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.


Books

BookKindEditionVersionLast update
  Nighthaunt
  NighthauntBattletome21.3July 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Broken Realms: Be’lakor
  Broken Realms: Be’lakorExpansion21.1August 2021
  The Emerald Host
  The Emerald HostWhite Dwarf2December 2019
  Warhammer Underworlds: Nightvault
  Warhammer Underworlds: NightvaultWarscroll2October 2019
  Warhammer Store Anniversary 2018’
  Warhammer Store Anniversary 2018’Warscroll2July 2018

Designers’ Commentary

Battletome: Nighthaunt

 Q: The Chainguard warscroll battalion mentions a Temporal Translocation spell. Where can I find this spell?
A:
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"?
A:
Yes.
 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?
A:
No, it must be used at the start of the hero phase (as WIZARDS can only attempt to dispel at the start of the hero phase).

Allies

DEATHALLIES
NighthauntSoulblight Gravelords

Battle Traits

Aura of Dread

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.

Deathless Spirits

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.

From the Underworlds They Come

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.

Feed on Terror

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.

Wave of Terror

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.

COMMAND ABILITY

Spectral Summons

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 Models

Several 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.

Nighthaunt Processions

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.

If a unit already has a Procession keyword on its warscroll different to the one you chose, it cannot gain another. You can still include that unit in your army, but you cannot use the allegiance abilities for its Procession.


Command Traits

Shades of Death

D6COMMAND TRAIT
1

Hatred of the Living

It is easy to stoke the deep loathing the spirits of the Nighthaunts feel for those who still live.

You can re-roll failed hit rolls for attacks made with this general’s melee weapons unless the target has the DEATH keyword.

2

Terrifying Entity

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

At the start of the enemy movement phase, roll a dice for each enemy unit within 3" of this model. If the roll is equal to or greater than that enemy unit’s Bravery characteristic, that unit must make a retreat move in that movement phase.

3

Lingering Spirit

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

Add 1 to this general’s Wounds characteristic.

4

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.

Roll a dice each time you allocate a wound to this general that was inflicted by a melee weapon. On a 5+, the attacking unit suffers 1 mortal wound after all of its attacks have been made.

5

Cloaked in Shadow

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

Subtract 1 from hit rolls for attacks made with missile weapons that target this general.

6

Ruler of the Spirit Hosts

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

At the start of your hero phase, you can pick a friendly SUMMONABLE NIGHTHAUNT unit within 9" of this general and return D3 slain models to that unit. The returning models must be set up within 9" of this general.



Artefacts of Power

Weapons of the Damned

D6ARTEFACT OF POWER
1

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

2

Reaper of Sorrows

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

Pick one of the bearer’s melee weapons. Before attacking with that weapon, roll 2D6. If the roll is higher than the target unit’s Bravery, that weapon’s Rend characteristic is -3 for attacks made against that unit.

3

Balefire Blade

This blade is alight with the burning souls of sacrificed prophets and seers who dared to challenge the wielder’s authority.

Pick one of the bearer’s melee weapons. Add 1 to that weapon’s Damage characteristic.

4

Slitter

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

After picking the bearer to fight, before they pile in you can pick one enemy model within 1" of the bearer and roll a dice; if the roll is greater than that model’s Wounds characteristic, it is slain.

5

Headsman’s Judgement

This weapon has gained in power for the innumerable condemned souls it has sent screaming into the afterlife.

Pick one of the bearer’s melee weapons. Add 1 to hit and wound rolls for attacks made with that weapon.

6

Shrieking Blade

This blade emits an unnerving, mournful howl that only exacerbates the horrifying nature of its wielder.

Subtract 1 from hit rolls for attacks made with melee weapons that target the bearer.


Relics of the Underworlds

D6ARTEFACT OF POWER
1

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.

The Deathless Spirits battle trait negates wounds inflicted by melee weapons that are allocated to the bearer on a 5+ instead of 6+.

2

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.

You can add 3" to normal moves made by friendly NIGHTHAUNT units that are wholly within 12" of the bearer at the start of that normal move.

3

Dreadbolt Ring

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

When the bearer fights, if they inflict one or more wounds with their melee weapons, you can inflict D3 mortal wounds on one enemy unit within 3" of the bearer after all of the bearer’s attacks have been made.

4

Mirror of Screaming Souls

A mirror of polished shadeglass, this looking-glass houses the wailing souls of those that stared too long at their own reflection.

At the start of your shooting phase, roll 2D6 for each enemy unit within 8" of the bearer. If the roll is higher than that unit’s Bravery characteristic, it suffers 1 mortal wound.

5

Midnight Tome

Only the lifeless can read the spells and incantations inscribed upon the pitchblack pages of this cursed grimoire.

The bearer becomes a WIZARD and knows the Arcane Bolt and Mystic Shield spells, as well as one spell from the Lore of the Underworlds. They can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. If the bearer was already a WIZARD, they can attempt to cast 1 additional spell in each of your hero phases instead.

6

Covetous Familiar

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

At the start of the combat phase, roll a dice for each enemy unit within 3" of the bearer. On a 2+, that unit suffers 1 mortal wound.


Infernal Lanterns

GUARDIAN OF SOULS with Nightmare Lantern only.

D3ARTEFACT OF POWER
1

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, the bearer can use this artefact. If they do so, you can re-roll failed hit rolls for attacks made by friendly NIGHTHAUNT units that are wholly within 12" of the bearer when they attack in that combat phase.

2

Wychlight Lantern

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

Add 1 to casting rolls for the bearer.

3

Beacon of Nagashizzar

The malignant light of Nagashizzar burns within this fell lantern with even greater intensity.

If the bearer successfully casts the Spectral Lure spell and it is not unbound, instead of the normal effects of the spell, you can either heal D6+3 wounds that have been allocated to the target unit or, if no wounds have been allocated to that unit, you can return a number of slain models to it that have a combined Wounds characteristic equal to or less than D6+3.



Spell Lores

Lore of the Underworlds

NIGHTHAUNT WIZARD (including Unique units) only.

D6SPELL
1

Soul Cage

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

Soul Cage has a casting value of 6. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. Until the start of your next hero phase, that unit cannot retreat. In addition, until your next hero phase, the strike-last effect applies to that unit.

2

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 has a casting value of 4. If successfully cast, pick an enemy model within 18" of the caster that is visible to them. Roll a number of dice equal to that model’s Wounds characteristic. For each 6+, that model’s unit suffers 1 mortal wound.

3

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 has a casting value of 7. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. That unit suffers D3 mortal wounds. For each mortal wound suffered by the enemy unit, you can heal 1 wound allocated to the caster.

4

Reaping Scythe

The caster’s weapon extends into a phantasmal scythe, gleaming with fell purpose and honed to razor sharpness.

Reaping Scythe has a casting value of 4. If successfully cast, pick one of the caster’s weapons. Until the start of your next hero phase, you can re-roll failed hit and wound rolls for attacks made with that weapon.

5

Shademist

A supernatural mist envelops the targeted unit, causing them to glimmer as they fade in and out of reality, becoming more baleful and intangible.

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

6

Spectral Tether

The correct sorcerous incantations can create a temporary link between a powerful Nighthaunt and the underworlds, where it can be restored by drawing upon the amethyst energies of Shyish.

Spectral Tether has a casting value of 6. If successfully cast, pick a friendly NIGHTHAUNT HERO within 12" of the caster. Heal D3 wounds that have been allocated to that unit.



Nighthaunt Processions

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.

ABILITIES
The 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 TRAIT
An 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 POWER
The 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.

Reikenor’s Condemned

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.

ABILITIES
Unrelenting 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 ABILITY
Death 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 POWER
The 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.


Battleplans

Battleplan

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 battle is being fought in a courtyard behind the stronghold’s main walls – an area thought safe from assault so long as the walls could be held…

THE ARMIES
Each 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 BATTLEFIELD
The 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 TARGETS
After 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-UP
The 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 TURN
The Nighthaunt player has the first turn in the first battle round.

TAKEN 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 cannot spend any command points in the first battle round.

UNDERWORLD ATTACK
A 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 VICTORY
The 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 TARGETS
The 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

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.

Nighthaunt Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
CHAMPION TABLE
ChampionFollowers
Spirit Torment*3 units
Knight of Shrouds on Ethereal Steed4 units
Knight of Shrouds4 units
Guardian of Souls with Nightmare Lantern4 units
Lord Executioner4 units
* You receive a unit of 2 Chainghasts in addition to the Spirit Torment. The Spirit Torment is the warband’s champion, and the unit of Chainghasts is a follower.
RETINUE FOLLOWERS TABLE
D6Followers
1-210 Chainrasps
3-43 Spirit Hosts
55 Glaivewraith Stalkers
64 Myrmourn Banshees
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-210 Grimghast Reapers
3-45 Hexwraiths
510 Dreadscythe Harridans
610 Bladegheist Revenants
HERO FOLLOWERS TABLE
D6Followers
1-2Cairn Wraith
3-4Dreadblade Harrow
5-6Tomb Banshee
BLACK COACH FOLLOWERS TABLE (uses 3 rolls, or 1 roll and 2 Glory Points)
D6Followers
1-6Black Coach

Followers Rewards Table

D6REWARD
1

Ghastly

These spectres are so distorted by amethyst magic that they have become the stuff of darkest nightmare.

Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of this unit.

2

Deadly

In life, the members of this unit were famed for their martial prowess. Although that time is long forgotten, the spirits still retain an innate sense of where and when to strike a foe.

Re-roll hit rolls of 1 for attacks made by this unit.

3

Cruel

This unit is so hate-filled and so steeped in malicious ways that they draw power from their own spite. Every blow they strike comes with an extra twist in order to inflict maximum pain upon their foes.

Re-roll wound rolls of 1 for attacks made by this unit.

4

Spectral Swiftness

These spirits move with an unnatural swiftness. They do not glide from point to point, but seem impossibly to appear closer in the blink of an eye.

Add 2" to this unit’s Move characteristic.

5

Unnatural Resilience

This unit has mastered their phantasmal forms and can discorporate more than other wraiths, allowing enemy blades and arrows to pass harmlessly through them.

Re-roll save rolls of 1 for attacks that target this unit.

6

Ghostly Blades

The shimmering blades wielded by this unit have a strange, balefire glow. In spectral fashion they pass through enemy armour, yet into flesh they bite all too deeply.

Improve the Rend characteristic of this unit’s melee weapons by 1.


Champion Rewards Table

2D6REWARD
2

Nagash’s Judgement

Your champion’s actions have drawn Nagash’s gaze… and been found wanting. It is best not to raise the ire of the Great Necromancer.

You lose 1 Glory Point. In addition, your champion cannot gain any further rewards for the rest of the campaign.

3

Unnatural Swiftness

Your champion has been gifted with supernatural speed, allowing them to glide effortlessly through the air at tremendous speed.

Add 3" to your champion’s Move characteristic.

4

Unholy Resilience

Nagash has blessed this champion, granting its spectral form a will of spiteful adamant. This spiritual resilience allows it to fight on even past the point that other wraiths would have been torn apart.

Add 1 to your champion’s Wounds characteristic.

5

Otherworldly Miasma

An ill-smelling gravemist swirls about your champion. The cloying vapours makes targeting difficult, as the wraith slips into and out of the foetid atmosphere.

Subtract 1 from hit rolls for attacks that target your champion.

6

Aspect of Terror

This champion bears some unexpected aspect to its visage that unnerves a foe – perhaps a jaw that unhinges to impossible lengths, a deathly shriek that freezes marrow, or some terrifying visage concealed beneath a cloak.

Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of your champion.

7

Murderer’s Legacy

In life this spectre was a killer of extraordinary prowess, and such skills have carried over to the afterlife.

Add 1 to wound rolls for attacks made by your champion.

8

Baleful Presence

To be near this champion is to know fear, for panic and dismay wash outwards from this wraith in chilling waves of energy.

Subtract 1 from casting rolls and charge rolls for enemy units while they are within 12" of your champion.

9

Touch of Death

So full of pent-up malice is this champion that a mere touch from it is sometimes enough to stop a beating heart.

Each time you make an unmodified hit roll of 6 for an attack made with your champion’s melee weapons, that attack inflicts a number of mortal wounds equal to that weapon’s Damage characteristic and the attack sequence ends (do not make a wound or save roll).

10

Ephemeral Form

With the ability to phase into and out of the material world, this champion is notoriously difficult to strike.

Subtract 1 from wound rolls for attacks that target your champion.

11

Infernal Gaze

A single look from this champion is so horrifying that it can freeze the blood of any onlooker that dares to meet its gaze.

In your hero phase, pick an enemy unit within 8" of your champion and roll 2D6. If the roll is greater than that unit’s Bravery characteristic, it suffers D3 mortal wounds.

12

Siphon Soul

This champion has been blessed by necromantic magics so that its weapon can suck the soul out of a wounded foe and transfer its energy. So does this wraith kill to make itself stronger.

When your champion fights, if they inflict any wounds with their melee weapons, you can heal 1 wound allocated to your champion after all of the champion’s attacks have been made.


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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
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.
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.
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.
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.
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).
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.

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

None
Battleline
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 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.
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
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.
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.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
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 NIGHTHAUNT and WIZARD keywords are used in the following Nighthaunt warscrolls:

Leader
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.
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.
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.
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.
19.1 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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

The EMERALD HOST and HEXWRAITHS keywords are used in the following Nighthaunt warscrolls:

Battleline
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
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.

The EMERALD HOST and KNIGHT OF SHROUDS keywords are used in the following Nighthaunt warscrolls:

Leader
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

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).
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.

The REIKENOR’S CONDEMNED and CHAINRASP HORDE keywords are used in the following Nighthaunt warscrolls:

None
Battleline

The REIKENOR’S CONDEMNED and GLAIVEWRAITH STALKERS keywords are used in the following Nighthaunt warscrolls:

None

The REIKENOR’S CONDEMNED and SPIRIT TORMENT keywords are used in the following Nighthaunt warscrolls:

Leader

The REIKENOR’S CONDEMNED and CHAINGHASTS keywords are used in the following Nighthaunt warscrolls:

None

The GUARDIAN OF SOULS keyword is used in the following Nighthaunt warscrolls:

Leader

The REIKENOR THE GRIMHAILER keyword is used in the following Nighthaunt warscrolls:

Leader
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.
19.1 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.
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.
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).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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).
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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).
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).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
© Vyacheslav Maltsev 2013-2021