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NighthauntSpirit Torment

Spirit Torment

The masked creatures known as Spirit Torments were pitiless jailers in life. In death they seek out those that Nagash deems his by right of rulership, bludgeoning them with their ensorcelled iron padlocks before locking away their souls.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Shacklegheist Chains2"34+3+-2D3

Unit Size: 1      Points: 120
Battlefield Role: Leader


A Spirit Torment is a single model. It is armed with Shacklegheist Chains.

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.

Nagash’s Bidding: Spirit Torments ensure that Nagash’s unrepentant hosts redouble their efforts to carry out his bidding.
You can re-roll hit rolls of 1 for friendly NIGHTHAUNT units while they are wholly within 12" of any friendly SPIRIT TORMENTS.

Captured Soul Energy: The chains and padlocks carried by Spirit Torments can capture the departing spirit of a slain foe.
At the start of the battleshock phase, if 3 or more enemy models were slain that turn, pick a friendly NIGHTHAUNT unit within 6" of this model and heal D3 wounds that have been allocated to that unit. If 3 or more enemy STORMCAST ETERNAL models were slain that turn, heal 3 wounds instead of D3 wounds.

Alternatively, instead of healing the unit you picked, if models from that unit have been slain, you can return them to the unit. Roll a D3; you can return any slain models to that unit that have a combined Wounds characteristic of less than or equal to the number you rolled.

If your army includes more than one SPIRIT TORMENT, at least 3 enemy models must have been slain during the turn for each SPIRIT TORMENT that uses this ability, and no SPIRIT TORMENT can use this ability more than once in the same battleshock phase.

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 SPIRIT TORMENT keyword is used in following Nighthaunt warscrolls:

Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.
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.
© Vyacheslav Maltsev 2013-2020