Nighthaunt

A fell wind is rising. From the darkest pits of Shyish, the Realm of Death, comes a storm of ethereal figures. An eerie mist spreads before them, blotting out the sun. They muster upon corpse-strewn battlefields or ancient burial grounds, a ghostly army of phantoms. They are the supernatural, the dead, the damned – the Nighthaunts.

This page contains all of the rules you need to field your Nighthaunt miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionLast update
  Nighthaunt
  NighthauntBattletome3February 2024
  Ossiarch Bonereapers
  Ossiarch BonereapersBattletome3February 2024
  Battlescroll: Nullstone Cache
  Battlescroll: Nullstone CacheRulebook3February 2024
  Regiments of Renown
  Regiments of RenownWarscroll3February 2024
  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023
  Warhammer Underworlds: Wyrdhollow (The Headsmen’s Curse)
  Warhammer Underworlds: Wyrdhollow (The Headsmen’s Curse)Warscroll3June 2023
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021

Designers’ Commentary

Battletome: Nighthaunt

Q:Can a unit of Furies use its Sneaky Little Devils ability while within 3" of a NIGHTHAUNT unit with the GRIEVING LEGION keyword?
A:
Yes.
Q:Can I use the Myrmourn Banshees’ ‘Spell-eaters’ ability to attempt to unbind a spell that does not specifically choose a unit to target, such as a spell with an ‘aura’ ability (e.g. ‘Bash ’Em, Ladz!’) or a spell that causes all units within range to suffer mortal wounds (e.g. ‘Unleash Swarm of Spites’)?
A:
No.
Q:If I use the Myrmourn Banshees’ ‘Spell-eaters’ ability to dispel an endless spell, do the effects of that endless spell apply before it is dispelled?
A:
No.
Q:If an enemy WIZARD casts a spell that allows them to pick several targets (such as ‘Comet’s Call’) and they choose multiple targets wholly within 12" of a unit of Myrmourn Banshees, can I roll for the ‘Spell-eaters’ ability once per targeted unit?
A:
No, you only roll once per spell cast.
Q:If a Dreadblade Harrow is my army’s general and it issues a command, can I then use ‘Curse of Loyalty’ to allow it to issue the same command again to a different unit?
A:
Yes.

Allies

DEATHALLIES
NighthauntSoulblight Gravelords

Battle Traits

Nighthaunt Processions

Most processions are assemblages of tortured spirits that are summoned as the need arises.

You can pick 1 of the following subfactions for your army. All NIGHTHAUNT units in your army gain the keyword of that subfaction, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Aura of Dread

The very existence of the Nighthaunt is a stark reminder of the terrible fate that awaits the living.

Enemy units are terrified while they are within 3" of any friendly NIGHTHAUNT units. While a unit is terrified, it cannot issue or receive the Inspiring Presence command. This ability has no effect on NIGHTHAUNT units.

Ethereal

Nighthaunt spirits are nigh on impossible to land a blow upon and can pass through the corporeal at will.

Friendly NIGHTHAUNT units have a ward of 6+. In addition, friendly NIGHTHAUNT units can retreat and still charge in the same turn. Ignore modifiers (positive and negative) to save rolls for attacks that target friendly NIGHTHAUNT units.

Discorporate

If given the order, the Nighthaunt can flicker between the realms of the living and dead.

You can use this command ability when a friendly NIGHTHAUNT unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. That unit has a ward of 5+ instead of 6+ until the end of that phase.

Wave of Terror

Many foes freeze in fear when faced by a swarming Nighthaunt charge.

After a friendly NIGHTHAUNT unit finishes a charge move, you can look up the unmodified charge roll for the charging unit on the Wave of Terror table below, pick 1 enemy unit within 1" of that NIGHTHAUNT unit, and then apply the relevant effect from the table to that enemy unit. If you prefer, you can pick an effect for a lower unmodified charge roll (e.g. if you rolled an 8, you could choose to apply the Shriek effect instead of the Stun effect).

WAVE OF TERROR TABLE
Unmodified Charge RollEffect
4-7Shriek: Subtract 1 from hit rolls for attacks made by that unit in the following combat phase.
8-9Stun: Subtract 1 from save rolls for attacks that target that unit in the following combat phase.
10+Petrify: The strike-last effect applies to that unit in the following combat phase.

Designer’s Note: An enemy unit can be affected multiple times by Wave of Terror effects, as long as each effect is applied by an unmodified charge roll for a different charging NIGHTHAUNT unit.

Frightful Touch

The slightest touch of a malignant weapon can still a beating heart.

If the unmodified hit roll for an attack made by a friendly NIGHTHAUNT unit is 6, that attack wounds the target automatically (do not make a wound roll).

Vanishing Phantasms

The Nighthaunt appear and disappear from sight to torment their prey.

At the end of deployment, before determining control of objectives, you can remove up to 3 friendly NIGHTHAUNT units from the battlefield and place them to one side to be set up in ambush as reserve units. At the end of your movement phase, you can set up 1 or more of the reserve units in ambush on the battlefield, more than 9" from all enemy units.

Command Traits

Shades of Death

NIGHTHAUNT HERO only.

Lingering Spirit

So much amethyst magic exists within this spirit that its ethereal form is more resilient than most.

This general has a ward of 4+ for damage inflicted by mortal wounds.

Terrifying Entity

Some powerful spirits take a gruesome appearance or an overwhelming aura of horror to entire new heights.

Enemy units are terrified if they are within 6" of this general instead of 3" for the purposes of the Aura of Dread battle trait.

Ruler of the Spirit Hosts

The deathly power of this spirit is like a siren call, an unseen signal that beckons to others from beyond the grave.

Once per battle, at the end of your movement phase, you can pick 1 friendly NIGHTHAUNT SUMMONABLE unit that has been destroyed. After you pick a unit that has been destroyed, roll a dice. On a 4+, a new replacement unit with half of the models from the unit that was destroyed (rounding up) is added to your army. Set up that unit wholly within 12" of this general and more than 3" from all enemy units.

Hatred of the Living

The deep loathing the spirits of the Nighthaunt feel for those who still live is easily stoked.

You can re-roll hit and wound rolls for attacks made with melee weapons by this general that target an enemy unit that does not have the DEATH keyword.

Spiteful Spirit

This gheist’s bitter resentment of its cruel existence is palpable, and can be channelled into a vengeful curse to punish those who would do it harm.

At the end of the combat phase, if this general was allocated any wounds that were not negated during that phase, you can roll a number of dice equal to the Wounds characteristic of this general. For each 4+, each enemy unit within 6" of this general suffers 1 mortal wound.

Cloaked in Shadow

Eerily intangible, this spirit’s ethereal form fades in and out of existence like some wispy cloud of supernatural mist.

This general cannot be picked as the target of a shooting or combat attack by more than 1 unit per phase.

Artefacts of Power

Relics of the Underworlds

NIGHTHAUNT HERO only.

Cloak of the Waxing Moon

Each blade that passes through the wispy folds of this dark garment begins to lose its substance as it too becomes ethereal.

At the start of the combat phase, you can pick 1 enemy unit within 1" of this unit and subtract 1 from the Attacks characteristic of that unit’s melee weapons (to a minimum of 1) until the end of the phase.

Pendant of the Fell Wind

A chill gale blows ever behind the wearer of this dark trinket, carrying them into battle on gusts of suffocating air.

Subtract 1 from wound rolls for attacks made with melee weapons by enemy units while they are within 3" of the bearer.

Midnight Tome

Only the lifeless can read this cursed book’s spells.

WIZARD only. Once per battle, if the bearer attempts to cast a spell that would summon an endless spell, that spell is automatically cast with a casting roll of 12 that cannot be modified (do not roll 2D6), and it cannot be unbound.


Weapons of the Damned

NIGHTHAUNT HERO only.

Shadow’s Edge

It is impossible to tell if this ebon blade is corporeal or mere shadow, yet its touch tears through flesh and bone with ease.

Pick 1 of the bearer’s melee weapons. If the unmodified wound roll for an attack made with that weapon is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound roll or save roll).

Reaper of Sorrows

This phantasmal blade harvests emotions, hewing life-force but leaving its victims unmarked save for a horrified rictus.

Pick 1 of the bearer’s melee weapons. Before the bearer attacks with that weapon, pick 1 enemy unit within 1" of the bearer and roll 2D6. If the result is higher than the target’s Bravery characteristic, that weapon’s Rend characteristic is -3 for attacks made against that unit until the end of that phase. That weapon’s Rend characteristic is -4 instead of -3 if the target is terrified.

Slitter

Forged from the shivs and cut-throat razors of a thousand serial killers, this dagger is murder made manifest.

When you pick the bearer to fight for the first time in a turn, before the bearer makes a pile-in move, you can pick 1 enemy model within 1" of the bearer and roll a dice. If the roll is greater than that model’s Wounds characteristic, that model is slain.


Infernal Treasures

NIGHTHAUNT HERO only.

Lightshard of the Harvest Moon

Once released, the baleful light of this lantern fills the battlefield with an eerie glow, readying the enemy for the reaping.

Once per battle, at the start of the combat phase, you can say the bearer will release the baleful gloom of the Lightshard. If you do so, add 1 to the Attacks characteristic of melee weapons used by friendly NIGHTHAUNT units wholly within 12" of the bearer until the end of that phase.

Beacon of Nagashizzar

The malignant light of Nagashizzar burns within the flames of this beacon, calling the loyal souls and fell power of Shyish to the battlefield.

Once per battle, in your hero phase, you can say the bearer will call the souls of the lost to the beacon’s light. If you do so, you can return 1 slain model to each friendly NIGHTHAUNT SUMMONABLE unit on the battlefield.

Soulfire Ring

Gouts of lashing green flames leap forth from this ring as it consumes the souls of those slain by the wearer.

At the end of the combat phase, you can heal up to D6 wounds allocated to the bearer if any attacks made by the bearer in that phase slay an enemy model.

Covetous Familiar

This spiteful poltergeist swirls around its master’s essence, lashing out at any other soul that draws too close.

Enemy units that finish a pile-in move within 3" of the bearer suffer 1 mortal wound after the pile-in move is made.

Wychlight Lantern

The otherworldly incense that billows from this lantern merges with the bearer’s spectral form, lending them great power.

WIZARD only. Once per battle, this WIZARD can attempt to cast 1 additional spell that it does not know from the Lore of the Underworlds.

Spell Lores

If NAGASH is part of a Nighthaunt army, he knows all the spells in the following table.

Lore of the Underworlds

NAGASH and NIGHTHAUNT HERO WIZARD (including Unique units) only.

Soul Cage

This supernatural cage of phantasmal energies pins opponents in place so that the reaping might begin.

Soul Cage 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. The strike-last effect applies to that unit until the end of that turn.

Spirit Drain

With but a series of fell words of power the caster can whittle away a mortal’s lifeforce, causing their very spirit to seep out of their physical form.

Spirit Drain 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. Roll a number of dice equal to the number of models in the target unit. For each 6, that unit suffers 1 mortal wound.

Lifestealer

Life hangs upon but a slender thread; this incantation can sever that cord, causing healthy foes to drop like puppets shorn of their strings. Each such death increases the caster’s own vitality.

Lifestealer 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. The target suffers D3 mortal wounds. You can heal 1 wound allocated to the caster for each mortal wound that was allocated (and not negated) by this spell.

Seal of Shyish

The caster conjures a Shyishan shield of pulsing amethyst energy to protect nearby spectres.

Seal of Shyish is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly NIGHTHAUNT unit wholly within range and visible to the caster. That unit has a ward of 5+ until your next hero phase.

Shademist

A supernatural mist envelops the caster’s comrades, causing them to glimmer as they fade in and out of reality.

Shademist is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 friendly NIGHTHAUNT unit wholly within range and visible to the caster. Subtract 1 from wound rolls for attacks that target that unit until your next hero phase.

Spectral Tether

The correct sorcerous incantations can create a temporary link between a powerful Nighthaunt and the underworlds, where it can draw upon the amethyst energies of Shyish to translocate.

Spectral Tether is a spell that has a casting value of 4. If successfully cast, remove the caster from the battlefield and set it up again on the battlefield more than 9" from all enemy units. The caster cannot move in the following movement phase.

Processions

The Emerald Host

When Lady Olynder seeks the utter annihilation of a foe, she will inflict upon them the dreaded Emerald Curse. Forth from the citadel of Dolorum will ride the Emerald Host, a force of Nighthaunt whose sole purpose is to enact ghastly retribution, and who will not cease until their lady’s nemesis has been destroyed.

The Emerald Curse: Once an enemy is marked with the Emerald Curse, their doom is all but assured.
After armies have been set up but before the first battle round begins, you can pick up to D3+1 different enemy units on the battlefield. At the end of each battle round, roll a dice for each unit you picked that is on the battlefield. On a 2+, that unit suffers D3 mortal wounds. If that unit is a MONSTER, it suffers D3+1 mortal wounds instead of D3.

The Scarlet Doom

The Scarlet Doom are those spirits whose corpses were defiled and dishonoured after meeting death’s embrace. Now bearing an eternal vendetta against those who violated their death rites, the spirits of the Scarlet Doom seek to take revenge upon any who would perform such atrocities to those who have paid their price.

Vortex of Frenzied Violence: Few have faced the Scarlet Doom and lived to tell the tale. Legend of their horrific assaults offer only one detail, waves of screaming spectres cutting down any in their path behind a gaze of rage and vengeance.
After a friendly SCARLET DOOM BLADEGHEIST REVENANTS unit makes a charge move, you can pick 1 enemy unit within 1" of that unit. If you do so, roll a number of dice equal to the number of models from the charging unit. For each 5+, the target suffers 1 mortal wound.

The Quicksilver Dead

The Quicksilver Dead hail from the once grand forge-city of Elixia, a trove of innovative designs and artisan wonders. After falling to the tainted grasp of Chaos, the city and its denizens fell victim to atrocities that they would bear even in the afterlife. Now reforged as living quicksilver, these spirits seek to avenge the loss of their once splendorous city and demonstrate the power they once held.

Artisans of Harrowing Death: The spirits of th: Quicksilver Dead forge the demise of their foes as meticulously as they once forged their blades, with excruciating precision and merciless intent.
Ward rolls cannot be made for wounds caused by attacks made with melee weapons by friendly QUICKSILVER DEAD DREADSCYTHE HARRIDANS units.

The Grieving Legion

When the Grieving Legion goes to war, so do its endless ranks of royal jailers, torturers and executioners. With the dungeons of Dolorum emptied, its cursed souls fall upon their foe in impossible profusion, ripping them down into the underworlds to be suitably punished for their crimes.

Dragged into the Grave: The morbid spectres of the Grieving Legion fall upon their foe en masse to horrify their opponents before reaping their damned souls.
Enemy units cannot retreat while they are within 3" of any friendly GRIEVING LEGION units with 10 or more models.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Nighthaunt army.

Haunters of the Realms

The Nighthaunt are the horrors that haunt the periphery, terrors that prowl beyond life’s edge. They come in many forms, but all are destined to forever stalk the Mortal Realms and to drag the living to the same doom.

Instead of setting up a friendly NIGHTHAUNT unit on the battlefield, you can secretly pick 1 terrain feature on the battlefield to be haunted by that unit. If you do so, place that unit to one side and say that it is set up in a haunted terrain feature as a reserve unit. Record this information on a piece of paper. Do not set up that NIGHTHAUNT unit until it is revealed as described next. Up to 3 terrain features can be haunted, and the same terrain feature cannot be haunted by more than 1 friendly NIGHTHAUNT unit.

At the end of the movement phase or charge phase, you can reveal 1 or more Nighthaunt units set up with this ability. If you do so, set up each unit within 1" of the terrain feature it was haunting and more than 3" from all enemy units. NIGHTHAUNT units set up in a haunted terrain feature are destroyed if that terrain feature is demolished before they are revealed.

Discovering Terrified Territories

A single Nighthaunt might terrorise a village, and a pair acting together could leave an entire fiefdom quaking in fear.

When you make an exploration roll, on a 61-66, you can pick a territory from the Nighthaunt Territories table. These territories represent settlements and cities that have already been penetrated by malevolent spirits, and so they work differently to other territories in Path to Glory. Firstly, you do not spend any glory points to control them (you can do so automatically). Secondly, these territories cannot be upgraded.

Haunting Territories

Many foes flee at the first sight of the Nighthaunt. Others will hold their ground for a time, but it never takes long for senses sharpened by fear to take control. Despite never being able to physically claim new ground as their own, the ethereal dead are one of the most effective invasion forces known to the Mortal Realms.

In addition to discovering terrified territories as described above, you can haunt territories you control. In order to haunt a territory, you must complete either the ‘Souls for Shyish’ quest or the ‘Hatred of the Living’. In addition, if you fight a Path to Glory battle using the Phantasmal Invasion battleplan, the result may allow you to haunt a territory or your opponent to exorcise a haunted territory back to its original form (the victory conditions for the battleplan will tell you if this is the case).

Haunt: If you choose to haunt a territory, at the end of step 6 of the aftermath sequence, pick 1 territory you control. Remove the territory you picked from your roster and replace it with its haunted form from the Nighthaunt Territories table.

Exorcise: If your opponent is allowed to exorcise a territory, in step 6 of the aftermath sequence, you are not allowed to make an exploration roll. Instead, your opponent can pick 1 haunted territory on your roster. If they do so, you must remove that territory from your roster and replace it with its original form before it was haunted.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

Souls for Shyish

There are those Nighthaunt who roam the Mortal Realms alone or in small groups as reconnaissance units. If adequately populated settlements are found, the discoveries are relayed to the underworlds for the targets to be reaped of their souls and vitality.
At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if you won a major victory.

Once you have gained 3 quest points, you complete this quest. When you complete this quest, pick 1 territory you control that can be haunted and follow the instructions for haunting it.

QUEST

Hatred of the Living

Oftentimes the Nighthaunt will approach the battle lines of war with the same patience of the Supreme Lord of the Undead, stalking and harrowing their prey to stack the deck in their favour when they choose to finally engage them.
At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if you won a minor victory, and add 3 quest points if you won a major victory.

Once you have gained 3 or more quest points, you can fight Path to Glory battles using the Phantasmal Invasion or the Fight or Flight battleplans. If you win a minor victory or major victory in that battleplan, you complete this quest. The rewards for completing this quest are listed in the battleplan.

QUEST

Feed on Terror

Torment and agony are catalysts for the spiteful spirits of the Nighthaunt processions, and if enough living beings submit, the aura of dread empowers them to greater heights of horror.
At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log for each enemy unit that was terrified during that battle. Once you have gained 7 or more quest points, you complete this quest.

When you complete this quest, in the next Path to Glory battle you fight against an opponent using a Path to Glory army, you can give each NIGHTHAUNT SUMMONABLE unit you use in that battle a veteran ability. The veteran ability can only be used by the unit in that battle.

QUEST

Ethereal Rising

With each territory claimed in the name of Nagash comes an increased connection to Shyish. If a strong enough connection is established, the gheists of the Nighthaunt processions can return to the fray after falling time and time again.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and control 6 or more haunted territories.

When you complete this quest, in the next Path to Glory battle you fight against an opponent using a Path to Glory army, you can return 1 slain model to each friendly Nighthaunt x Summonable unit on the battlefield at the start of each of your hero phases.

Veteran Abilities

Each time a NIGHTHAUNT unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

NIGHTHAUNT VETERAN ABILITIES
Cunning Frighteners: These spirits have come to know the art of terrifying their foe as second nature and have petrified countless souls over the battles they have seen.
This unit can use this veteran ability once per battle at the end of the movement phase or charge phase. When it does so, enemy units are terrified while they are within 6" of this unit instead of 3" until the end of that turn.
Spectral Juggernauts: These gheists possess an unhinged and reckless spirit, allowing them to charge with the force of an ethereal landslide that sweeps the feet from beneath their foe.
This unit can use this veteran ability once per battle at the start of your charge phase. When it does so, until the end of that phase, add 3 to charge rolls for this unit.
Favoured of Nagash: These loyal spirits have been bestowed with harnessed Shyishan energy that sees them defy the destruction of their foe’s most potent strikes.
This unit can use this veteran ability once per battle at the start of the combat phase. When it does so, until the end of that phase, this unit has a ward of 4+.
Champions of Olynder: Should the Mortarch of Grief seek to destroy a chosen foe, she will lean on the terrifying power of this band of spirits before all others, knowing that they will dismember any trace of her target from the Mortal Realms.
This unit can use this veteran ability once per battle at the start of the combat phase. When it does so, until the end of that phase, if the unmodified hit roll for an attack made with melee weapons by that unit is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound roll or save roll).
Shrieking Reapers: These spirits favour striking at the heart of those who are truly under the Nighthaunt influence. Should a foe succumb to their terror enough, they shine like a beacon for these warriors to prioritise next.
This unit can use this veteran ability once per battle at the start of your charge phase. When it does so, until the end of that phase, change the unmodified charge roll required for this unit to apply Wave of Terror effects to 3-6 for Shriek, 7-8 for Stun and 9+ for Petrify.
Punishers of the Brave: For every warrior that knows how to best banish a Nighthaunt spirit, there are countless others that will never possess the will or courage to do so. These spirits have come to know the telltale signs between the two, and engage those who dare defy them with harnessed potency.
This unit can use this veteran ability once per battle at the start of the combat phase. When it does so, until the end of that phase, this unit has a Save characteristic of 3+.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the core rules that corresponds to a roll of 21-42. Some of these territories allow you to send a unit to them. A unit cannot be sent to more than 1 territory in each aftermath sequence, and any such units cannot be picked for the ‘Borderlands’ territory in the core rules.

ORIGINAL FORM
The entries on this table include the original form of the territory in brackets after the name of the haunted form of the territory. For example, the original form of a Cursed City of Order is Large Settlement.

NIGHTHAUNT TERRITORIES (D66)
61 HARASSED OUTPOST (OLD KEEP)
The surrounding lands of this encampment are littered ancient burial grounds that house all forms of ethereal spectres.
Increase your HEROES limit by 2. In addition, in step 2 of the aftermath sequence, roll a dice. On a 6+, do not make an injury roll for 1 HERO from your order of battle.

62 SHYISHAN REALMGATE (ANCIENT ROADS)
An increasing number of drifting spirits have been spotted in the area, and with no known gravesites nearby, the locals fear a deathly passage to the underworlds has been discovered.
Increase your Allied Units limit by 2. In addition, in step 7 of the aftermath sequence, roll a dice. On a 6+, you can reduce the casualty score of 1 allied unit from your order of battle to 0.

63 TORMENTED BARRACKS (SMALL SETTLEMENT)
These barracks have been endlessly terrorised by fleeting spirits during every night of their occupier’s campaign, giving them no respite from the oncoming wave of ethereal dead.
Increase your Reinforced Units limit by 2. In addition, in step 7 of the aftermath sequence, roll a dice. On a 6+, you can reinforce 1 NIGHTHAUNT SUMMONABLE unit on your roster without any glory points being spent.

64 ANCIENT BATTLE SITE (BORDERLANDS)
Many souls have met their end upon these lands. Many of whom have never left, forever bound to its bloodstained earth until their soul finds peace, or more likely, until the Nighthaunt curse finds them.
In step 3 of the aftermath sequence, roll 3 dice. For each 6+, you can either give 1 unit on your order of battle that was not included in your army in the battle 1 renown point, or you can add 1 quest point to the progress section of the Hatred of the Living quest.

65 CURSED CITY OF ORDER (LARGE SETTLEMENT)
This densely populated city of Order has been eyed by Nagash for some time and will provide a steady supply of new souls for claiming with each passing nightmare its population suffers.
Reduce the glory points cost of adding a unit that is not a HERO to your order of battle by 2. In addition, in step 7 of the aftermath sequence, roll a dice. On a 6+, you can reduce the casualty score of 1 NIGHTHAUNT unit from your order of battle to 0.

66 SOUL-INFESTED SLUMS (RUINS OF MYTH)
The slums of this established city are cesspools of crime and corruption, serving as a bountiful banquet of wrongdoers for the Nighthaunt to feed upon and command for all eternity.
Once in step 6 of each aftermath sequence, you can roll a dice for this territory. On a 6+, you gain 1 bonus command trait that your faction has access to and it is added to your vault.

Heroic Upgrades

During your Path to Glory campaign, you may be able to pick heroic upgrades for your HEROES. A heroic upgrade replaces the warscroll of a HERO with another, more powerful, one and represents them becoming a mighty champion in your army.

You can pick a heroic upgrade in step 7 of the Aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the warscroll the HERO will be upgraded to, which warscroll is required, the amount of Renown points the HERO must have earned (note, these are not deducted), and the amount of glory points you must spend. Once you have picked a heroic upgrade, replace your HERO’s warscroll on your order of battle with the new one chosen. You can only pick 1 heroic upgrade in each aftermath sequence.

If the new warscroll is a type that is limited on your order of battle - for example, if it is a MONSTER - you will need to have increased your order of battle limits to accommodate it before it can be upgraded.

CORE ENHANCEMENTS
When you pick a heroic upgrade for a HERO, they keep their renown points and any core enhancements that they are still eligible for. If your HERO had any core enhancements they are no longer eligible for, they lose those core enhancements. If this enables you to pick a new core enhancement for your order of battle, you can do so.

Upgraded WarscrollRequired WarscrollRequired Renown PointsGlory Points Cost
Knight of Shrouds on Ethereal SteedKnight of Shrouds152

Battleplan

Phantasmal Invasion

The mighty Cities of Order and Dreadholds of Chaos throughout the Mortal Realms are nigh unassailable, their towering walls and imposing defences all but impervious to assault by land or air. Yet to Nagash’s Nighthaunt hosts, able to tear through the veil of reality from the underworlds wherever their immortal master commands, such defences are rendered entirely obsolete.

QUEST BATTLEPLAN
This battleplan is used with the Path to Glory battlepack in the Core Book. You can use this battleplan if one player is using a Nighthaunt army, has embarked on the ‘Hatred of the Living’ quest and has earned 3 or more quest points.

THE ARMIES
The player embarked on the ‘Hatred of the Living’ quest is the Nighthaunt player and their opponent is the defender. The Nighthaunt player must use a Nighthaunt army.

THE BATTLEFIELD
The battle is fought in a courtyard behind a stronghold’s main walls and appropriate terrain features should be used to represent this.

FACTION TERRAIN
The defender can set up a faction terrain feature.

SIEGE TARGETS
After setting up the battlefield, the defender picks 1 terrain feature in each of their territories to be the Nighthaunt player’s siege targets.

DEPLOYMENT
The defender sets up their army first, wholly within 1 of their territories. The Nighthaunt player then alternates setting up 1 unit wholly within their territory, more than 9" from enemy territory, and 1 unit in the underworlds as a reserve unit (see below), continuing to set up units in this way until all of the units have been deployed.

FIRST TURN
The Nighthaunt player takes the first turn in the first battle round.

CAUGHT OFF GUARD
The defender’s forces have reacted with admirable haste to the sudden danger within their midst, but are still reeling from the unexpected quarter from which they are now assailed, throwing their command structure into disarray.
The defender must spend 2 command points instead of 1 to issue any commands in the first battle round.

ATTACK FROM THE UNDERWORLDS
A fresh wave of Nighthaunt lies in wait to pour forth from the underworlds and sweep into the stronghold’s hapless defenders.
At the end of your movement phase, you can set up 1 or more of the reserve units in the underworlds on the battlefield, more than 9" from all enemy units. In addition, add 1 to charge rolls for Nighthaunt units that are set up in the same turn.

CONTROLLING SIEGE TARGETS
The siege targets in the defender’s territories are controlled by the last player to have any models within 1" of that terrain feature. If both players have any models within 1" of a siege target terrain feature, it is controlled by the defender.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
If the Nighthaunt player controls both siege targets when the battle ends, they win a major victory.

If the Nighthaunt player controls neither siege target when the battle ends, the defender wins a major victory.

Any other result is a draw.

PATH TO GLORY REWARDS AND PENALTIES
If the Nighthaunt player wins the battle, they can haunt a territory they control in the following aftermath sequence. In addition, if the Nighthaunt player wins the battle, add 1 to rolls made for haunted territories in the following aftermath sequence. If the defender wins the battle, the Nighthaunt player must reduce the number of quest points on their quest log for the ‘Hatred of the Living’ quest to 2.

BONUS RENOWN
At the end of the battle, each NIGHTHAUNT unit on the battlefield gains 1 renown point for each terrified enemy unit on the battlefield.


Battleplan

Fight or Flight

Unable to withstand the ferocious assault of your Nighthaunt procession, the defenders of a nearby settlement are forced to fall back. With contingents of Nighthaunt in pursuit, the fleeing survivors have a clear choice, entertain any unlikely chance of escape or face these morbid spectres head on while their supposed leaders cowers in fear.

QUEST BATTLEPLAN
This battleplan is used with the Path to Glory battlepack in the Core Book. You can use this battleplan if one player is using a Nighthaunt army, has embarked on the ‘Hatred of the Living’ quest and has earned 3 or more quest points.

THE ARMIES
The player embarked on the ‘Hatred of the Living’ quest is the Nighthaunt player and their opponent is the defier. The Nighthaunt player must use a Nighthaunt army.

THE BATTLEFIELD
This battle is fought on the ruined wastes of an ancient settlement, and appropriate terrain features should be used to represent this.

FACTION TERRAIN
The defier can set up a faction terrain feature.

DEPLOYMENT
The defier must pick 1 HERO from their army to be the coward, who will start the battle in reserve. That HERO cannot be set up on the battlefield until their location has been revealed as described below.

The players alternate setting up units 1 at a time, starting with the defier. Players must set up units wholly within their territory and more than 9" from their opponent’s territory. The players continue to set up units until both armies have been set up. If one player finishes first, their opponent must set up the rest of the units in their army, one after another.

FIRST TURN
The Nighthaunt player takes the first turn in the first battle round.

FIND THE COWARD
The Nighthaunt’s prey has taken shelter amongst the ruins of lost settlements. They must be rooted out and slain.
There are 3 points on the battlefield marked as concealed shelters. At the start of the Nighthaunt player’s hero phase, 1 friendly HERO within 1" of a concealed shelter can search it to see if they can find the coward. To do so, roll a dice. On a 6, that concealed shelter is revealed to be the location of the coward and all other concealed shelters must be removed from the battlefield. Otherwise, the coward is not found and that concealed shelter must be removed from the battlefield.

If, at any point, 2 concealed shelters have been searched and the coward has not been found, the last remaining concealed shelter is revealed to be the coward’s location.

If, by the start of the fifth battle round, the coward has still not been found, the players roll off. Starting with the player who won the roll off, the players alternate removing concealed shelters from the battlefield, 1 at a time, until 1 remains. The remaining concealed shelter is revealed to be the coward’s location. Once the location of the coward is revealed, the unit must be set up within 3" of the concealed shelter and more than 3'' away from all enemy units.

BATTLE LENGTH
The battle lasts for 5 battle rounds or until a player wins a major victory.

GLORIOUS VICTORY
If the coward has not been slain at the end of the battle, the defier wins a major victory.

If the coward is slain before the end of the fifth battle round, the Nighthaunt player wins a major victory.

PATH TO GLORY REWARDS AND PENALTIES
If the Nighthaunt player wins the battle, they can pick 1 eligible heroic upgrade for a friendly NIGHTHAUNT HERO in step 7 of the same aftermath sequence without spending any glory points, even if that Hero does not have the renown points required for the upgrade. In addition, if the Nighthaunt player wins the battle, add 1 to rolls made for haunted territories in the following aftermath sequence. If the defier wins the battle, they can exorcise 1 of the Nighthaunt player’s haunted territories back to its original form.

BONUS RENOWN
At the end of the battle, each NIGHTHAUNT unit on the battlefield gains 1 renown point for each terrified enemy unit on the battlefield.

MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies from the list below and record it on your army roster.

THE STUFF OF NIGHTMARES
Nighthaunt army only.

A Soul to Claim: After deployment but before the first battle round begins, the enemy unit with the highest Wounds characteristic is marked as ‘the target’. If more than 1 unit has the highest Wounds characteristic, you can choose which of those units will be ‘the target’. When the battle ends, you complete this grand strategy if the target was destroyed by attacks made by a friendly SUMMONABLE unit.
Fright or Flight: When the battle ends, you complete this grand strategy if 1 or more objectives are being contesting by friendly NIGHTHAUNT units and there are no enemy units within 6" of any friendly NIGHTHAUNT units that are contesting an objective.
Feed on Terror: When the battle ends, you complete this grand strategy if 1 or more enemy units on the battlefield are terrified.

Designer’s Note: You cannot complete this grand strategy if all of the units in your opponent’s army have been destroyed.
Dismantle the Brave: After deployment but before the first battle round begins, the enemy unit with the highest Bravery characteristic is marked as ‘the target’. If more than 1 unit has the highest Bravery characteristic, you can choose which of those units will be ‘the target’. When the battle ends, you complete this grand strategy if the target has been slain and the model chosen to be your general has not been slain.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

CHILLING PLOYS
Nighthaunt army only.

Overwhelmed with Dread: When you reveal this battle tactic, pick 1 enemy unit on the battlefield. You complete this tactic if that unit is affected by the Shriek, Stun and Petrify effects of the Wave of Terror battle trait during this turn.
Tides of Terror: You complete this tactic if at least 2 friendly NIGHTHAUNT units are within 1/2" of the same enemy unit at the end of this turn.
Mass Panic: You complete this tactic at the end of this turn if 3 or more enemy units on the battlefield are terrified.
Death by a Thousand Cuts: You complete this tactic if an enemy HERO or MONSTER is destroyed by attacks made by a friendly CHAINRASPS or SPIRIT HOST unit during this turn.
One Stop, No Return: When you reveal this battle tactic, pick 1 objective marker on the battlefield that your opponent controls. You complete this battle tactic if you control that objective marker at the end of this turn and there is a friendly BLACK COACH within 3" of that objective.
Ceaseless Nightmares: You complete this tactic if 2 or more terrified enemy units fail a battleshock test during this turn.
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.
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.
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.
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.
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).
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).
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.
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.
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.
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.
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).
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.
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.
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.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.

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

Battleline
None

The WIZARD keyword is used in the following Nighthaunt warscrolls:

Leader, Behemoth
Leader
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
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.

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

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

The NAGASH keyword is used in the following warscrolls:

Leader, Behemoth

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

Leader
25.3.2 Reinforced Units
A reinforced unit has twice as many models as its minimum unit size. If you can include reinforced units in your army, you can reinforce units with the Battleline battlefield role twice. A unit that is reinforced twice has 3 times as many models as its minimum unit size and counts as 2 units towards the number of reinforced units you can include in your army. If the description for a unit says that it is a single model, it cannot be reinforced.
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.

The SUMMONABLE keyword is used in the following Nighthaunt warscrolls:

Battleline
None

The CHAINRASPS keyword is used in the following Nighthaunt warscrolls:

Battleline
None
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.

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