Nighthaunt – Warscrolls


Leader, Behemoth


18
3+
10
WARSCROLL

Nagash, Supreme Lord of the Undead

Nagash is the Great Necromancer, Supreme Lord of the Undead and master of all that passes beyond the mortal coil. He is nothing less than an evil-hearted god, and those who earn his displeasure are soon turned to dust upon the wind.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Alakanash
Alakanash3"43+3+-3D6
Zefet-nebtar
Zefet-nebtar2"43+3+-23
Spectral Claws and Daggers
Spectral Claws and Daggers1"64+4+-1
DAMAGE TABLE
Wounds SufferedMoveThe Nine Books of NagashInvocation of Nagash
0-910"Cast up to 8 spells24"
10-129"Cast up to 6 spells18"
13-158"Cast up to 5 spells12"
16+7"Cast up to 4 spells9"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 860
Battlefield Role: Leader, Behemoth
Notes: Single, Unique

Nagash, Supreme Lord of the Undead, is armed with Alakanash and Zefet-nebtar.

WIZARD: The number of spells this unit can attempt to cast in your hero phase is determined using the Nine Books of Nagash ability below. This unit can attempt to unbind any number of spells in the enemy hero phase. If this unit is part of a Nighthaunt, Flesh-eater Courts, Ossiarch Bonereapers or Soulblight Gravelords army, it knows all of the spells from the spell lores in that faction’s allegiance abilities in addition to the other spells it knows.

WARMASTER: This unit can be included in a Nighthaunt, Flesh-eater Courts, Ossiarch Bonereapers or Soulblight Gravelords army. If it is, it is treated as a general even if it is not the model picked to be the army’s general. In addition, you can still use the army’s allegiance abilities even though this unit is not from the army’s faction; however, this unit does not benefit from them.

FLY: This unit can fly.

COMPANION: This unit is accompanied by a host of spirits armed with Spectral Claws and Daggers.

Alakanash, the Staff of Power: This staff is capped with gems of purest Shyishan realmstone.
Add 3 to casting, unbinding and dispelling rolls for this unit.

Invocation of Nagash: With but a thought, Nagash can call forth fresh minions to assail his foes.
At the start of your hero phase, for each friendly SUMMONABLE, MORDANT or OSSIARCH BONEREAPERS unit wholly within range of this unit, you can either heal up to 3 wounds allocated to that 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 of 3 or less. The range of this ability is shown on this unit’s damage table.

Morikhane: This ensorcelled armour channels the necromantic power of the Death God to his servants, enveloping them in an aura of deathly protection.
Friendly DEATH units wholly within 12" of this unit have a ward of 5+.

Supreme Lord of the Undead: Nagash is the undisputed master of all undead creatures.
At the start of your hero phase, you can pick 1 friendly SUMMONABLE, MORDANT or OSSIARCH BONEREAPERS unit with a Wounds characteristic of 3 or less that has been destroyed and roll a dice. On a 3+, a new replacement unit with half of the models from the unit that was destroyed (rounding up) is added to your army. Replacement units must be set up wholly within 12" of this unit and more than 9" from all enemy units. Units set up in this way cannot move in the following movement phase. Each destroyed unit can only be replaced once - replacement units cannot themselves be replaced.

The Nine Books of Nagash: Nagash has committed to memory much of his vast library but carries nine of the most potent tomes with him at all times.
The number of spells this unit can attempt to cast is shown on this unit’s damage table.

Hand of Dust: It is said that the touch of Nagash can wither and age any mortal, turning them to little more than a pile of dusty bones in mere moments.
Hand of Dust is a spell that has a casting value of 8 and a range of 3". If successfully cast, pick 1 enemy model within range and visible to the caster. Then, take a dice and hide it in one of your hands or under one of two appropriate containers. Your opponent must pick one of your hands or containers. If they pick the one holding the dice, the spell has no effect. If they pick the empty hand or container, the enemy model is slain.

Soul Stealer: Nagash can siphon souls from the living to heal his own wounds.
Soul Stealer is a spell that has a casting value of 7 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds. If the unmodified casting roll for this spell is 9+ and this spell is not unbound, that unit suffers D6 mortal wounds instead of D3. You can heal up to 1 wound that has been allocated to the caster for each mortal wound caused by this spell that is not negated.

KEYWORDS
DEATH, HERO, MONSTER, WIZARD, NAGASH

Leader


10"
7
4+
10
WARSCROLL

Awlrach the Drowner

Awlrach the Drowner once promised aid and salvation to the living, though he gave them nothing but death in the briny deeps. Chosen as a champion by Nagash, this consummate betrayer now takes souls to bolster the Nighthaunt legions and ferries them to where they are needed most.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Deathwood Oar
Deathwood Oar3"43+3+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 80mm
Notes: Single, Unique

Awlrach the Drowner is armed with a Deathwood Oar.

FLY: This unit can fly.

Passage Through the Underworlds: A master of navigation, Awlrach can drift through the ethereal plane to new locations at will. By the time the foe has discovered his arrival, it is all too late to stop the spectral cargo that made the journey with him.
You can use this command ability at the start of your movement phase. If you do so, pick 1 friendly NIGHTHAUNT unit on the battlefield that is visible to this unit. That unit must receive the command. First, remove this unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units. Then, remove that friendly NIGHTHAUNT unit from the battlefield and set it up again wholly within 12" of this unit and more than 9" from all enemy units. This counts as their move for that movement phase.

Scything Ram: Awlrach’s vessel is equipped with a deadly naval ram that can punch effortlessly through the foes’ defences, providing greater opportunity for his oar to do its worst.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that unit suffers D3 mortal wounds. If any models are slain by the mortal wounds caused by this ability, add D3 to the Attacks characteristic of this unit’s Deathwood Oar until the end of that turn.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, GRIEVING LEGION, HERO, TOTEM, AWLRACH THE DROWNER


8"
5
4+
10
WARSCROLL

Cairn Wraith

The scythe-wielding horrors known as Cairn Wraiths were once mass murderers or cruel executioners, mortals 1 who developed such a taste for killing that upon death their unquiet spirits rose from the underworlds to continue their spree of terror and eager butchery.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Reaper Scythe
Reaper Scythe2"See below3+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 25mm
Notes: Single

A Cairn Wraith is armed with a Cairnoch Scythe.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Death Stalkers

FLY: This unit can fly.

Eager Death-dealers: Only the most spiteful of mass murderers become Cairn Wraiths; these spectres delight in hacking down their foe to watch their souls seep outwards.
The Attacks characteristic of this unit’s Cairnoch Scythe is equal to the number of enemy models within 3" of this unit when the attack is made.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, HERO, CAIRN WRAITH


12"
5
4+
10
WARSCROLL

Dreadblade Harrow

Dreadblade Harrows are spectral lieutenants, spirit knights mounted upon ghostly steeds. They are able to fade from existence and reappear a short while after - nowhere is truly safe from their charge and the sweep of their razor-edged swords.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dreadblade
Dreadblade1"43+3+-12
Ghostly Hooves and Teeth
Ghostly Hooves and Teeth1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 60 x 35mm
Notes: Single

A Dreadblade Harrow is a single model armed with a Dreadblade.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Deathriders

FLY: This unit can fly.

MOUNT: This unit’s ethereal steed is armed with Ghostly Hooves and Teeth.

Phantasmal Discorporation: Dreadblade Harrows are able to disappear in a spectral mist.
At the end of your movement phase, you can remove this unit from the battlefield and set it up again on the battlefield more than 1" from all terrain features and objectives and more than 9" from all enemy units.

Curse of Loyalty: Dreadblade Harrow are spectral knights who serve as cursed vassals for the commands of their masters.
Once per battle round, if your general has the NIGHTHAUNT keyword and issues a command, this unit can issue the same command in the same phase without a command point being spent. If it does so, that command must be received by a friendly NIGHTHAUNT unit.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, HERO, DREADBLADE HARROW


8"
5
4+
10
WARSCROLL

Guardian of Souls

A Guardian of Souls keeps a vigil over the dead whilst driving those around them to the heights of malice. When one of these sorcerous spectres goes to war, hundreds of the living dead are drawn to their nightmare lantern’s flame.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Blade
Chill Blade1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Guardian of Souls is armed with a Chill Blade.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • The Condemned

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

FLY: This unit can fly.

Nightmare Lantern: The cursed light of Nagashizzar bound within a nightmare lantern invigorates the dark souls of any Nighthaunt it illuminates.
Add 1 to wound rolls for attacks made with melee weapons by friendly NIGHTHAUNT units that are wholly within 12" of this unit.

Spectral Lure: Channelling the unholy light of his nightmare lantern, the Guardian summons forth the spirits of the dead.
Spectral Lure is a spell that has a casting value of 6 and a range of 24". If successfully cast, pick 1 friendly NIGHTHAUNT SUMMONABLE unit wholly within range and visible to the caster. You can heal up to D6 wounds allocated to that unit or, if no wounds are allocated to it, you can return a number of slain models to that unit that have a combined Wounds characteristic of D6 or less.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, HERO, WIZARD, GUARDIAN OF SOULS


8"
5
4+
10
WARSCROLL

Knight of Shrouds

A Knight of Shrouds is a traitor to the living, yet under his wretchedness is the mind of a master tactician. His commands inspire nearby spirits to heights of malicious fury, and his Sword of Stolen Hours increases his dark vitality with each kill.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sword of Stolen Hours
Sword of Stolen Hours1"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Knight of Shrouds is armed with a Sword of Stolen Hours.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shroudguard

FLY: This unit can fly.

Stolen Hours: The bearer of a sword of stolen hours can steal vital energy from a foe and use it to increase their own power.
At the end of the combat phase, if any enemy models were slain by attacks made with this unit’s Sword of Stolen Hours in that phase, you can heal 1 wound allocated to this unit and add 1 to the Wounds characteristic of this unit.

Spectral Overseer: In life, the Knight of Shrouds commanded legions of devoted soldiers. In death, he turns his military genius to the command of shrieking spirits and vengeful phantasms.
Once per battle round, this unit can issue the Redeploy or Unleash Hell command to a friendly NIGHTHAUNT SUMMONABLE unit without a command point being spent.

In the combat phase, when you pick this unit to fight for the first time in that phase, you can pick 1 friendly NIGHTHAUNT SUMMONABLE unit wholly within 12" of this unit and that has not yet fought in that phase. This unit and that NIGHTHAUNT SUMMONABLE unit can fight one after the other in the order of your choice.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, HERO, KNIGHT OF SHROUDS


12"
6
4+
10
WARSCROLL

Knight of Shrouds on Ethereal Steed

On the bleakest nights of the human soul, the Knights of Shrouds ride at the head of a massed gathering of undead. Their hollow yet stentorian voices ring out over the moans of the deceased even as they steal the lives from their foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sword of Stolen Hours
Sword of Stolen Hours1"53+3+-12
Ghostly Hooves and Teeth
Ghostly Hooves and Teeth1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 75 x 42mm
Notes: Single

A Knight of Shrouds on Ethereal Steed is armed with a Sword of Stolen Hours.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shroudguard

FLY: This model unit fly.

MOUNT: This unit’s ethereal steed is armed with Ghostly Hooves and Teeth.

Stolen Hours: The bearer of a sword of stolen hours can steal vital energy from a foe and use it to increase their own power.
At the end of the combat phase, if any enemy models were slain by attacks made with this unit’s Sword of Stolen Hours in that phase, you can heal 1 wound allocated to this unit and add 1 to the Wounds characteristic of this unit.

Lord of Gheists: Each Knight of Shrouds was a mighty general in mortal life and still retains the ability to spur their soldiery to great feats of arms.
Once per battle round, this unit can issue the All-out Attack command to a friendly NIGHTHAUNT SUMMONABLE unit without a command point being spent.

In the combat phase, when you pick this unit to fight for the first time in that phase, you can pick 1 friendly NIGHTHAUNT SUMMONABLE unit wholly within 12" of this unit and that has not yet fought in that phase. This unit and that NIGHTHAUNT SUMMONABLE unit can fight one after the other in the order of your choice.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, HERO, KNIGHT OF SHROUDS, KNIGHT OF SHROUDS ON ETHEREAL STEED


8"
6
4+
10
WARSCROLL

Krulghast Cruciator

Krulghast Cruciators were once mortals that met a gruesome end on the torture rack. In death, their bitter souls have been twisted by Nagash into ghastly manifestations of torment, replete with instruments of excruciation possessed with a wicked animus.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Phantasmal Torture
Phantasmal Torture12"43+3+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Talons and Flensing Knives
Talons and Flensing Knives1"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 40mm
Notes: Single

A Krulghast Cruciator is armed with Talons and Flensing Knives, and Phantasmal Torture.

FLY: This unit can fly.

Empowered Through Excruciation: Krulghast Cruciators draw power from the suffering of those around them, becoming beacons of death magic that make nearby Nighthaunt more difficult to banish.
If this unit is within 12" of any terrified units, subtract 1 from the damage inflicted (to a minimum of 1) by each successful attack that targets a friendly NIGHTHAUNT unit wholly within 12" of this unit. The same enemy unit cannot be affected by this ability more than once per phase.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, HERO, TOTEM, KRULGHAST CRUCIATOR


8"
7
4+
10
WARSCROLL

Kurdoss Valentian, the Craven King

The cold fury of Kurdoss Valentian is matched only by his bitterness. Cursed to sit upon a throne but never rule, the Craven King vents his anger by mercilessly smiting those who earn Lady Olynder’s ire. Enemy leaders are targeted with especial bile.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sepulchral Sceptre
Sepulchral Sceptre2"53+3+-33
Spectral Claws
Spectral Claws1"64+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 190
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique

Kurdoss Valentian is armed with a Sepulchral Sceptre.

FLY: This unit can fly.

COMPANION: This unit is accompanied by wraith heralds armed with Spectral Claws.

If I Cannot Rule, None Shall Rule!: In the presence of Kurdoss Valentian’s all-consuming bitterness and the cruel malice of his heralds, the commands of enemy generals turn to dust in their mouths even as they issue them.
At the start of each battle round, after the players have received their starting command points, you can roll a dice if this unit is on the battlefield. Add 1 to the roll if this unit is within 6" of any enemy Hero. On a 5+, subtract 1 from your opponent’s command points (to a minimum of 0) and add 1 to your command points.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, GRIEVING LEGION, HERO, KURDOSS VALENTIAN


8"
7
4+
10
WARSCROLL

Lady Olynder, Mortarch of Grief

Lady Olynder is despair given form. She exudes hopelessness and casts an enfeebling gloom upon her foes with her sheer presence. Accompanied by banshee handmaidens and bearing the life-taking Staff of Midnight, the Mortarch of Grief reduces dangerous foes to paroxysms of crippling grief.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Midnight
Staff of Midnight2"43+3+-22
Spectral Claws
Spectral Claws1"64+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 270
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique

Lady Olynder is armed with the Staff of Midnight.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

WARMASTER: If this unit is included in a Nighthaunt army, it is treated as a general even if it is not the model picked to be the army’s general.

FLY: This unit can fly.

COMPANION: This unit is accompanied by banshee handmaidens armed with Spectral Claws.

Grave-sands of Time: Lady Olynder’s handmaidens bear gifts from Nagash, including a grave-sand hourglass that bends the flows of life and death to the bearer’s will.
This unit has a ward of 4+.

No Rest For the Wicked: Should the spectral forms of her minions be banished or destroyed, Lady Olynder will wrench their souls back from the underworlds time and again until her will is done.
Once per battle, at the start of your hero phase, if this unit is on the battlefield, you can return up to D6 slain models to each friendly NIGHTHAUNT SUMMONABLE unit on the battlefield (roll separately for each unit).

Mortarch of Grief: Chosen by Nagash to serve as his Mortarch of Grief, Lady Olynder’s very presence serves as a psychological weapon of terrible potency.
Roll a dice each time an enemy unit issues a command within 12" of this unit. On a 5+, that command is not received (it still counts as having been used) and the command point that was spent to issue that command is lost.

Lifting the Veil: Those who see what lies beneath Lady Olynder’s veil die with deathmask expressions of shock and horror frozen upon their faces, their dying grief serving only to feed the Mortarch's insatiable desire.
At the start of your shooting phase, you can pick 1 enemy unit within 12" of this unit and roll a dice. On a 2+, that unit suffers a number of mortal wounds equal to the roll. Add 1 to the number of mortal wounds the target suffers if it is terrified. If any enemy models are slain by this ability, you can heal up to D3 wounds allocated to this unit for each enemy model that was slain.

Grief-stricken: Lady Olynder’s incantations can cause a pall of misery and utter desolation to descend upon her enemies, so that their limbs feel leaden and their very will to live is sapped.
Grief-stricken is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Subtract 1 from hit rolls for attacks made by that unit and add 1 to hit rolls for attacks made with melee weapons by friendly NIGHTHAUNT units that target that unit until your next hero phase.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, GRIEVING LEGION, MORTARCH, HERO, WIZARD, LADY OLYNDER


8"
5
4+
10
WARSCROLL

Lord Executioner

To witness a Lord Executioner is to stare death in the face. Sent to claim the lives of those who have escaped the cold justice of Shyish, the spirits of the wrongfully executed drift around him, crying out their anguish into the night.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Decapitating Greataxe
Decapitating Greataxe1"53+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single

A Lord Executioner is armed with a Decapitating Greataxe.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Execution Horde

FLY: This unit can fly.

Staring Death in the Face: The unwavering stare of a Lord Executioner seems to penetrate into the victim’s very soul, filling them with bleak foreboding of their own demise.
At the start of the combat phase, you can pick 1 enemy unit within 3" of this unit. Subtract 1 from wound rolls for attacks made by that unit until the end of that phase.

Disembodied Skulls: The spirits that swirl around a Lord Executioner preserve his existence from threats.
This unit has a ward of 5+.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, HERO, LORD EXECUTIONER


14"
7
4+
10
WARSCROLL

Reikenor the Grimhailer

In life, Reikenor was a sorcerer-king, a champion of life who denied Nagash his rightful due. In death he is a wraith-wizard, cursed to lead armies and snuff out the souls of similar troublemakers in the name of the Great Necromancer for all eternity.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fellreaper
Fellreaper2"53+3+-22
Ghostly Hooves and Teeth
Ghostly Hooves and Teeth1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 75 x 42mm
Notes: Single, Unique

Reikenor the Grimhailer is armed with a Fellreaper.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shroudguard

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

FLY: This unit can fly.

MOUNT: This unit’s nightmare steed, Kyllaron, is armed with Ghostly Hooves and Teeth.

Corpse Candles: When Reikenor prepares to cast a spell by snuffing out the flame of a corpse candle, he can drain his own or a victim’s essence to help fuel his sorcery.
In your hero phase, before this unit attempts to cast a spell, you can say that it will snuff out a corpse candle. If you do so, pick either this unit or 1 enemy unit within 12" of this unit. The unit you picked suffers 1 mortal wound. If the mortal wound was suffered by an enemy unit, add 1 to the casting roll. If the mortal wound was suffered by this unit, add 3 to the casting roll.

Grim Justice: Through his arcane powers, Reikenor can sense those that tamper with Nagash's designs or commit any other sacrilegious act.
Add 1 to hit and wound rolls for attacks made with this unit’s Fellreaper if the target is a PRIEST or WIZARD.

Wraithstorm: Reikenor tears the souls from his victims and commands them to assail their allies.
Wraithstorm is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds. If any models in that unit are slain as a result of this spell, that unit immediately suffers an additional D3 mortal wounds.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, GRIEVING LEGION, HERO, WIZARD, REIKENOR THE GRIMHAILER


8"
6
4+
10
WARSCROLL

Scriptor Mortis

The Scriptors Mortis record the rise of Nagash’s empire and punish any who would stand against it. With a mere flick of a quill, they sentence souls to be dragged to the underworlds, condemning them to an eternity of torment.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Malicious Quill
Malicious Quill1"34+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader
Base size: 40mm
Notes: Single

A Scriptor Mortis is armed with a Malicious Quill.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Execution Horde

FLY: This unit can fly.

Flickers of Wychlight: Cursed revenants are drawn to the light of a Scriptor’s candles, shielding their master from those who would seek to escape terminal judgement.
Once per phase, you can allocate 1 wound or mortal wound that would be allocated to this HERO to a friendly NIGHTHAUNT SUMMONABLE unit within 6" of this HERO instead.

Sentenced to Eternal Torment: Once the true name of a judged soul is recorded, it is a race against time for the victim to banish the Scriptor in order to escape unending punishment.
In your hero phase, you can say that this unit is going to record the name of a judged soul. If you do so, pick 1 enemy HERO that does not have the DEATH keyword and that is visible to this unit to be the judged soul. At the start of each of your subsequent hero phases, if the judged soul and this unit are on the battlefield, you must make a judgement roll for the judged soul, and this unit cannot record the name of a different judged soul in that phase. In addition, if the battle would end and the judged soul and this unit are on the battlefield, then before the battle ends, you must make a judgement roll for the judged soul.

To make a judgement roll, roll a dice. If the roll is less than the number of the current battle round, the judged soul suffers 2D6 mortal wounds. The same unit cannot be picked to be a judged soul more than once in the same battle.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, HERO, SCRIPTOR MORTIS


8"
5
4+
10
WARSCROLL

Spirit Torment

The masked creatures known as Spirit Torments were pitiless jailers in life. In death, they seek out those who Nagash deems his by right of rulership, bludgeoning them with ensorcelled iron padlocks before locking away their souls.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Shacklegheist Chains
Shacklegheist Chains2"33+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single

A Spirit Torment is armed with Shacklegheist Chains.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Chainguard
 • The Condemned

FLY: This unit can fly.

Captured Soul Energy: The chains and padlocks carried by Spirit Torments can capture fleeting spirits and reshape them into raw amethyst power to aid their minions.
At the end of the combat phase, you can pick 1 friendly NIGHTHAUNT SUMMONABLE unit wholly within 12" of this unit. You can either heal up to 3 wounds allocated to that unit or, if no wounds are allocated to it, you can return a number of slain models to that unit that have a combined Wounds characteristic of 3 or less. The same unit cannot benefit from this ability more than once per turn.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, HERO, SPIRIT TORMENT


6"
5
4+
10
WARSCROLL

The Briar Queen

The Briar Queen was once incarcerated in the vaults of the Shyishan city of Shadespire, locked away for crimes too horrendous to mention. Since the coming of the Necroquake, she has been set loose upon the living, her remit to bring madness and terror to all who would evade Nagash’s punishments.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rending Scream
Rending Scream10"33+3+-31
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Briar Whip
Briar Whip3"13+3+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. The Briar Queen and Thorns of the Briar Queen units must be taken as a set. Although taken as a set, each is a separate unit.

The Briar Queen is armed with a Rending Scream and Briar Whip.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

FLY: This unit can fly.

RETINUE: This unit’s retinue is the THORNS OF THE BRIAR QUEEN unit in your army.

Grasping Chains: The Chainrasps bound to the Briar Queen throw themselves in harm's way for their mistress, ensnaring her foes to allow for escape or quick vengeance.
Before you allocate a wound or mortal wound to this unit, or instead of making a ward roll for a wound or mortal wound that would be allocated to this unit, if this unit is within 3" of its retinue, roll a dice. On a 1-2, that wound or mortal wound is allocated to this unit as normal. On a 3+, that wound or mortal wound is allocated to this unit’s retinue instead of this unit.

Howling Vortex: A pitch-black void of shrieking winds opens in the air, dragging the victim towards it.
Howling Vortex is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick a point on the battlefield within range and visible to the caster. Then, roll 2D6 for each enemy unit within 6" of that point. If the roll is greater than that unit’s unmodified Move characteristic, or the roll is a double, that unit suffers 1 mortal wound and its Move characteristic is halved until your next hero phase.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, GRIEVING LEGION, HERO, WIZARD, THE BRIAR QUEEN


8"
5
4+
10
WARSCROLL

Tomb Banshee

Tomb Banshees are apparitions of revenge who have dwelt long upon the dark deed that robbed them of their life, love or contentment. A single hate-filled scream from a Tomb Banshee can freeze the life from even the bravest warrior.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Piercing Scream
Piercing Scream12"D33+3+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Dagger
Chill Dagger1"23+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader
Base size: 25mm
Notes: Single

A Tomb Banshee is armed with a Chill Dagger and Piercing Scream.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shrieker Host

FLY: This unit can fly.

Ghostly Howl: There is no describing the shrieking wail of the Banshee, as it is so horrific to hear that its sound alone can pierce the soul of any who hear it.
At the end of your charge phase, you can pick 1 enemy unit within 12" of this unit and roll a dice. Add 1 to the roll if the target is terrified. On a 4+, your opponent must add 1 to the number of command points that are spent to issue a command to that enemy unit until your next hero phase.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, HERO, TOMB BANSHEE


8"
5
4+
10
WARSCROLL

The Wielder of the Blade

Condemned by Nagash to wield the dread sword Terminus, the Wielder of the Blade seeks out those mortals that the Great Necromancer has determined to be guilty. No matter their crime, the sentence is always the same – a swift and brutal death.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Terminus
Terminus1"53+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique. The Wielder of the Blade and The Headsmen’s Curse units must be taken as a set. Although taken as a set, each is a separate unit.

The Wielder of the Blade is armed with Terminus.

FLY: This unit can fly.

Deaf to Mercy: As Terminus descends, it bears with it the weight of a thousand executions.
If the unmodified hit roll for an attack made with Terminus that targets a condemned unit (see the Headsmen’s Curse warscroll) is 5+, the target suffers 2 mortal wounds and the attack sequence ends (do not make a wound roll or save roll).

Court is in Session!: Where the Wielder of the Blade goes, so too does their damned court.
When you make a charge roll for this unit, if a friendly HEADSMEN’S CURSE unit is within 3" of any enemy units and is within 12" of this unit, you can change the lowest D6 to match the highest D6. If you do so, this unit must finish the charge move wholly within 6" of that friendly HEADSMEN’S CURSE unit.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, GRIEVING LEGION, HERO, WIELDER OF THE BLADE

Battleline


8"
1
5+
8
WARSCROLL

Chainrasps

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 WoundTo WndRendDamageDmg
Malignant Weapon
Malignant Weapon1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 100
Battlefield Role: Battleline
Base size: 25mm

Each model in a Chainrasps unit is armed with a Malignant Weapon.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Chainguard
 • The Condemned

FLY: This unit can fly.

CHAMPION: 1 model in this unit can be a Dreadwarden. Add 1 to the Attacks characteristic of that model’s Malignant Weapon.

Chilling Horde: When the enemy is frozen in fear, the Chainrasps effortlessly drag any who withstand their assault to the underworlds.
Add 1 to wound rolls for attacks made with melee weapons by this unit if this unit made a charge move in the same turn.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, SUMMONABLE, CHAINRASPS


8"
1
4+
10
WARSCROLL

Grimghast Reapers

Arch plotters and schemers in life, Grimghast Reapers are cursed in their undeath to kill indiscriminately. Those foolish enough to stand before a Grimghast Reaper usually end their lives hacked apart into bleeding chunks of meat.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slasher Scythe
Slasher Scythe2"24+3+-11
Death Knell
Death Knell2"24+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 150
Battlefield Role: Battleline
Base size: 32mm

Each model in a Grimghast Reapers unit is armed with a Slasher Scythe.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Death Stalkers

FLY: This unit can fly.

CHAMPION: 1 model in this unit can be an Extoller of Shyish. That model is armed with a Death Knell instead of a Slasher Scythe.

Reaped Like Corn: The scythes wielded by these ghostly warriors can be swung in great sweeping arcs, cutting down whole ranks of enemy warriors.
Add 1 to the Attacks characteristic of this unit’s Slasher Scythes if there are 5 or more models in the target unit.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, SUMMONABLE, GRIMGHAST REAPERS


12"
2
4+
10
WARSCROLL

Hexwraiths

Upon ghostly steeds the Hexwraiths ride straight through their foes, turning blood to water and snatching souls from screaming warriors. Once proud knights, these ethereal killers relive their glory by visiting pain and death upon the mortal races.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spectral Scythe
Spectral Scythe1"23+3+-11
Hooves and Teeth
Hooves and Teeth1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 170
Battlefield Role: Battleline
Base size: 60 x 35mm

Each model in a Hexwraiths unit is armed with a Spectral Scythe.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Deathriders

FLY: This unit can fly.

MOUNT: This unit’s skeletal steeds are armed with Hooves and Teeth.

CHAMPION: 1 model in this unit can be a Hellwraith. Add 1 to the Attacks characteristic of that model’s Spectral Scythe.

Phantasmal Advance: Hexwraiths will tear across the battlefield in pursuit of their chosen prey, ignoring other foes and obstacles to get within striking distance.
At the start of your movement phase, you can say that this unit will perform a phantasmal advance. If you do so, double this unit’s Move characteristic until the end of that phase, but this unit cannot charge in the same turn.

Spectral Hunters: As the Hexwraiths ride down their chosen prey, their targets are subject to the phantasmal cavalry’s life-leeching powers.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, SUMMONABLE, HEXWRAITHS


8"
3
4+
10
WARSCROLL

Spirit Hosts

Spirit Hosts are the souls of the damned, stripped of body and identity, screaming endlessly for the life they have lost. They long to take out their rage upon the living, and the very touch of their claws can turn blood to ice and still the hearts of the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spectral Claws and Daggers
Spectral Claws and Daggers1"64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 130
Battlefield Role: Battleline
Base size: 50mm

Each model in a Spirit Hosts unit is armed with Spectral Claws and Daggers.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Execution Horde

ELITE: Models in this unit can issue commands to their own unit.

FLY: This unit can fly.

Drawn to War: When the champions of the Nighthaunt muster their processions for battle, Spirit Hosts flock to them to join their cause and serve as useful fodder for the enemy.
Before you allocate a wound or mortal wound to a friendly NIGHTHAUNT HERO, or instead of making a ward roll for a wound or mortal wound that would be allocated to that HERO, if any friendly units with this ability are within 3" of that HERO, you can roll a dice. On a 3+, that wound or mortal wound is allocated to a friendly unit with this ability that is within 3" of that HERO instead of that HERO and cannot be negated.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, SUMMONABLE, SPIRIT HOSTS

None


8"
1
4+
10
WARSCROLL

Bladegheist Revenants

Such is the curse of the Bladegheist Revenants that they move with the desperation of drowning men clawing for the surface. Eternally trapped in the last moments of their lives, these spirits fight with an unmatched frenzy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tomb Greatblade
Tomb Greatblade2"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 160
Battlefield Role: None
Base size: 32mm
Notes: Battleline in a Scarlet Doom army

Each model in a Bladegheist Revenants unit is armed with a Tomb Greatblade.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shroudguard

ELITE: Models in this unit can issue commands to their own unit.

FLY: This unit can fly.

Whirling Death: Twisting and whirling with deadly sweeps of their swords, the Bladegheist Revenants generate their own deadly momentum.
Add 1 to the Attacks characteristic of this unit’s Tomb Greatblades if this unit made a charge move in the same turn.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, SUMMONABLE, BLADEGHEIST REVENANTS


8"
2
4+
10
WARSCROLL

Chainghasts

Encased within their iron harness, it is a Chainghast’s fate to remain eternally enthralled to the Spirit Torments. They carry emotionally burdened ghastflails - heavy, bludgeoning weights that cast bolts of pure misery when swung.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ghastflails
Ghastflails15"24+3+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ghastflails
Ghastflails2"24+3+-21
PITCHED BATTLE PROFILE

Unit Size: 2      Points: 90
Battlefield Role: None
Base size: 32mm

Each model in a Chainghasts unit is armed with Ghastflails.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Chainguard
 • The Condemned

ELITE: Models in this unit can issue commands to their own unit.

FLY: This unit can fly.

Another Link in the Chain: Chainghasts act as conduits for Spirit Torments, ensuring all nearby Nighthaunt are invigorated by deathly energies.
Add 1 to hit rolls for attacks made with melee weapons by friendly NIGHTHAUNT units wholly within 12" of any friendly units with this ability while a friendly SPIRIT TORMENT is on the battlefield.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, SUMMONABLE, CHAINGHASTS


8"
1
4+
10
WARSCROLL

Craventhrone Guard

The Craventhrone Guard serve Kurdoss Valentian and any who share his aims. Cruel and spiteful even for Nighthaunt spirits, they revel in hunting down enemy champions, slaying them from afar before the prey is aware of its doom.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soulhunter’s Crossbow
Soulhunter’s Crossbow12"24+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wicked Sidearm
Wicked Sidearm1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 80
Battlefield Role: None
Base size: 32mm
Notes: Battleline if Kurdoss Valentian is part of your army

Each model in a Craventhrone Guard unit is armed with a Soulhunter’s Crossbow and Wicked Sidearm.

FLY: This unit can fly.

CHAMPION: 1 model in this unit can be a Craven Huntmaster. Add 1 to the Attacks characteristic of that model’s Wicked Sidearm.

STANDARD BEARER: 1 in every 5 models in this unit can be a Spectral Standard Bearer. If this unit receives the Rally command while it includes any Spectral Standard Bearers, when you roll a dice for a slain model from this unit, you can return 1 slain model to this unit on a 5+ instead of a 6.

Spectral Bolts: These bolts flicker between the domains of life and death, passing through stone and steel with effortless ease until they reach their target.
This unit can target enemy units with shooting attacks even if the target is not visible to the attacking model. In addition, enemy units targeted by shooting attacks made by this unit do not receive the benefit of cover for those shooting attacks.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, SUMMONABLE, CRAVENTHRONE GUARD


8"
1
4+
10
WARSCROLL

Dreadscythe Harridans

In life they were healers, yet in spirit form they are cursed with the uncontrollable urge to kill, their hands morphed into scything instruments of slaughter. Shrieking as they swoop in for the attack, Dreadscythe Harridans crave only carnage.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Scythed Limbs
Scythed Limbs2"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 150
Battlefield Role: None
Base size: 32mm
Notes: Battleline in a Quicksilver Dead army

Each model in a Dreadscythe Harridans unit is armed with Scythed Limbs.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shrieker Host

FLY: This unit can fly.

CHAMPION: 1 model in this unit can be a Slasher Crone. Add 1 to that Attacks characteristic of that model’s Scythed Limbs.

Murderous Bloodlust: The more blood that flows, the more aggressive the Dreadscythe Harridans become, recklessly slashing and stabbing in a flurry of violence.
Add 1 to hit and wound rolls for attacks made with melee weapons by this unit if it is within 6" of any enemy models that have any wounds allocated to them or if it is within 6" of any enemy units that have had any models slain in that turn.

Harrowing Shriek: Even the bravest might quail upon hearing the unnerving shriek issued by the bloodthirsty Dreadscythe Harridans.
Subtract 1 from wound rolls for attacks made by enemy units within 3" of this unit if this unit made a charge move in the same turn.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, SUMMONABLE, DREADSCYTHE HARRIDANS


8"
1
4+
10
WARSCROLL

Glaivewraith Stalkers

A Glaivewraith Stalker is an unstoppable force. Its long blade always points at the beating heart of its intended victim. Though it drifts slowly towards its quarry, it is inevitable that the hunter’s glaive will one day pierce the chest of its prey.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hunter’s Glaive
Hunter’s Glaive2"14+3+-12
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 70
Battlefield Role: None
Base size: 32mm

Each model in a Glaivewraith Stalkers unit is armed with a Hunter’s Glaive.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Death Stalkers

ELITE: Models in this unit can issue commands to their own unit.

FLY: This unit can fly.

MUSICIAN: 1 in every 4 models in this unit can be a Deathbeat Drummer. Add 1 to charge rolls for this unit while it has any Deathbeat Drummers.

The Point of Death: The hunter’s glaives wielded by these long-dead warriors always point compass-like towards their prey.
At the start of your first hero phase, if this unit is on the battlefield, you can pick 1 enemy unit to be its prey. After this unit makes a normal move, if this unit finishes that move closer to its prey, add 3 to charge rolls for this unit until your next hero phase.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, SUMMONABLE, GLAIVEWRAITH STALKERS


8"
1
4+
10
WARSCROLL

Myrmourn Banshees

No enemy spell is safe from the diabolical hunger of the Myrmourn Banshees. They haunt the Mortal Realms in search of magic to consume and living foes to stab. Even the most potent wizards find their arcane works undone.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Dagger
Chill Dagger1"24+3+-22
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 90
Battlefield Role: None
Base size: 32mm

Each model in a Myrmourn Banshees unit is armed with a Chill Dagger.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shrieker Host

ELITE: Models in this unit can issue commands to their own unit.

FLY: This unit can fly.

Spell-eaters: These spirits were once wizards, but they failed to pay proper respect to Nagash and are now cursed to agonisingly withstand the magic of others.
You can roll 2D6 each time an enemy WIZARD successfully casts a spell that is not unbound and chooses for the effect of the spell to apply to a unit wholly within 12" of this unit, or when an endless spell finishes a move within 6" of this unit. Add 1 to the roll if this unit has 3 or more models. If the roll is greater than the casting value for that spell or endless spell, that spell is unbound before it has any effect or that endless spell is dispelled.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, SUMMONABLE, MYRMOURN BANSHEES


6"
2
5+
10
WARSCROLL

Thorns of the Briar Queen

The forsaken entities that trail in the Briar Queen’s wake have become infamous in Shadespire and beyond. Amongst them are the eldritch jailer known as Varclav the Cruel, the noose-throttled Ever-hanged and a ragtag group of evil-hearted Chainrasps.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Malignant Weapon
Malignant Weapon1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 6      Points: 260
Battlefield Role: None
Base size: 25mm
Notes: Single, Unique. The Briar Queen and Thorns of the Briar Queen units must be taken as a set. Although taken as a set, each is a separate unit.

The models in the Thorns of the Briar Queen are Varclav the Cruel, the Ever-hanged and 4 Chainrasps. Each is armed with a Malignant Weapon.

FLY: This unit can fly.

CHAMPION: Varclav the Cruel is the unit champion. Add 1 to the Attacks characteristic of that model’s Malignant Weapon.

Chilling Horde: When the enemy is frozen in fear, the Chainrasps effortlessly drag any who withstand their assault to the underworlds.
Add 1 to wound rolls for attacks made with melee weapons by this unit if this unit made a charge move in the same turn.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, GRIEVING LEGION, CHAINRASPS, THORNS OF THE BRIAR QUEEN


8"
2
4+
10
WARSCROLL

The Headsmen’s Curse

These pitiless gheists accompany the bearer of the sentient blade Terminus on their quest to punish those who have wronged Nagash. There are always three: one to sharpen the sword’s edge, one to bear the headsman’s block and a scriptor to sentence the condemned.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tool of Judgement
Tool of Judgement1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 200
Battlefield Role: None
MODELBASE SIZE
Scriptor of the Sentence and Bearer of the Block32mm
Sharpener of the Blade25mm
Notes: Single, Unique. The Wielder of the Blade and The Headsmen’s Curse units must be taken as a set. Although taken as a set, each is a separate unit.

The models in the Headsmen’s Curse are the Scriptor of the Sentence, the Bearer of the Block and the Sharpener of the Blade. Each model is armed with a Tool of Judgement.

FLY: This unit can fly.

Furious Indictment: The Scriptor of the Sentence howls crimes and secrets long thought buried – and none are immune to the harrowing charges brought against them.
In your hero phase, you can pick 1 enemy unit within 12" of this unit and roll a dice. On a 2+, that enemy unit is condemned until the start of your next hero phase. While an enemy unit is condemned, roll 1 fewer dice when making a charge roll for that unit, to a minimum of 1 dice.

Summoned to Court: Where the servants of the blade go, so too does Terminus and its dread bearer.
When you make a charge roll for this unit, if this unit is within 6" of a friendly WIELDER OF THE BLADE, you can change the lowest D6 to match the highest D6.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, GRIEVING LEGION, HEADSMEN’S CURSE


8"
1
4+
10
WARSCROLL

Pyregheists

Pyregheists are malevolent spectres obsessed with committing mortal prey to the flames. They represent Nagash’s spite at its most cruel and twisted, for each of these wraiths was in life an embalmer or crematorium-priest who sought to preserve the flesh or souls of mortals against the Great Necromancer’s judgement.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gout of Balefire
Gout of Balefire12"34+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Balefire Weapon
Balefire Weapon2"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 8      Points: 170
Battlefield Role: None
MODELBASE SIZE
Deacon of Flames40mm
2 x Balefire Guard32mm
2 x Flamewraiths32mm
3 x Torchwraiths28.5mm
Notes: Single

Each model in a Pyregheists unit is armed with Gouts of Balefire and Balefire Weapons.

FLY: This unit can fly.

CHAMPION: 1 model in this unit can be a Deacon of Flames. That model has a Wounds characteristic of 3. In addition, add 2 to the Attacks characteristic of that model’s Gout of Balefire.

Light a Pyre: Arcane loci are set ablaze by the Pyregheists, who direct those deadly witch fires with terrible efficacy.
At the end of each turn, roll a dice for each enemy unit contesting an objective that is contested by any friendly Pyregheists. On a 2+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, SUMMONABLE, PYREGHEISTS

Behemoth


10"
12
4+
10
WARSCROLL

Black Coach

Driven by a wraith and with the remains of a powerful necromantic being borne in its hearse-like carriage, the Black Coach seeks out sites of great slaughter and suffering. It swells with dark magic as it runs down helpless mortals in an explosion of gore.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soulreach Grasp
Soulreach Grasp12"D34+3+-22
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soulreach Grasp
Soulreach Grasp3"14+3+-22
Reaper Scythe
Reaper Scythe1"43+3+-22
Spectral Claws
Spectral Claws1"94+4+-11
Hooves and Teeth
Hooves and Teeth1"84+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Behemoth
Base size: 170 x 105mm
Notes: Single

A Black Coach is driven by a wraith armed with 1 of the following weapon options: Soulreach Grasp; or Reaper Scythe.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Deathriders

FLY: This unit can fly.

MOUNT: This unit’s nightmare steeds are armed with Hooves and Teeth.

CREW: This unit has a crew of relic bearers armed with Spectral Claws.

Evocation of Death: The dormant occupant of a Black Coach feeds upon the energies of death to expand its power.
When this unit is set up for the first time, place a D6 beside it with the 1 facing up. Each time an enemy model is slain or flees within 12" of this unit, increase the value of the dice beside this unit by 1 (to a maximum of 6). If the value of the dice beside this unit is 5-6, this unit has a ward of 4+ instead of 5+ from the Insubstantial Form ability.

Once per turn, in your shooting phase, if the value of the dice beside this unit is 6, you can say this unit will unleash its stored necromantic energy. If you do so, pick 1 enemy unit within 12" of this unit and roll a dice. On a 2+, that enemy unit suffers 3D3 mortal wounds. Then, change the value of the dice beside this unit back to 1.

Insubstantial Form: The Black Coach seems to fade in and out of reality at will, making it all but impossible to score a strike upon.
This unit has a ward of 5+.

Nimbus of Power: Dark magic lends the vehicle blurring speed that sees it flicker, allowing it to disappear only to reappear in a more advantageous position.
Instead of picking this unit to make a normal move or retreat, you can say it will travel the underworlds to a new location. If you do so, remove this unit from the battlefield and set it up again on the battlefield more than 1" from all terrain features and objectives and more than 9" from all enemy units.

Runaway Coach: This nightmare-drawn carriage hurtles across the battlefield, crushing any who attempt to withstand its momentum.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, TOTEM, BLACK COACH


10
4+
10
WARSCROLL

Mourngul*

Driven by famine and pain to hunt their former friends and companions, Mournguls are damned to an eternity of terrible isolation. Their shadowy cadaverous forms of cold flesh and cracked bone warp and twist ceaselessly as they rake their foes with claws and teeth.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Nightmarish Claws and Fangs
Nightmarish Claws and Fangs2"3+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveNightmarish Claws and Fangs
0-412"8
5-610"7
7-89"6
9+8"5
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 300
Battlefield Role: Behemoth
Base size: 60mm
Notes: Single

DESCRIPTION

A Mourngul is armed with Nightmarish Claws and Fangs.

FLY: This model can fly.

ABILITIES

Devourer of Flesh and Souls: The unholy essence of a Mourngul is nourished by the souls of those it devours.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

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

Frightful Touch: Just one touch from a Mourngul’s claws can still the heart of a mortal opponent.
If the unmodified hit roll for an attack made with this model’s Nightmarish Claws and Fangs is 6, that attack causes 2 mortal wounds to the target and the attack sequence ends (do not make a wound or save roll).

Ghastly Apparition: Mournguls are soulsearing horrors to look upon, radiating an aura of supernatural terror, unutterable despair and ravenous hunger.
Subtract 1 from hit rolls for attacks made by enemy units while they are within 6" of any friendly models with this ability.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, MONSTER, MOURNGUL

Endless Spell


Endless Spell WARSCROLL

Mortalis Terminexus

The hourglass of fate known as the Mortalis Terminexus can speed the passage of time, ageing those nearby to bones and dust in the blink of an eye - or it can instead be used to reverse time, restoring youth and vitality.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
Battlefield Role: Endless Spell
Base size: 50mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 12". Only NIGHTHAUNT WIZARDS can attempt to summon this endless spell. If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1 from all models and other endless spells or invocations.

PREDATORY: This endless spell is a predatory endless spell. You can move it up to 8" and it can fly.

Keeper of Mortality: A Mortalis Terminexus holds the power of life and death within its shimmering form.
After this endless spell has moved, the player who moved it can decide whether the Mortalis Terminexus will reverse time or hasten time.

If they choose to reverse time, heal D3 wounds allocated to each unit within 6" of this endless spell.

If they choose to hasten time, roll a dice for each unit within 6" of this endless spell. On a 2+, that unit suffers D3 mortal wounds.


Endless Spell WARSCROLL

Shyish Reaper

The soul-hungry Shyish Reaper is the ultimate manifestation of finality and death. Its blade passes through armour with ease to cleave flesh and rip away the spirit, sending it screaming into the underworlds.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 30
Battlefield Role: Endless Spell
Base size: 105 x 70mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 6". Only NIGHTHAUNT WIZARDS y can attempt to summon this endless spell. If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models and other endless spells or invocations.

PREDATORY: This endless spell is a predatory endless spell. You can move it up to 8" and it can fly. Before moving this endless spell, you can pivot the endless spell on the centre of its base so that it is facing in any direction. This pivot is free and does not count towards the distance the endless spell moves. When you move this endless spell, it must move in a straight line in the direction the tip of the blade is pointing.

Soul Reaper: A Shyish Reaper is always on the hunt for souls and can change direction without warning to sweep through its prey from an unexpected angle. Armour counts for naught against the deathly touch of the enchanted blade.
After this endless spell has moved, roll 2 dice for each unit that it passed across (including models it moved over when it pivoted) and each other unit that is within 1" of it at the end of its move. Add 1 to the roll if that unit is terrified. For each roll that is equal to or greater than the unit’s Save characteristic, that unit suffers D3 mortal wounds.


Endless Spell WARSCROLL

Vault of Souls

This summoned chest siphons souls, filling itself to overflowing with the rich spirits of mortalkind. Ever greedy for more, it eventually bursts, sending forth a lethal explosion of imprisoned soul energy to assail all those nearby.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 30
Battlefield Role: Endless Spell
Base size: 50mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 6". Only NIGHTHAUNT WIZARDS can attempt to summon this endless spell. If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models and other endless spells or invocations.

PREDATORY: This endless spell is a predatory endless spell. You can move it up to 8" and it can fly.

Soul Eruption: Should a Vault of Souls glut itself too greedily, the captured spirits within will burst free, tearing at those nearby in their desperation to escape.
After this endless spell has moved, roll a dice for each model within 6" of it. Add 1 to the roll if that model’s unit is terrified. On a 6+, that model’s unit suffers 1 mortal wound. Keep track of the number of mortal wounds caused by this endless spell. If the total is 10 or more at the end of any phase, roll a dice for each unit within 6" of this endless spell. Add 1 to the roll if that unit is terrified. On a 2+, that unit suffers a number of mortal wounds equal to the roll, then this endless spell is dispelled.

Warscroll Battalion


Warscroll Battalion

Shroudguard

ORGANISATION
 • 1 KNIGHT OF SHROUDS or Reikenor the Grimhailer
 • 2 Bladegheist Revenants units
ABILITIES

Bound Beneath Indomitable Will: When the Nighthaunt gather, amethyst magic hangs heavy in the air. The spectral commanders serve as beacons of this deathly energy, lending their minions an unholy resilience.
Once per turn, at the start of the combat phase, you can pick 1 friendly NIGHTHAUNT unit wholly within 12" of a friendly NIGHTHAUNT HERO or wholly within 18" of a friendly NIGHTHAUNT general. You can re-roll ward rolls of 1 for that unit until the end of that phase.


Warscroll Battalion

Deathriders

ORGANISATION
 • 1-2 Dreadblade Harrows
 • 2 Hexwraiths units
 • 1 Black Coach
ABILITIES

Bound Beneath Indomitable Will: When the Nighthaunt gather, amethyst magic hangs heavy in the air. The spectral commanders serve as beacons of this deathly energy, lending their minions an unholy resilience.
Once per turn, at the start of the combat phase, you can pick 1 friendly NIGHTHAUNT unit wholly within 12" of a friendly NIGHTHAUNT HERO or wholly within 18" of a friendly NIGHTHAUNT general. You can re-roll ward rolls of 1 for that unit until the end of that phase.


Warscroll Battalion

The Condemned

ORGANISATION
 • 1 Guardian of Souls
 • 1 Spirit Torment
 • 1 Chainghasts unit
 • 2 Chainrasps units
ABILITIES

Bound Beneath Indomitable Will: When the Nighthaunt gather, amethyst magic hangs heavy in the air. The spectral commanders serve as beacons of this deathly energy, lending their minions an unholy resilience.
Once per turn, at the start of the combat phase, you can pick 1 friendly NIGHTHAUNT unit wholly within 12" of a friendly NIGHTHAUNT HERO or wholly within 18" of a friendly NIGHTHAUNT general. You can re-roll ward rolls of 1 for that unit until the end of that phase.


Warscroll Battalion

Chainguard

ORGANISATION
 • 1 Guardian of Souls
 • 1 Spirit Torment
 • 1 Chainghasts unit
 • 2 Chainrasps units
ABILITIES

Bound Beneath Indomitable Will: When the Nighthaunt gather, amethyst magic hangs heavy in the air. The spectral commanders serve as beacons of this deathly energy, lending their minions an unholy resilience.
Once per turn, at the start of the combat phase, you can pick 1 friendly NIGHTHAUNT unit wholly within 12" of a friendly NIGHTHAUNT HERO or wholly within 18" of a friendly NIGHTHAUNT general. You can re-roll ward rolls of 1 for that unit until the end of that phase.


Warscroll Battalion

Shrieker Host

ORGANISATION
 • 1 Tomb Banshee
 • 2 Dreadscythe Harridans units
 • 2 Myrmourn Banshees units
ABILITIES

Bound Beneath Indomitable Will: When the Nighthaunt gather, amethyst magic hangs heavy in the air. The spectral commanders serve as beacons of this deathly energy, lending their minions an unholy resilience.
Once per turn, at the start of the combat phase, you can pick 1 friendly NIGHTHAUNT unit wholly within 12" of a friendly NIGHTHAUNT HERO or wholly within 18" of a friendly NIGHTHAUNT general. You can re-roll ward rolls of 1 for that unit until the end of that phase.


Warscroll Battalion

Execution Horde

ORGANISATION
 • 1 Scriptor Mortis
 • 1 Lord Executioner
 • 3 Spirit Hosts units
ABILITIES

Bound Beneath Indomitable Will: When the Nighthaunt gather, amethyst magic hangs heavy in the air. The spectral commanders serve as beacons of this deathly energy, lending their minions an unholy resilience.
Once per turn, at the start of the combat phase, you can pick 1 friendly NIGHTHAUNT unit wholly within 12" of a friendly NIGHTHAUNT HERO or wholly within 18" of a friendly NIGHTHAUNT general. You can re-roll ward rolls of 1 for that unit until the end of that phase.


Warscroll Battalion

Death Stalkers

ORGANISATION
 • 1 Cairn Wraith
 • 2 Grimghast Reapers units
 • 2 Glaivewraith Stalkers units
ABILITIES

Bound Beneath Indomitable Will: When the Nighthaunt gather, amethyst magic hangs heavy in the air. The spectral commanders serve as beacons of this deathly energy, lending their minions an unholy resilience.
Once per turn, at the start of the combat phase, you can pick 1 friendly NIGHTHAUNT unit wholly within 12" of a friendly NIGHTHAUNT HERO or wholly within 18" of a friendly NIGHTHAUNT general. You can re-roll ward rolls of 1 for that unit until the end of that phase.

Regiment of Renown


Regiment of Renown

Veremord’s Shamblers

Crypt-keepers dread the coming of Veremord. This foul student of necromancy has a talent for appropriating and twisting the wards that protect the dead to enhance his rotting minions. Just as dangerous is the smoke that billows from his Corpse Cart’s brazier, which has been enchanted to corrode a foe’s arcane defences.
ORGANISATION
 • 1 Corpse Cart with Balefire Brazier (Leader)
 • 20 Deadwalker Zombies
If your army has a DEATH general but is not a Soulblight Gravelords army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even though its number of units and points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 190
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Veremord’s Shamblers. Although taken as a set, each is a separate unit.

ABILITIES

Legend Among Graverobbers: Veremord’s reputation as a graverobber is unsurpassed.
The CORPSE CART in this regiment of renown has the HERO keyword.

Repurposed Wards: Veremord has long studied methods to unpick the sanctifying wards employed by many Shyishans to safeguard the dead, scavenging their energies to bolster himself and his minions.
The DEADWALKER ZOMBIES unit in this regiment of renown has a ward of 6+ while it is wholly within 12" of the CORPSE CART in this regiment of renown.

The CORPSE CART in this regiment of renown has a ward of 5+ while it is wholly within 12" of the DEADWALKER ZOMBIES unit in this regiment of renown.

Vitiating Vapours: The cursed flames that billow from Veremord’s Corpse Cart can wither even the staunchest arcane defences.
Subtract 1 from ward rolls for enemy units within 12" of the CORPSE CART in this regiment of renown.


Regiment of Renown

Jerrion’s Delegation

ORGANISATION
 • 1 Marrowscroll Herald
 • 1 Crypt Ghouls unit with 20 models
 • 1 Crypt Horrors unit with 3 models
 • 1 Crypt Flayers unit with 3 models
If your army has a DEATH general but is not a Flesh-eater Courts army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even if its points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 460
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Jerrion’s Delegation. Although taken as a set, each is a separate unit.

ABILITIES

Urgent Missive: Sir Jerrion and his retainers have a frenzied devotion to their holy duty, which sees them lope and scrabble across the battlefield with terrifying haste.
Units in this regiment of renown can run and still charge later in the turn.

Deathless Courtiers: When Flesh-eaters linger in the shadow of their stronger kin, their sundered flesh heals in an instant.
Units in this regiment of renown have a ward of 6+.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

The warscrolls using SUMMONABLE keyword can be found in the following Factions:

Death: Nighthaunt, Soulblight Gravelords.

The SUMMONABLE keyword is used in the following warscrolls:

The MORDANT keyword is used in the following Flesh-eater Courts warscrolls:

Leader
Battleline
None
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.

The warscrolls using DEATH keyword can be found in the following Factions:

Death: Flesh-eater Courts, Nighthaunt, Ossiarch Bonereapers, Soulblight Gravelords.

The DEATH keyword is used in the following warscrolls:

14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The MONSTER keyword is used in the following Nighthaunt warscrolls:

Leader, Behemoth
Behemoth

The WIZARD keyword is used in the following Nighthaunt warscrolls:

Leader, Behemoth
Leader
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

The TOTEM keyword is used in the following Nighthaunt warscrolls:

Leader
Behemoth
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

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

Battleline
None
Redeploy
As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.

The KNIGHT OF SHROUDS keyword is used in the following Nighthaunt warscrolls:

Leader
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The SUMMONABLE keyword is used in the following Nighthaunt warscrolls:

Battleline
None

The CHAINRASPS keyword is used in the following Nighthaunt warscrolls:

Battleline
None
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.

The NIGHTHAUNT and WIZARD keywords are used in the following Nighthaunt warscrolls:

Leader
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2024