Nighthaunt – Black Coach
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WARSCROLL

Black Coach

Driven by a Cairn Wraith and bearing the remains of a slain vampire or powerful Necromancer, the Black Coach seeks out sites of great slaughter and suffering, swelling with dark magic as it runs down helpless mortals in an explosion of gore.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cairn Wraith’s Soulreach Grasp
Cairn Wraith’s Soulreach Grasp10"13+3+-3D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cairn Wraith’s Reaper Scythe
Cairn Wraith’s Reaper Scythe1"34+3+-12
Cairn Wraith’s Soulreach Grasp
Cairn Wraith’s Soulreach Grasp3"13+3+-3D3
Relic Bearers’ Spectral Claws
Relic Bearers’ Spectral Claws1"4+4+-11
Nightmares’ Hooves and Teeth
Nightmares’ Hooves and Teeth1"84+4+-1
DAMAGE
Wounds SufferedMoveRelic Bearers’ Spectral Claws
0-214"9
3-412"8
5-710"7
8-98"6
10+6"5
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Behemoth
Base size: 170 x 109mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Black Coach is a single model driven by a Cairn Wraith armed with a Soulreach Grasp or a Reaper Scythe.

STEEDS AND CREW: The Black Coach is drawn by four Nightmares that attack with their Hooves and Teeth. Three Relic Bearers accompany the Black Coach, and can attack with their Spectral Claws. For rules purposes, the Nightmares and Relic Bearers are treated in the same manner as a mount.

FLY: This model can fly.

ABILITIES

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

Frightful Touch: The icy touch of the Black Coach’s Wraith crew is so fell and chill that a mere scratch from them can still a beating heart.
If the unmodified hit roll for an attack made with the Cairn Wraith’s Reaper Scythe is 6, that attack inflicts 2 mortal wounds and the attack sequence ends (do not make a wound or save roll).

In addition, if the unmodified hit roll for an attack made with the Relic Bearers’ Spectral Claws is 6, that attack inflicts 1 mortal wound and the attack sequence ends (do not make a wound or save roll).

Evocation of Death: The Black Coach absorbs death magic, swelling with power as it consumes more and more of that darksome force.
At the start of each battle round, roll 3 dice for each BLACK COACH on the battlefield. For each 4+, that BLACK COACH gains a level of power. Levels of power are cumulative and last for the rest of the battle. They grant the following abilities:

First Level – Nimbus of Power: A supernatural glow emanates from the Black Coach, its fell touch invigorating the power within.
In your hero phase, heal D3 wounds that have been allocated to this model. In addition, at the start of your hero phase, pick 1 friendly SUMMONABLE NIGHTHAUNT unit wholly within 12" of this model and return D3 slain models to that unit. The returning models must be set up within 12" of this model.

Second Level – Unholy Vigour: Dark magic lends the vehicle unnatural speed and empowers its accompanying Nightmares and Wraiths to lash out with blurring swiftness.
Re-roll hit rolls of 1 for this model’s melee weapons. In addition, this model can run and charge in the same turn.

Third Level – Spectral Scythes: These phantom blades look intangible but can slice flesh as easily as if forged from the finest steel.
After this model completes a charge move, pick an enemy unit within 1" of this model and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

Fourth Level – Insubstantial Form: The Black Coach seems to flicker in and out of reality, making it all but impossible to trap and envelop.
This model can retreat and charge in the same turn.

Fifth Level – Witch-fire: Balefire crackles and arcs from the charging steeds and spinning wheels.
In your hero phase, roll a dice for each enemy unit within 3" of this model. On a 4+, that unit suffers D3 mortal wounds.

Reaped Like Corn: The scythes wielded by these ghostly warriors can be swung in great sweeping arcs, cutting down whole ranks of enemy warriors.
You can re-roll failed hit rolls for attacks made with this model’s Reaper Scythe if the target unit has 5 or more models.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, TOTEM, BLACK COACH
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

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

The BLACK COACH keyword is used in the following Nighthaunt warscrolls:

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

The TOTEM keyword is used in the following Nighthaunt warscrolls:

Leader
Behemoth
© Vyacheslav Maltsev 2013-2021