Nighthaunt – Chainghasts

This warscroll does not meet the selection criteria (see Settings tab).
8"
2
4+
10
WARSCROLL

Chainghasts

Encased within their iron harness, it is a Chainghast’s fate to remain eternally enthralled to the Spirit Torments. They carry emotionally burdened ghastflails - heavy, bludgeoning weights that cast bolts of pure misery when swung.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ghastflails
Ghastflails15"24+3+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ghastflails
Ghastflails2"24+3+-21
PITCHED BATTLE PROFILE

Unit Size: 2      Points: 90
Battlefield Role: None
Base size: 32mm

Each model in a Chainghasts unit is armed with Ghastflails.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Chainguard
 • The Condemned

ELITE: Models in this unit can issue commands to their own unit.

FLY: This unit can fly.

Another Link in the Chain: Chainghasts act as conduits for Spirit Torments, ensuring all nearby Nighthaunt are invigorated by deathly energies.
Add 1 to hit rolls for attacks made with melee weapons by friendly NIGHTHAUNT units wholly within 12" of any friendly units with this ability while a friendly SPIRIT TORMENT is on the battlefield.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, SUMMONABLE, CHAINGHASTS
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.
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).

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The SUMMONABLE keyword is used in the following Nighthaunt warscrolls:

Battleline
None
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.
© Vyacheslav Maltsev 2013-2024