Nighthaunt – Chainghasts
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6"
2
4+
10
WARSCROLL

Chainghasts

Encased within their iron harness, it is a Chainghast’s fate to remain imprisoned, eternally in thrall to 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"D34+3+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ghastflails
Ghastflails2"See below4+3+-11
PITCHED BATTLE PROFILE

Unit Size: 2      Points: 75
Battlefield Role: None
Base size: 32mm

BATTALIONS

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

DESCRIPTION

A unit of Chainghasts has any number of models, each armed with Ghastflails.

FLY: This unit 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 unit.

Another Link in the Chain: Chainghasts act as conduits for Spirit Torments, ensuring all nearby Nighthaunts are invigorated by deathly energies.
While this unit is wholly within 12" of a friendly SPIRIT TORMENT, you can re-roll hit rolls of 1 for friendly NIGHTHAUNT units while they are wholly within 12" of this unit.

Sweeping Blows: With their heavy chains and weights, ghastflails batter anything they come in contact with, bludgeoning armour and cracking bones.
The Attacks characteristic of the Ghastflails melee weapon is equal to the number of enemy models within 2" of the attacking model when the number of attacks made with the weapon is determined.

KEYWORDS
DEATH, MALIGNANT, NIGHTHAUNT, 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.
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.

The SPIRIT TORMENT keyword is used in the following Nighthaunt warscrolls:

Leader
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).

The SUMMONABLE keyword is used in the following Nighthaunt warscrolls:

None
Battleline
© Vyacheslav Maltsev 2013-2021