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NighthauntChainghasts
6"
2
4+
10
WARSCROLL

Chainghasts

Encased within their iron harness, it is a Chainghast’s fate to remain imprisoned, eternally in thrall to Spirit Torments. They carry emotionally burdened ghastflails – heavy bludgeoning weights that cast bolts of pure misery when swung.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Ghastflails15"D34+3+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Ghastflails2"See below4+3+-11
PITCHED BATTLE PROFILE

Unit Size: 2 - 4      Points: 80
Battlefield Role: None

DESCRIPTION

A unit of Chainghasts has any number of models, each armed with Ghastflails.

FLY: This unit can fly.

ABILITIES

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 unit.

Another Link in the Chain: Chainghasts act as conduits for Spirit Torments, ensuring all nearby Nighthaunts are invigorated by deathly energies.
While this unit is wholly within 12" of a friendly SPIRIT TORMENT, you can re-roll hit rolls of 1 for friendly NIGHTHAUNT units while they are wholly within 12" of this unit.

Sweeping Blows: With their heavy chains and weights, ghastflails batter anything they come in contact with, bludgeoning armour and cracking bones.
The Attacks characteristic of the Ghastflails melee weapon is equal to the number of enemy models within 2" of the attacking model when the number of attacks made with the weapon is determined.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, SUMMONABLE, CHAINGHASTS
Flying
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.
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.

The SPIRIT TORMENT keyword is used in following Nighthaunt warscrolls:

Leader
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The SUMMONABLE keyword is used in following Nighthaunt warscrolls:

None
Battleline
© Vyacheslav Maltsev 2013-2019