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:|
Show History | ||||
| Book | Kind | Edition | Last update | |
Nighthaunt | ||||
Nighthaunt | Battletome | 4 | August 2025 | |
Sons of Behemat | ||||
Sons of Behemat | Battletome | 4 | September 2026 | |
Battle Profiles | ||||
Battle Profiles | Rulebook | 4 | September 2026 | |
Rules Updates | ||||
Rules Updates | Rulebook | 4 | September 2026 | |
Legends Warscrolls | ||||
Legends Warscrolls | Warscroll | 4 | July 2026 | |
Scourge of Aqshy - Nighthaunt | ||||
Scourge of Aqshy - Nighthaunt | Expansion | 4 | July 2026 | |
Spearhead: Nighthaunt - Cursed Shacklehorde | ||||
Spearhead: Nighthaunt - Cursed Shacklehorde | Expansion | 4 | April 2026 | |
Sylvaneth | ||||
Sylvaneth | Battletome | 4 | March 2026 | |
Legions of Nagash | ||||
Legions of Nagash | White Dwarf | 4 | March 2026 | |
Disciples of Tzeentch | ||||
Disciples of Tzeentch | Battletome | 4 | February 2026 | |
Ossiarch Bonereapers | ||||
Ossiarch Bonereapers | Battletome | 4 | February 2026 | |
Scourge of Ghyran - Nighthaunt | ||||
Scourge of Ghyran - Nighthaunt | Expansion | 4 | November 2025 | |
Spearhead: Nighthaunt - Slasher Host | ||||
Spearhead: Nighthaunt - Slasher Host | Expansion | 4 | November 2025 | |
Battletome Supplement: Nighthaunt | ||||
Battletome Supplement: Nighthaunt | Expansion | 4 | September 2025 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 4 | September 2025 | |
Grotmas Advent: Regiments of Renown | ||||
Grotmas Advent: Regiments of Renown | Warscroll | 4 | September 2025 | |
Flesh-eater Courts | ||||
Flesh-eater Courts | Battletome | 4 | August 2025 | |
Cities of Sigmar | ||||
Cities of Sigmar | Battletome | 4 | July 2025 | |
Soulblight Gravelords | ||||
Soulblight Gravelords | Battletome | 4 | April 2025 | |
| Q: | When using the ‘Wave of Terror’ ability, can all friendly NIGHTHAUNT units that are in combat use CHARGE abilities or only one? |
| A: | All of them (the ability affects ‘friendly Nighthaunt units’). |
Nighthaunt armies can use the following abilities:
Passive |
Once Per Turn (Army), Your Movement Phase | 1 |
Passive |
Once Per Battle (Army), Deployment Phase |
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.
| Name | Points |
| Quicksilver Gheists | 40 |
| Shrieker Host | 0 |
| Death Stalkers | 0 |
| Royal Procession | 0 |
| Hungry Nexus | 0 |
| Deathrust Gheists | 0 |
Once Per Turn (Army), Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Once Per Turn (Army), Enemy Hero Phase |
Once Per Turn (Army), Any Hero Phase |
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Once Per Turn (Army), Enemy Hero Phase |
Hungry Nexus Once Per Turn (Army), End of Enemy Turn |
Deathrust Gheists Once Per Turn (Army), Enemy Hero Phase |
Once Per Turn (Army), Your Hero Phase |
Any Combat Phase |
Passive |
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| Name | Points |
| BRAZIER OF NAGASHIZZAR | 0 |
| LIGHTSHARD OF THE HARVEST MOON | 20 |
| MIRROR OF ECHOING FAILURES | 0 |
Reaction: You declared the ’Redeploy’ command for a friendly NIGHTHAUNT INFANTRY unit wholly within 12" of this unit |
Once Per Battle, Any Combat Phase |
Reaction: Opponent declared a SPELL or PRAYER ability for a WIZARD or PRIEST within 12" of this unit |
Relics of Dolorum Passive |
Passive |
Your Hero Phase |
Relics of the Underworlds Once Per Battle, Your Movement Phase |
Any Combat Phase |
Any Combat Phase |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, SUMMON |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, SUMMON |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, SUMMON |
Crimes of the CondemnedCrimes of the Condemned are unique enhancements that can be given to non-HERO NIGHTHAUNT INFANTRY or CAVALRY units. A unit can only have 1 Crime of the Condemned.
Passive |
Passive |
Reaction: You declared a FIGHT ability for this unit |
Legions of NagashROSTER OPTIONS
| ||
Passive |
Passive |
Once Per Battle, End of Any Turn |
Once Per Battle, Any Hero Phase |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
10" 18 3+ 10 5+ All living beings dread the name of Nagash, the God of Undeath. Cruel and tyrannical, the overlord of Shyish intends to conquer the Mortal Realms and transform them into a lifeless Necrotopia, in which not a speck of dust moves unless it is by his will. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Alakanash, the Staff of Power | |||||||
| Alakanash, the Staff of Power | 4 | 3+ | 3+ | 2 | D6 | ||
| Zefet-nebtar, the Mortis Blade | |||||||
| Zefet-nebtar, the Mortis Blade | 4 | 3+ | 3+ | 2 | 3 | ||
Passive |
Passive |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
Your Hero Phase |
End of Any Turn |
| KEYWORDS | RAMPAGE |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (9), FLY, WARD (5+) |
| DEATH, LEGIONS OF NAGASH, FLESH-EATER COURTS, NIGHTHAUNT, OSSIARCH BONEREAPERS, SOULBLIGHT GRAVELORDS |
Though ragged in appearance, the Nighthaunt are deadly foes. They are swift as a freezing gale, manifesting from thin air without warning, and their pitted swords and notched axes are sharp with pure spite. The Nighthaunt's most potent weapon, however, is the fear they evoke in the living. Few can resist it, and entire armies visibly baulk when the wailing and moaning of the eternally damned is carried to their ears on the chill wind.
Amongst the most horrifying of the Nighthaunt lords is Reikenor the Grimhailer. A raggedly macabre creature, he rides a winged and incorporeal steed clad in patinated armour and trailing shreds of soul essence. Through the rusting maw of his dread mask, he proclaims the names of his victims in a condemning declaration.
ROSTER OPTIONS
| ||
Passive |
Once Per Turn (Army), End of Your Turn |
Once Per Turn (Army), Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
Once Per Turn (Army), Your Movement Phase |
Your Charge Phase |
Reaction: Opponent declared a SPELL ability |
Your Hero Phase | 4 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, SUMMON |
God of Death and ruler of Shyish, Nagash is one of the greatest sorcerers in existence. None can match his mastery of necromancy, and it was he who pioneered this fell art aeons ago in a land lost to history. He is known as the Undying King, for he is eternal. Despite the many attempts of his enemies to vanquish him, Nagash has always endured, returning from apparent destruction time and again to exact his vengeance. A figure of pure evil, his ego and vainglory are without equal. Few can withstand his baleful gaze and live, for within it is the very essence of unmaking.
When you pick the Nighthaunt faction for your army, you can choose for it to be a The Eternal Nightmare Army of Renown. If you do so, use the faction rules in this section instead of the Nighthaunt faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the ETERNAL NIGHTMARE keyword.ROSTER OPTIONS
| ||
Passive |
Passive |
Deployment Phase |
| KEYWORDS | DEPLOY |
Passive |
Passive |
Once Per Battle, Your Hero Phase |
Your Hero Phase | 5 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 8 |
| KEYWORDS | SPELL |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, SUMMON |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, SUMMON |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, SUMMON |
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Here, you will find additional rules to use with a Nighthaunt army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Nighthaunt units.
Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | ||
| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted. After the Anvil of Apotheosis, you will find 2 Paths for Nighthaunt units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension in the Core Book). | ||
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Knight of Shrouds -3DP
STOLEN HOURS: The bearer of a Sword of Stolen Hours can steal the vitality from a foe and use it to increase their own power.
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Guardian of Souls -2DP
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Dark Judge 0DP
SINISTER JUDGEMENT: With the swipe of a quill, the edge of a pitted blade or simply a deathly stare, the gheist judges the crimes of those before them to be unforgivable. The sentenced will be dragged before great Na gash for punishment, and they will know horror eternal. Effect: Roll a dice. On a 2+, the target is judged for the rest of the turn. While the target is judged, negative modifiers to its control score are doubled.
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Baleful Horror -2DP
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Flaws
BRINGER OF FALSE HOPE: This reckless soul lied to their followers about what came after death, arrogantly promising blessings to their flock on Nagash 's behalf. Their inevitable punishment is now a cautionary tale used as a warning for others.
DELUDED WORSHIPPER: This misguided creature recklessly sought Na gash's favour through great deeds, none of which mattered to the God of Death in the slightest. Their disappointment at their lack of deathly lordship now turns the very air itself stale with reeking misery and shrieking regret.
FLAKING SOUL: No one knows for sure what crimes this gheist committed in life. What is known is that they were so unspeakable that Nagash himself had a personal hand in the cruelty inflicted on this gheist, and this attention has left their soul in ragged tatters. Effect: Roll a number of dice equal to this unit’s Health characteristic. For each 6, allocate 1 damage point to this unit (ward rolls cannot be made for those damage points). | ||||||||||||||
Battle Mount -5DP ETHEREAL STEED: Spectral steeds that carry Nagash’s deadliest agents are heralds of woe and despair wherever they go. In addition, make the following changes to your hero’s warscroll:Add the following weapon to your hero’s warscroll:
Battle Mount -8DP EDIFICE OF THE DAMNED: Some Nighthaunt are eternally bound in death to spectral echoes of constructs with which they had a strong connection in life, Valentian’s graven throne and the dread ferry of Awlrach the Drowner being the most infamous examples. In addition, make the following changes to your hero’s warscroll:Pick 1 of the following abilities to add to your hero’s warscroll:
FRIGHT TRAIN: Driven forward by chained gheists, dragged by damned souls or perhaps even powered by the one to whom it was 'granted', this graven chunk of midnight-black stone grinds all before it to dust. Effect: Roll a dice. On a 2+, ignore positive modifiers to save rolls for the targets for the rest of the turn.
CHTHONIC JUGGERNAUT: The terror that exudes from this baleful construct is so absolute that it hits with physical force. Effect: Roll a D3. On a 2+, add the roll to the Attacks characteristic of this unit’s melee weapons for the rest of the turn.
Battle Mount -16DP DARK CHARIOTEER: This fell champion has been bound to a Black Coach, cursed forever to hurtle through the Mortal Realms continually resurrecting Nagash ’s more favoured, or more hated, victims, as suits the god’s whims. In addition, make the following changes to your hero’s warscroll:Add the following weapon to your hero’s warscroll:
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Path of The Judge(NIGHTHAUNT HERO only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
JUSTICE OF DEATH: This gheist zealously demands their enemies face Nagash's judgement, threatening dire punishments for those who resist. Effect: The next time that accused unit uses a CORE ability, inflict D3 mortal damage on it after that ability is resolved.
MARKED FOR CAPTURE: This gheist savours the misery of those whose souls it has been charged with delivering to the underworlds. Effect: If that accused unit is destroyed while it is in combat with this unit, add 5 to this unit’s control score for the rest of the battle.
MALIGNANT PROSECUTOR: This gheist screeches the guilt of those nearby for all to hear, drowning them in memories laden with regret.
MARKED FOR CAPTURE: An atavistic terror overcomes those who behold this tormented wretch. Effect: The target must use a RETREAT ability in the following movement phase if possible.
GRIM JUDGE: With the weight of Nagash's divine authority behind them, this gheist can influence what punishment will befall the victim after death. Effect: Ward rolls cannot be made for the targets for the rest of the turn.
SHACKLED GAOLER: Spectral chains explode from this gheist, dragging the living to their doom. Effect: For each target, after it makes a pile-in move this phase, roll 2 D3s. For each 2+, inflict an amount of mortal damage on the target equal to the roll.
PRONOUNCE SENTENCE: The final sentencing of the accused promises an eternity of pain and suffering can chill even the bravest soul.
SOUL-SPLITTING WAIL: A scream of lethal despondency issues from this gheist's distended jaws. | ||||||||||||||||||||||||||||||||||
Path of Torment(non-HERO NIGHTHAUNT unit only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
WRATHFUL SCOURGING: Spectral whips follow these gheists, each lash crafted from motes of Nagash's cold fury for the sins they committed against him during their life.
FRESH FROM NAGASHIZZAR: These gheists care nothing for the wittering of the hated living.
DUTIFUL PENITENTS: These minions know that only fresh punishment awaits those who shirk their duty in the face of their masters.
BLADES OF BLACK SOULS: These malignant blades are crafted from the most evil souls caught in Nagash's cold grasp, and they have a deep-seated hatred of his foes.
SPECTRAL LAMPREYS: Gently glowing tendrils that emanate from these Nighthaunt wrap themselves around their foes' weapons and limbs, draining them of their strength.
DARK FLAMES: These cursed souls bear a terrible burden, flickering with flames that burn the souls of not just those around them but themselves as well.
IMMORTAL HORRORS: Screaming in such agony that it irreversibly scars the souls of any who hear it, there are few who can do more than recoil in terror in proximity to these malignant revenants. | ||||||||||||||||||||||||||||||
Cursed Shacklehorde| This Spearhead army consists of the following units: General
Units
| ||
Once Per Turn (Army), Your Movement Phase |
Passive |
Once Per Turn (Army), Any Hero Phase |
Once Per Turn (Army), End of Any Turn |
Your Hero Phase |
Any Combat Phase |
Once Per Battle, Any Combat Phase |
Once Per Battle, Any Hero Phase |
8" 5 5+ 2 5+ The Spirit Torments are Nagash’s spectral gaolers. Lords of the Great Oubliette, a continent-sized underworld honeycombed with freezing dungeons and pitch-black cells, they trammel the life force of the slain into the massive padlocks they bear. Escape from these eldritch clasps is all but impossible – it is said they are even able to capture the discorporating energies of Stormcast Eternals before they can return to the heavens. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Shacklegheist Chains [Crit (Auto-wound)] | |||||||
| Shacklegheist Chains Crit (Auto-wound) | 5 | 4+ | 3+ | 1 | 2 | ||
Your Hero Phase |
KEYWORDS | HERO, INFANTRY, FLY, WARD (5+) |
8" 3 6+ 2 5+ Chainghasts are the servants and enforcers of the Great Oubliette. They are wrought from the soul-stuff of those who beseeched the gods to free them from imprisonment, whether it was justified or otherwise, but did not include Nagash in their entreaties. Their punishment is to retain a dim sliver of awareness, just enough to desire their liberty, yet be bound to obey and assist more powerful gheists in the capturing of mortal souls. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Ghastflails [Crit (Auto-wound)] | ||||||||
| Ghastflails Crit (Auto-wound) | 12" | 2 | 4+ | 3+ | 2 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Ghastflails [Crit (Auto-wound)] | ||||||||
| Ghastflails Crit (Auto-wound) | 2 | 4+ | 3+ | 2 | 1 | |||
Your Combat Phase |
KEYWORDS | INFANTRY, FLY, WARD (5+) |
8" 2 6+ 1 5+ Dreadscythe Harridans were healers and alms-givers in life. Upon their deaths, the Great Necromancer wrought a horrific transformation upon them, turning their hands into wicked scythe-blades that would instead lacerate and maim the flesh that they may once have sought to carefully stitch and soothe. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Scythed Limbs [Crit (Auto-wound)] | |||||||
| Scythed Limbs Crit (Auto-wound) | 3 | 4+ | 4+ | 1 | 1 | ||
Passive |
KEYWORDS | INFANTRY, FLY, WARD (5+) |
12" 3 6+ 1 5+ Dreadblade Harrows were once noble cavaliers in the service of an officer destined to become a Knight of Shrouds. They stood by whilst their masters betrayed their office, their people, even life itself. Outriders and bodyguards for the monarchy of the dead, they have become the Knights of Regret, riding incorporeal on the winds of Shyish to slay, discorporate and slay again without the slightest remorse. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Dreadblade [Crit (Auto-wound)] | |||||||
| Dreadblade Crit (Auto-wound) | 4 | 4+ | 3+ | 1 | 2 | ||
| Ethereal Steed’s Ghostly Hooves and Teeth [Companion, Crit (Auto-wound)] | |||||||
| Ethereal Steed’s Ghostly Hooves and Teeth Companion, Crit (Auto-wound) | 3 | 5+ | 3+ | - | 1 | ||
Once Per Battle, Your Movement Phase |
KEYWORDS | CAVALRY, FLY, WARD (5+) |
8" 2 6+ 1 5+ To be trapped in the jaws of death is to find a frantic, animalistic strength. It is a wild energy born of primal fear, usually accompanied by tight-throated screaming that seeks to deny oblivion with every iota of the sufferer’s soul. The beings known as Bladegheist Revenants are born of that terminal state; indeed, they are trapped in it, unable to escape those final moments. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Tomb Greatblade [Crit (Auto-wound)] | |||||||
| Tomb Greatblade Crit (Auto-wound) | 2 | 3+ | 3+ | 1 | 1 | ||
Passive |
KEYWORDS | INFANTRY, FLY, WARD (5+) |
Slasher Host| This Spearhead army consists of the following units: General
Units
| ||
Any Charge Phase |
Passive |
Start of the First Battle Round |
Passive |
End of Any Turn |
Once Per Battle, Your Hero Phase |
Passive |
Passive |
8" 5 4+ 2 6+ Each Knight of Shrouds is an arch-traitor who abandoned their oaths and their people rather than fight an unwinnable war against the legions of Nagash. In return, the Great Necromancer bound them eternally in his service, making use of their vicious skill in warfare to further subjugate the living. Wielding the Sword of Stolen Hours that marks their rank, a Knight of Shrouds cuts down those they once swore to protect, each killing stroke accompanied by a fresh rush of self-loathing. Should the enemy mount a stalwart counter-attack, they will order their minions to discorporate entirely, the blades of the foe finding no purchase upon them until the danger is passed. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Sword of Stolen Hours [Crit (Auto-wound)] | |||||||
| Sword of Stolen Hours Crit (Auto-wound) | 5 | 4+ | 3+ | 1 | 2 | ||
Your Hero Phase |
KEYWORDS | HERO, INFANTRY, FLY, WARD (6+) |
8" 1 5+ 1 6+ Chainrasps are twisted and tormented entities, fashioned from the souls of criminals and transformed into the footsoldiers of Nagash’s spectral hosts. Sweeping forth in a groaning, clattering mass, they overwhelm their living prey with sheer numbers, dragging them down to the underworlds to share their own grim fate. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Malignant Weapon [Crit (Auto-wound)] | |||||||
| Malignant Weapon Crit (Auto-wound) | 2 | 4+ | 5+ | - | 1 | ||
Passive |
KEYWORDS | INFANTRY, FLY, REINFORCEMENTS, WARD (6+) |
8" 3 4+ 1 6+ Spirit Hosts are formed from a mass of lesser gheists, bound together by a need to consume the energies of death. Drawn to the battlefield’s feast of morbid energies, they possess neither individuality nor recognisable form, but this does not make them any less deadly as they sweep across the battlefield, their grasping claws and rusting blades passing through physical armour to wound their prey’s very essence. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Spectral Claws and Daggers [Crit (Auto-wound)] | |||||||
| Spectral Claws and Daggers Crit (Auto-wound) | 6 | 4+ | 4+ | - | 1 | ||
Passive |
KEYWORDS | INFANTRY, FLY, WARD (6+) |
8" 1 4+ 1 6+ In life, the beings known as Grimghast Reapers considered themselves subtle plotters and assassins, who changed the fortune of entire kingdoms with the stroke of a blade. Now they kill indiscriminately at the behest of the Great Necromancer, unable to witness the awful carnage they are wreaking with each great sweep of their scythes due to the blindfolds that rob them of their witchsight. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Slasher Scythe [Crit (Auto-wound)] | |||||||
| Slasher Scythe Crit (Auto-wound) | 2 | 4+ | 3+ | 1 | 1 | ||
Passive |
KEYWORDS | INFANTRY, FLY, WARD (6+) |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
| Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control. | ||
| The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature. | ||
Deployment Phase |
| KEYWORDS | DEPLOY TERRAIN |
The NIGHTHAUNT and HERO keywords are used in the following Nighthaunt warscrolls:
The NIGHTHAUNT keyword is used in the following Nighthaunt warscrolls:
The HERO and NIGHTHAUNT keywords are used in the following Nighthaunt warscrolls:
The non-HERO NIGHTHAUNT keyword is used in the following Nighthaunt warscrolls:
Passive |
| Q: | If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed? |
| A: | Yes. |
| ||
| Q: | Do models removed as a result of a unit being out of coherency count as having been slain? |
| A: | Yes. |
The NIGHTHAUNT and INFANTRY keywords are used in the following Nighthaunt warscrolls:
The CAVALRY keyword is used in the following Nighthaunt warscrolls:
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Passive |
| ||
| In some cases, it 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. | ||
| Q: | If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian? |
| A: | Yes. |
Enemy Movement Phase | 1 |
| KEYWORDS | MOVE, RUN |
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase |
| KEYWORDS | PRAYER, UNLIMITED |
Once Per Battle, Your Hero Phase | 7 |
| KEYWORDS | PRAYER |
Passive |
| ||
The NIGHTHAUNT and WIZARD keywords are used in the following Nighthaunt warscrolls:
| ||
The non-HERO NIGHTHAUNT and INFANTRY keywords are used in the following Nighthaunt warscrolls:
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
| 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. | ||
| Q: | Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight? |
| A: | No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought. |
| Q: | If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight? |
| A: | If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight. |
| Q: | In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight? |
| A: | The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability. |
Any Hero Phase | 1 |
| Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle. | ||
| Q: | If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement? |
| A: | No. |
| Q: | If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions? |
| A: | No. As stated in 24.2, you can pick any models from the original unit to be set up in the replacement unit. |
| Q: | If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as ‘Rally’ to return models to that unit until it reached the unit size of the original unit? |
| A: | No. A replacement unit is treated as a new unit with a new unit size. |
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Q: | When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move? |
| A: | No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move. |
| Q: | If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll? |
| A: | No. |
The WARMASTER keyword is used in the following Soulblight Gravelords warscrolls:
The warscrolls using UNIQUE keyword can be found in the following Factions:
Order: Cities of Sigmar, Daughters of Khaine, Fyreslayers, Idoneth Deepkin, Kharadron Overlords, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.The UNIQUE keyword is used in the following warscrolls:
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Passive |
| When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
| Q: | If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does FLY allow that unit to move across an enemy unit’s combat range? |
| A: | Yes. |
The FLY keyword is used in the following Soulblight Gravelords warscrolls:
The WARD keyword is used in the following Soulblight Gravelords warscrolls:
The non-UNIQUE INFANTRY and NIGHTHAUNT keywords are used in the following Nighthaunt warscrolls:
The INFANTRY keyword is used in the following Nighthaunt warscrolls:
The HERO keyword is used in the following Nighthaunt warscrolls:
The INFANTRY keyword is used in the following Nighthaunt warscrolls:
The DEATH keyword is used in the following Nighthaunt warscrolls:
The NIGHTHAUNT keyword is used in the following Nighthaunt warscrolls:
| Q: | If a unit has multiple power levels (e.g. a HERO that is both a WIZARD and a PRIEST), and another ability modifies that unit’s power level (e.g. the ‘Witchbane Curse’ prayer), which power level does it modify? |
| A: | If that ability only targets WIZARDS or only targets PRIESTS, it modifies the corresponding power level. If it could target either or does not specify the target, it modifies both. |
The warscrolls using ORDER keyword can be found in the following Factions:
Order: Cities of Sigmar, Daughters of Khaine, Fyreslayers, Idoneth Deepkin, Kharadron Overlords, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.The ORDER keyword is used in the following warscrolls:
Once Per Turn, Your Movement Phase |
| KEYWORDS | CORE |