Nighthaunt – Black Coach

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10"
12
4+
10
WARSCROLL

Black Coach

Driven by a wraith and with the remains of a powerful necromantic being borne in its hearse-like carriage, the Black Coach seeks out sites of great slaughter and suffering. It swells with dark magic as it runs down helpless mortals in an explosion of gore.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soulreach Grasp
Soulreach Grasp12"D34+3+-22
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soulreach Grasp
Soulreach Grasp3"14+3+-22
Reaper Scythe
Reaper Scythe1"43+3+-22
Spectral Claws
Spectral Claws1"94+4+-11
Hooves and Teeth
Hooves and Teeth1"84+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Behemoth
Base size: 170 x 105mm
Notes: Single

A Black Coach is driven by a wraith armed with 1 of the following weapon options: Soulreach Grasp; or Reaper Scythe.

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

FLY: This unit can fly.

MOUNT: This unit’s nightmare steeds are armed with Hooves and Teeth.

CREW: This unit has a crew of relic bearers armed with Spectral Claws.

Evocation of Death: The dormant occupant of a Black Coach feeds upon the energies of death to expand its power.
When this unit is set up for the first time, place a D6 beside it with the 1 facing up. Each time an enemy model is slain or flees within 12" of this unit, increase the value of the dice beside this unit by 1 (to a maximum of 6). If the value of the dice beside this unit is 5-6, this unit has a ward of 4+ instead of 5+ from the Insubstantial Form ability.

Once per turn, in your shooting phase, if the value of the dice beside this unit is 6, you can say this unit will unleash its stored necromantic energy. If you do so, pick 1 enemy unit within 12" of this unit and roll a dice. On a 2+, that enemy unit suffers 3D3 mortal wounds. Then, change the value of the dice beside this unit back to 1.

Insubstantial Form: The Black Coach seems to fade in and out of reality at will, making it all but impossible to score a strike upon.
This unit has a ward of 5+.

Nimbus of Power: Dark magic lends the vehicle blurring speed that sees it flicker, allowing it to disappear only to reappear in a more advantageous position.
Instead of picking this unit to make a normal move or retreat, you can say it will travel the underworlds to a new location. If you do so, remove this unit from the battlefield and set it up again on the battlefield more than 1" from all terrain features and objectives and more than 9" from all enemy units.

Runaway Coach: This nightmare-drawn carriage hurtles across the battlefield, crushing any who attempt to withstand its momentum.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, TOTEM, BLACK COACH
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.
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.
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 TOTEM keyword is used in the following Nighthaunt warscrolls:

Leader
Behemoth

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14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.
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. Units cannot make a normal move if they are within 3" of an enemy unit.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024