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NighthauntChainrasp Horde

Chainrasp Horde

A horde of Chainrasps is a frightening force. A sword or axe might pass right through a Chainrasp without finding purchase, but the spiked clubs and rusted blades wielded by these evil beings can mangle flesh and shatter bone.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Malignant Weapon1"24+4+-1

Unit Size: 10 - 40      Points: 80/280
Battlefield Role: Battleline


A Chainrasp Horde has any number of models, each armed with a Malignant Weapon.

DREADWARDEN : The leader of this unit is a Dreadwarden. Add 1 to the Attacks characteristic of a Dreadwarden’s Malignant Weapon. In addition, a Chainrasp Horde has a Bravery characteristic of 10 instead of 6 while it includes a Dreadwarden.

FLY: This unit 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 unit.

Chilling Horde: When Chainrasps gather in sufficient strength, few can withstand their grave-cold touch.
You can re-roll wound rolls of 1 for this unit while it has more than 10 models.

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.

The SUMMONABLE keyword is used in following Nighthaunt warscrolls:

© Vyacheslav Maltsev 2013-2019