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 corpsestrewn 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.
|General’s Handbook ’2021|
|General’s Handbook ’2021||Expansion||3||1.0||September 2021|
|Compendium: Monstrous Arcanum|
|Compendium: Monstrous Arcanum||Expansion||3||August 2021|
|Broken Realms: Be’lakor|
|Broken Realms: Be’lakor||Expansion||2||1.1||August 2021|
|The Emerald Host|
|The Emerald Host||White Dwarf||2||December 2019|
|Warhammer Underworlds: Nightvault|
|Warhammer Underworlds: Nightvault||Warscroll||2||October 2019|
|Warhammer Store Anniversary 2018’|
|Warhammer Store Anniversary 2018’||Warscroll||2||July 2018|
|Q:||The Chainguard warscroll battalion mentions a Temporal Translocation spell. Where can I find this spell?|
The spell appears on the warscroll supplied with the Guardian of Souls with Mortality Glass that was made available as a limited edition store anniversary model.
|Q:||Is the range of the Myrmourn Banshees’ unbinding ability 18"?|
|Q:||I have a question regarding the Myrmourn Banshees ability Spell-eaters and its interaction with endless spells, specifically the part of the rule which reads: “Once in each of your hero phases, if this unit is within 6" of an endless spell, this unit can attempt to dispel the endless spell in the same manner as a WIZARD.” Can this ability be used at any time during the hero phase?|
The very existence of the Nighthaunts is a stark reminder of the terrible fate that awaits those that have displeased Nagash upon death. To face them in battle is to witness these darkest fears made manifest, and can chill the soul of even the most stoic warrior.Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly NIGHTHAUNT units.
The spirit forms of Nighthaunt warriors are made more formidable by the presence of their lords and masters.Roll a dice each time you allocate a wound or mortal wound to a friendly NIGHTHAUNT model from a unit wholly within 12" of your general or a friendly NIGHTHAUNT HERO. On a 6+, that wound or mortal wound is negated.
None is safe from Nagash’s vengeance, for the Nighthaunts can be summoned forth from the underworlds by their spectral overseers, appearing as if from nowhere to assail their prey.Instead of setting up a NIGHTHAUNT unit on the battlefield, you can place it to one side and say that it is set up in the underworlds as a reserve unit. You can set up one unit in the underworlds for each unit you set up on the battlefield. At the end of your movement phase you can set up any of these units more than 9" from any enemy models. This counts as their move for that turn. Any units which are not set up on the battlefield before the start of the fourth battle round are slain.
The lords of the Nighthaunts are strengthened by the fear they sow, and can drink deep of this uncontrolled emotion and siphon fresh strength.Each time an enemy unit fails a battleshock test, pick one friendly NIGHTHAUNT HERO within 6" of that enemy unit. Heal 1 wound that has been allocated to that HERO.
On many occasions, entire battlelines have been overrun by a swarming Nighthaunt host without even raising a blade in their own defence.If you make an unmodified charge roll of 10+ for a friendly NIGHTHAUNT unit, it can fight immediately after you complete the charge move. This does not stop the unit from being picked to fight in the combat phase of the same turn.
A Nighthaunt commander can call his ghostly minions to his side in an instant, wherever they may be.You can use this command ability at the start of your movement phase. If you do so, pick a friendly NIGHTHAUNT unit that is on the battlefield. Remove that unit from the battlefield, and then set it up wholly within 12" of your general and more than 9" from any enemy models. This counts as their move for that movement phase.
Returning Slain ModelsSeveral Nighthaunt abilities allow you to return slain models to a unit. When you do so, set up the models one at a time within 1" of a model from the unit they are returning to (this can be a model you returned to the unit earlier in the same phase).
The slain models you return to a unit can only be set up within 3" of an enemy unit if one or more models from the unit they are returning to are already within 3" of an enemy unit.
Most Nighthaunt processions are ghastly assemblages of tortured spirits that are summoned as the need arises. However, some are more permanent in nature, having been eternally bound to the will of particularly powerful revenants. The Emerald Host and Reikenor’s Condemned are amongst the most infamous.After you have chosen the Nighthaunt allegiance for your army, you can choose either the EMERALD HOST or REIKENOR’S CONDEMNED Procession keyword. All NIGHTHAUNT units in your army gain that keyword, and you can use that Procession’s allegiance abilities in addition to the Nighthaunt allegiance abilities.
Shades of Death
Weapons of the Damned
Relics of the Underworlds
Infernal LanternsGUARDIAN OF SOULS with Nightmare Lantern only.
Lore of the UnderworldsNIGHTHAUNT WIZARD (including Unique units) only.
These rules can be used by units in a Nighthaunt army that have been given the appropriate keyword (see the Nighthaunt Processions battle trait).
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.
ABILITIESThe Emerald Curse: Once a being is marked with the Emerald Curse, their doom is all but assured. Whether it takes mere days, months or years, the riders of the Emerald Host will find their prey.
After armies are set up but before the first battle round begins, you can pick 1 enemy HERO. For the duration of the battle, subtract 1 from save rolls for attacks that target that HERO.
Knights of Regret: Each of the cruel spirits in the Emerald Host was once a member of the Dolorum household knights, responsible for protecting their liege lord upon the battlefield and riding down the enemies of the empire. Death has not freed them from these responsibilities.
Add 1 to the Attacks characteristic of melee weapons used by EMERALD HOST HEXWRAITHS units that have made a charge move in the same turn. In addition, roll a dice before you allocate a wound or mortal wound to your general if they are within 3" of any friendly EMERALD HOST HEXWRAITHS units. On a 2+, you must allocate that wound or mortal wound to one of those units instead.
COMMAND TRAITAn EMERALD HOST general must have this command trait instead of one from Battletome: Nighthaunt.
Lord of the Host: In life, the leaders of the Dolorum knights inspired their warriors to great acts of valour in the name of their prince and his betrothed. In death, memories of those glory days have been supplanted by a soul-staining hatred, though their mere presence still drives their spectral brethren to hack down the foe with unholy vigour.
Once per battle, you can use the command ability on this general’s warscroll without a command point being spent (if the general does not have a command ability on their warscroll, this command trait has no effect).
ARTEFACT OF POWERThe first EMERALD HOST KNIGHT OF SHROUDS to receive an artefact of power must be given the Traitor Knight’s Blade.
The Traitor Knight’s Blade: This artefact fills the bearer with a rage and self-loathing that can only be relieved by using it to cut down foes by the score.
Add 1 to the Attacks characteristic of the bearer’s Sword of Stolen Hours.
Prior to the Necroquake, Reikenor often hunted the Mortal Realms alone. Following the rise of Lady Olynder, the wraith wizard has led Nighthaunt processions on her behalf when duty demands her attention elsewhere. As her proxy in such circumstances, the Grimhailer’s power is greater than ever before.
ABILITIESUnrelenting Taskmasters: The spectral overseers of Reikenor’s Condemned push their tormented charges hard, never letting up whilst there are living foes yet to slay.
You can re-roll failed hit rolls for attacks made by friendly REIKENOR’S CONDEMNED CHAINRASP HORDE units and REIKENOR’S CONDEMNED GLAIVEWRAITH STALKERS units while they are wholly within 15" of any friendly REIKENOR’S CONDEMNED SPIRIT TORMENTS or REIKENOR’S CONDEMNED CHAINGHASTS.
In addition, each time a friendly REIKENOR’S CONDEMNED CHAINRASP HORDE unit or REIKENOR’S CONDEMNED GLAIVEWRAITH STALKERS unit is affected by the Spectral Lure or Temporal Translocation spell cast by a GUARDIAN OF SOULS, you can return D6 slain models to that unit (in addition to any models returned to the unit by the Spectral Lure spell).
Acolyte of the Grimhailer: Reikenor commands his procession using a network of acolyte-spirits, each of which is bound inextricably to his will.
If REIKENOR THE GRIMHAILER is included in your army, he is treated as a general in addition to the model that is chosen to be the army general.
COMMAND ABILITYDeath Comes Swiftly: The overseers of Reikenor’s Condemned drive their wretched minions towards the foe with terrifying swiftness.
You can use this command ability at the start of your movement phase. If you do, pick 1 friendly REIKENOR’S CONDEMNED CHAINRASP HORDE unit or REIKENOR’S CONDEMNED GLAIVEWRAITH STALKERS unit that is wholly within 12" of a friendly REIKENOR’S CONDEMNED HERO or wholly within 18" of a friendly REIKENOR’S CONDEMNED general. Add 6" to that unit’s Move characteristic until the end of that phase.
ARTEFACT OF POWERThe first REIKENOR’S CONDEMNED HERO to receive an artefact of power must be given a Corpse Candle.
Corpse Candle: Reikenor gifts his most capable commanders with a single corpse candle. The bearer can snuff out the candle’s flame, draining their own essence or that of a victim to fuel their sorcery.
Once per battle, in your hero phase or the combat phase, the bearer can snuff out the corpse candle. If they do so in your hero phase, pick the bearer or 1 enemy model within 12" of them. The model you picked suffers 1 mortal wound. If the mortal wound was suffered by an enemy model, add 1 to the bearer’s next casting roll; if the mortal wound was suffered by the bearer, add 3 to their next casting roll.
If the bearer snuffs out the corpse candle in the combat phase, pick the bearer or an enemy model within 12" of them. The model you picked suffers 1 mortal wound. If the mortal wound was suffered by an enemy model, add 1 to hit rolls for attacks made by the bearer in that phase; if the mortal wound was suffered by bearer, add 1 to hit and wound rolls for attacks made by the bearer in that phase.
Death from Within
The mightiest fortresses of 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.
THE ARMIESEach player picks an army as described in the core rules. One player is the Nighthaunt player and their opponent is the Defender. The Nighthaunt player must use a Nighthaunt army.
THE BATTLEFIELDThe Defender sets up any terrain as they see fit, though they must set up at least one terrain feature wholly within each of their territories.
SIEGE TARGETSAfter setting the battlefield, the Defender picks one terrain feature in each of their territories to be the Nighthaunt player’s siege targets (see GLORIOUS VICTORY).
SET-UPThe Defender sets up their army first. Defending units must be set up wholly within one of the Defender’s two territories.
The Nighthaunt player then alternates setting up one unit wholly within their territory, and one unit in the underworlds (see From The Underworlds They Come), repeating these steps until they have set up all of their units.
FIRST TURNThe Nighthaunt player has the first turn in the first battle round.
TAKEN OFF GUARDThe 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 cannot spend any command points in the first battle round.
UNDERWORLD ATTACKA fresh wave of Nighthaunts lies in wait to pour forth from the underworlds and sweep into the stronghold’s hapless defenders.
Add 1 to charge rolls for NIGHTHAUNT units that arrived from reserve in the same turn.
GLORIOUS VICTORYThe game ends at the end of the fifth battle round.
The Nighthaunt player wins a major victory if they control both siege targets at the end of the game (see CONTROLLING SIEGE TARGETS). The Defender wins a major victory if the Nighthaunt player controls neither siege target. Any other result is a draw.
CONTROLLING SIEGE TARGETSThe siege targets in the Defender’s territories are controlled by the last player to have any models within 1" of the terrain feature. If both players have any models within 1" of a siege target terrain feature, it is controlled by the Defender.
Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.In order to play Path to Glory campaigns you have to follow rules described here.
|These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.|
Followers Rewards Table
Champion Rewards Table
The NIGHTHAUNT keyword is used in the following Nighthaunt warscrolls:
The NIGHTHAUNT and HERO keywords are used in the following Nighthaunt warscrolls:
|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.|
|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.|
|You do not have to pick a target for a charge attempt before making the charge roll.|
The NIGHTHAUNT and SUMMONABLE keywords are used in the following Nighthaunt warscrolls:
The NIGHTHAUNT and WIZARD keywords are used in the following Nighthaunt warscrolls:
The EMERALD HOST and HEXWRAITHS keywords are used in the following Nighthaunt warscrolls:
The EMERALD HOST keyword is used in the following Nighthaunt warscrolls:
The EMERALD HOST and KNIGHT OF SHROUDS keywords are used in the following Nighthaunt warscrolls:
|Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).|
The REIKENOR’S CONDEMNED and CHAINRASP HORDE keywords are used in the following Nighthaunt warscrolls:
The REIKENOR’S CONDEMNED and GLAIVEWRAITH STALKERS keywords are used in the following Nighthaunt warscrolls:
The REIKENOR’S CONDEMNED and SPIRIT TORMENT keywords are used in the following Nighthaunt warscrolls:
The REIKENOR’S CONDEMNED and CHAINGHASTS keywords are used in the following Nighthaunt warscrolls:
The GUARDIAN OF SOULS keyword is used in the following Nighthaunt warscrolls:
The REIKENOR THE GRIMHAILER keyword is used in the following Nighthaunt warscrolls:
The REIKENOR’S CONDEMNED and HERO keywords are used in the following Nighthaunt warscrolls: