

6

Covetous Familiar

This spiteful poltergeist swirls around its master’s essence, lashing out at any other soul that draws too close.

At the start of the combat phase, roll a dice for each enemy unit within 3" of the bearer. On a 2+, that unit suffers 1 mortal wound.


Infernal Lanterns

GUARDIAN OF SOULS with Nightmare Lantern only.

D3ARTEFACT OF POWER
1

Lightshard of the Harvest Moon

Once released, the baleful light of this lantern fills the battlefield with an eerie glow, readying the enemy for the reaping.

Once per battle, at the start of the combat phase, the bearer can use this artefact. If they do so, you can re-roll failed hit rolls for attacks made by friendly NIGHTHAUNT units that are wholly within 12" of the bearer when they attack in that combat phase.

2

Wychlight Lantern

The otherworldly incense that billows from this lantern merges with the bearer’s spectral form, lending them great power.

Add 1 to casting rolls for the bearer.

3

Beacon of Nagashizzar

The malignant light of Nagashizzar burns within this fell lantern with even greater intensity.

If the bearer successfully casts the Spectral Lure spell and it is not unbound, instead of the normal effects of the spell, you can either heal D6+3 wounds that have been allocated to the target unit or, if no wounds have been allocated to that unit, you can return a number of slain models to it that have a combined Wounds characteristic equal to or less than D6+3.


Spell Lores

You can choose or roll for one of the following spells for each WIZARD in a Nighthaunt army.

Lore of the Underworlds

D6SPELL
1

Soul Cage

This supernatural cage of phantasmal energies pins opponents in place so that the reaping might begin.

Soul Cage has a casting value of 6. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. Until the start of your next hero phase, that unit cannot retreat. In addition, until your next hero phase, that unit fights at the end of the combat phase.

2

Spirit Drain

With but a series of fell words of power the caster can whittle away a mortal’s lifeforce, causing their very spirit to seep out of their physical form.

Spirit Drain has a casting value of 4. If successfully cast, pick an enemy model within 18" of the caster that is visible to them. Roll a number of dice equal to that model’s Wounds characteristic. For each 6+, that model’s unit suffers 1 mortal wound.

3

Lifestealer

Life hangs upon but a slender thread; this incantation can sever that cord, causing healthy foes to drop like puppets shorn of their strings. Each such death increases the caster’s own vitality.

Lifestealer has a casting value of 7. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. That unit suffers D3 mortal wounds. For each mortal wound suffered by the enemy unit, you can heal 1 wound allocated to the caster.

4

Reaping Scythe

The caster’s weapon extends into a phantasmal scythe, gleaming with fell purpose and honed to razor sharpness.

Reaping Scythe has a casting value of 4. If successfully cast, pick one of the caster’s weapons. Until the start of your next hero phase, you can re-roll failed hit and wound rolls for attacks made with that weapon.

5

Shademist

A supernatural mist envelops the targeted unit, causing them to glimmer as they fade in and out of reality, becoming more baleful and intangible.

Shademist has a casting value of 6. If successfully cast, pick a friendly NIGHTHAUNT unit wholly within 12" of the caster that is visible to them. Subtract 1 from wound rolls for attacks that target that unit until the start of your next hero phase.

6

Spectral Tether

The correct sorcerous incantations can create a temporary link between a powerful Nighthaunt and the underworlds, where it can be restored by drawing upon the amethyst energies of Shyish.

Spectral Tether has a casting value of 6. If successfully cast, pick a friendly NIGHTHAUNT HERO within 12" of the caster. Heal D3 wounds that have been allocated to that unit.


Battleplans

Battleplan

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.

The battle is being fought in a courtyard behind the stronghold’s main walls – an area thought safe from assault so long as the walls could be held…

THE ARMIES
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 BATTLEFIELD
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.

SIEGE TARGETS
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).

SET-UP
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.

FIRST TURN
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.

UNDERWORLD ATTACK
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.

GLORIOUS VICTORY
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

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.

Nighthaunt Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
CHAMPION TABLE
ChampionFollowers
Spirit Torment*3 units
Knight of Shrouds on Ethereal Steed4 units
Knight of Shrouds4 units
Guardian of Souls with Nightmare Lantern4 units
Lord Executioner4 units
* You receive a unit of 2 Chainghasts in addition to the Spirit Torment. The Spirit Torment is the warband’s champion, and the unit of Chainghasts is a follower.
RETINUE FOLLOWERS TABLE
D6Followers
1-210 Chainrasps
3-43 Spirit Hosts
55 Glaivewraith Stalkers
64 Myrmourn Banshees
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-210 Grimghast Reapers
3-45 Hexwraiths
510 Dreadscythe Harridans
610 Bladegheist Revenants
HERO FOLLOWERS TABLE
D6Followers
1-2Cairn Wraith
3-4Dreadblade Harrow
5-6Tomb Banshee
BLACK COACH FOLLOWERS TABLE (uses 3 rolls, or 1 roll and 2 Glory Points)
D6Followers
1-6Black Coach

Followers Rewards Table

D6REWARD
1

Ghastly

These spectres are so distorted by amethyst magic that they have become the stuff of darkest nightmare.

Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of this unit.

2

Deadly

In life, the members of this unit were famed for their martial prowess. Although that time is long forgotten, the spirits still retain an innate sense of where and when to strike a foe.

Re-roll hit rolls of 1 for attacks made by this unit.

3

Cruel

This unit is so hate-filled and so steeped in malicious ways that they draw power from their own spite. Every blow they strike comes with an extra twist in order to inflict maximum pain upon their foes.

Re-roll wound rolls of 1 for attacks made by this unit.

4

Spectral Swiftness

These spirits move with an unnatural swiftness. They do not glide from point to point, but seem impossibly to appear closer in the blink of an eye.

Add 2" to this unit’s Move characteristic.

5

Unnatural Resilience

This unit has mastered their phantasmal forms and can discorporate more than other wraiths, allowing enemy blades and arrows to pass harmlessly through them.

Re-roll save rolls of 1 for attacks that target this unit.

6

Ghostly Blades

The shimmering blades wielded by this unit have a strange, balefire glow. In spectral fashion they pass through enemy armour, yet into flesh they bite all too deeply.

Improve the Rend characteristic of this unit’s melee weapons by 1.


Champion Rewards Table

2D6REWARD
2

Nagash’s Judgement

Your champion’s actions have drawn Nagash’s gaze… and been found wanting. It is best not to raise the ire of the Great Necromancer.

You lose 1 Glory Point. In addition, your champion cannot gain any further rewards for the rest of the campaign.

3

Unnatural Swiftness

Your champion has been gifted with supernatural speed, allowing them to glide effortlessly through the air at tremendous speed.

Add 3" to your champion’s Move characteristic.

4

Unholy Resilience

Nagash has blessed this champion, granting its spectral form a will of spiteful adamant. This spiritual resilience allows it to fight on even past the point that other wraiths would have been torn apart.

Add 1 to your champion’s Wounds characteristic.

5

Otherworldly Miasma

An ill-smelling gravemist swirls about your champion. The cloying vapours makes targeting difficult, as the wraith slips into and out of the foetid atmosphere.

Subtract 1 from hit rolls for attacks that target your champion.

6

Aspect of Terror

This champion bears some unexpected aspect to its visage that unnerves a foe – perhaps a jaw that unhinges to impossible lengths, a deathly shriek that freezes marrow, or some terrifying visage concealed beneath a cloak.

Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of your champion.

7

Murderer’s Legacy

In life this spectre was a killer of extraordinary prowess, and such skills have carried over to the afterlife.

Add 1 to wound rolls for attacks made by your champion.

8

Baleful Presence

To be near this champion is to know fear, for panic and dismay wash outwards from this wraith in chilling waves of energy.

Subtract 1 from casting rolls and charge rolls for enemy units while they are within 12" of your champion.

9

Touch of Death

So full of pent-up malice is this champion that a mere touch from it is sometimes enough to stop a beating heart.

Each time you make an unmodified hit roll of 6 for an attack made with your champion’s melee weapons, that attack inflicts a number of mortal wounds equal to that weapon’s Damage characteristic and the attack sequence ends (do not make a wound or save roll).

10

Ephemeral Form

With the ability to phase into and out of the material world, this champion is notoriously difficult to strike.

Subtract 1 from wound rolls for attacks that target your champion.

11

Infernal Gaze

A single look from this champion is so horrifying that it can freeze the blood of any onlooker that dares to meet its gaze.

In your hero phase, pick an enemy unit within 8" of your champion and roll 2D6. If the roll is greater than that unit’s Bravery characteristic, it suffers D3 mortal wounds.

12

Siphon Soul

This champion has been blessed by necromantic magics so that its weapon can suck the soul out of a wounded foe and transfer its energy. So does this wraith kill to make itself stronger.

When your champion fights, if they inflict any wounds with their melee weapons, you can heal 1 wound allocated to your champion after all of the champion’s attacks have been made.

Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.

The NIGHTHAUNT and SUMMONABLE keywords are used in following Nighthaunt warscrolls:

None
Battleline
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
© Vyacheslav Maltsev 2013-2019