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.Book | Kind | Edition | Last update | |
Nighthaunt | ||||
Nighthaunt | Battletome | 3 | February 2024 | |
Ossiarch Bonereapers | ||||
Ossiarch Bonereapers | Battletome | 3 | April 2024 | |
Battlescroll: Impending Vermindoom | ||||
Battlescroll: Impending Vermindoom | Rulebook | 3 | April 2024 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 3 | February 2024 | |
Warcry: Pyre & Flood (Pyregheists) | ||||
Warcry: Pyre & Flood (Pyregheists) | Warscroll | 3 | January 2024 | |
Dawnbringers Book I: Harbingers | ||||
Dawnbringers Book I: Harbingers | Expansion | 3 | June 2023 | |
Warhammer Underworlds: Wyrdhollow (The Headsmen’s Curse) | ||||
Warhammer Underworlds: Wyrdhollow (The Headsmen’s Curse) | Warscroll | 3 | June 2023 | |
Compendium: Monstrous Arcanum | ||||
Compendium: Monstrous Arcanum | Expansion | 3 | August 2021 |
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. |
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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.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.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.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.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).
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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).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.Shades of DeathNIGHTHAUNT HERO only.
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Relics of the UnderworldsNIGHTHAUNT HERO only.
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Weapons of the DamnedNIGHTHAUNT HERO only.
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Infernal TreasuresNIGHTHAUNT HERO only.
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If NAGASH is part of a Nighthaunt army, he knows all the spells in the following table.
Lore of the UnderworldsNAGASH and NIGHTHAUNT HERO WIZARD (including Unique units) only.
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The Emerald HostWhen 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 DoomThe 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 DeadThe 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 following section includes rules for your Path to Glory campaign if you are using a Nighthaunt army.
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.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.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).QUEST Souls for ShyishThere 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 LivingOftentimes 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 TerrorTorment 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 RisingWith 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. | ||
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Battleplan Phantasmal InvasionThe 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.
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Battleplan Fight or FlightUnable 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.
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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.
THE STUFF OF NIGHTMARES Nighthaunt army only.
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CHILLING PLOYS Nighthaunt army only.
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The GRIEVING LEGION keyword is used in the following Nighthaunt warscrolls:
The NIGHTHAUNT keyword is used in the following Nighthaunt warscrolls:
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. | ||
You do not have to pick a target for a charge attempt before making the charge roll. | ||
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 HERO keywords are used in the following Nighthaunt warscrolls:
The NIGHTHAUNT and SUMMONABLE keywords are used in the following Nighthaunt warscrolls:
The WIZARD keyword is used in the following Nighthaunt warscrolls:
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:
The NIGHTHAUNT, HERO and WIZARD keywords are used in the following Nighthaunt warscrolls:
The HERO keyword is used in the following Nighthaunt warscrolls:
The SUMMONABLE keyword is used in the following Nighthaunt warscrolls:
The CHAINRASPS keyword is used in the following Nighthaunt warscrolls:
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. | ||