A fell wind is rising. From the darkest pits of Shyish, the Realm of Death, comes a storm of ethereal figures. An eerie mist spreads before them, blotting out the sun. They muster upon corpse-strewn battlefields or ancient burial grounds, a ghostly army of phantoms. They are the supernatural, the dead, the damned – the Nighthaunts.
This page contains all of the rules you need to field your Nighthaunt miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:Book | Kind | Edition | Last update | |
Nighthaunt | ||||
Nighthaunt | Faction Pack | 4 | September 2024 | |
Battle Profiles & Rules updates | ||||
Battle Profiles & Rules updates | Rulebook | 4 | September 2024 | |
Warhammer Underworlds Legends | ||||
Warhammer Underworlds Legends | Warscroll | 4 | August 2024 |
Nighthaunt armies can use the following abilities:
Passive |
Reaction: Opponent declared an Attack ability | 1 |
Once Per Turn (Army), Your Charge Phase |
KEYWORDS | AURA OF DREAD |
Once Per Turn (Army), Your Charge Phase |
Once Per Turn (Army), Your Charge Phase |
KEYWORDS | AURA OF DREAD |
Once Per Turn (Army), Your Charge Phase |
KEYWORDS | AURA OF DREAD |
You can pick 1 of the following battle formations for a Nighthaunt army. Each battle formation grants a different ability you can use in the battle.
Once Per Turn (Army), Your Movement Phase |
KEYWORDS | CORE |
Once Per Turn (Army), Your Movement Phase |
Once Per Turn (Army), End of Any Turn |
Passive |
Once Per Battle, Your Movement Phase | 1 |
Passive |
Passive |
Once Per Battle, Any Combat Phase |
Reaction: Opponent declared a FIGHT ability for a unit in combat with this unit |
End of Any Turn |
Your Hero Phase | 6 |
KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
KEYWORDS | SPELL |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
Your Hero Phase | 6 |
KEYWORDS | SUMMON, SPELL |
Your Hero Phase | 6 |
KEYWORDS | SUMMON, SPELL |
Your Hero Phase | 6 |
KEYWORDS | SUMMON, SPELL |
Passive |
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The NIGHTHAUNT and WAR MACHINE keywords are used in the following Nighthaunt warscrolls:
The CAVALRY keyword is used in the following Nighthaunt warscrolls:
The NIGHTHAUNT and HERO keywords are used in the following Nighthaunt warscrolls:
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There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
Your Movement Phase |
KEYWORDS | CORE, MOVE, RUN |
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Your Movement Phase |
KEYWORDS | CORE, MOVE, RETREAT |
The NIGHTHAUNT and INFANTRY keywords are used in the following Nighthaunt warscrolls:
The HERO keyword is used in the following Nighthaunt warscrolls:
The NIGHTHAUNT and WIZARD keywords are used in the following Nighthaunt warscrolls:
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In some cases, il might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes. | ||
Your Hero Phase | 6 |
KEYWORDS | SPELL |