Nighthaunt – Spirit Hosts

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8"
3
4+
10
WARSCROLL

Spirit Hosts

Spirit Hosts are the souls of the damned, stripped of body and identity, screaming endlessly for the life they have lost. They long to take out their rage upon the living, and the very touch of their claws can turn blood to ice and still the hearts of the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spectral Claws and Daggers
Spectral Claws and Daggers1"64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 130
Battlefield Role: Battleline
Base size: 50mm

Each model in a Spirit Hosts unit is armed with Spectral Claws and Daggers.

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

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

FLY: This unit can fly.

Drawn to War: When the champions of the Nighthaunt muster their processions for battle, Spirit Hosts flock to them to join their cause and serve as useful fodder for the enemy.
Before you allocate a wound or mortal wound to a friendly NIGHTHAUNT HERO, or instead of making a ward roll for a wound or mortal wound that would be allocated to that HERO, if any friendly units with this ability are within 3" of that HERO, you can roll a dice. On a 3+, that wound or mortal wound is allocated to a friendly unit with this ability that is within 3" of that HERO instead of that HERO and cannot be negated.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, SUMMONABLE, SPIRIT HOSTS
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).
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.

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The SUMMONABLE keyword is used in the following Nighthaunt warscrolls:

Battleline
None
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.
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.
© Vyacheslav Maltsev 2013-2024