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NighthauntBlack Coach

Black Coach

Driven by a Cairn Wraith and bearing the remains of a slain vampire or powerful Necromancer, the Black Coach seeks out sites of great slaughter and suffering, swelling with dark magic as it runs down helpless mortals in an explosion of gore.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Cairn Wraith’s Soulreach Grasp10"13+3+-3D3
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Cairn Wraith’s Reaper Scythe1"34+3+-12
Cairn Wraith’s Soulreach Grasp3"13+3+-3D3
Relic Bearers’ Spectral Claws1"4+4+-11
Nightmares’ Hooves and Teeth1"84+4+-1
Wounds SufferedMoveRelic Bearers’ Spectral Claws

Unit Size: 1      Points: 220
Battlefield Role: Behemoth


A Black Coach is a single model driven by a Cairn Wraith armed with a Soulreach Grasp or a Reaper Scythe.

STEEDS AND CREW: The Black Coach is drawn by four Nightmares that attack with their Hooves and Teeth. Three Relic Bearers accompany the Black Coach, and can attack with their Spectral Claws. For rules purposes, the Nightmares and Relic Bearers are treated in the same manner as a mount.

FLY: This model can fly.


Ethereal: Creatures whose bodies have rotted away are difficult to harm with ordinary weapons.
Ignore modifiers (positive or negative) when making save rolls for attacks that target this model.

Frightful Touch: The icy touch of the Black Coach’s Wraith crew is so fell and chill that a mere scratch from them can still a beating heart.
If the unmodified hit roll for an attack made with the Cairn Wraith’s Reaper Scythe is 6, that attack inflicts 2 mortal wounds and the attack sequence ends (do not make a wound or save roll).

In addition, if the unmodified hit roll for an attack made with the Relic Bearers’ Spectral Claws is 6, that attack inflicts 1 mortal wound and the attack sequence ends (do not make a wound or save roll).

Evocation of Death: The Black Coach absorbs death magic, swelling with power as it consumes more and more of that darksome force.
At the start of each battle round, roll 3 dice for each BLACK COACH on the battlefield. For each 4+, that BLACK COACH gains a level of power. Levels of power are cumulative and last for the rest of the battle. They grant the following abilities:

First Level – Nimbus of Power: A supernatural glow emanates from the Black Coach, its fell touch invigorating the power within.
In your hero phase, heal D3 wounds that have been allocated to this model. In addition, at the start of your hero phase, pick 1 friendly SUMMONABLE NIGHTHAUNT unit wholly within 12" of this model and return D3 slain models to that unit. The returning models must be set up within 12" of this model.

Second Level – Unholy Vigour: Dark magic lends the vehicle unnatural speed and empowers its accompanying Nightmares and Wraiths to lash out with blurring swiftness.
Re-roll hit rolls of 1 for this model’s melee weapons. In addition, this model can run and charge in the same turn.

Third Level – Spectral Scythes: These phantom blades look intangible but can slice flesh as easily as if forged from the finest steel.
After this model completes a charge move, pick an enemy unit within 1" of this model and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

Fourth Level – Insubstantial Form: The Black Coach seems to flicker in and out of reality, making it all but impossible to trap and envelop.
This model can retreat and charge in the same turn.

Fifth Level – Witch-fire: Balefire crackles and arcs from the charging steeds and spinning wheels.
In your hero phase, roll a dice for each enemy unit within 3" of this model. On a 4+, that unit suffers D3 mortal wounds.

Reaped Like Corn: The scythes wielded by these ghostly warriors can be swung in great sweeping arcs, cutting down whole ranks of enemy warriors.
You can re-roll failed hit rolls for attacks made with this model’s Reaper Scythe if the target unit has 5 or more models.

Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
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.
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.

The BLACK COACH keyword is used in following Nighthaunt warscrolls:

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.

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

Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
© Vyacheslav Maltsev 2013-2020