Nighthaunt

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:


Books

BookKindEditionLast update
  Nighthaunt
  NighthauntBattletome4August 2025
  Rules Updates
  Rules UpdatesRulebook4May 2026
  Spearhead: Nighthaunt - Cursed Shacklehorde
  Spearhead: Nighthaunt - Cursed ShacklehordeExpansion4April 2026
  Legends compendium
  Legends compendiumWarscroll4April 2026
  Battle Profiles
  Battle ProfilesRulebook4April 2026
  Sylvaneth
  SylvanethBattletome4March 2026
  Disciples of Tzeentch
  Disciples of TzeentchBattletome4February 2026
  Ossiarch Bonereapers
  Ossiarch BonereapersBattletome4February 2026
  Scourge of Ghyran - Nighthaunt
  Scourge of Ghyran - NighthauntExpansion4November 2025
  Spearhead: Nighthaunt - Slasher Host
  Spearhead: Nighthaunt - Slasher HostExpansion4November 2025
  Battletome Supplement: Nighthaunt
  Battletome Supplement: NighthauntExpansion4September 2025
  Regiments of Renown
  Regiments of RenownWarscroll4September 2025
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4September 2025
  Flesh-eater Courts
  Flesh-eater CourtsBattletome4August 2025
  Cities of Sigmar
  Cities of SigmarBattletome4July 2025
  Soulblight Gravelords
  Soulblight GravelordsBattletome4April 2025
  Sons of Behemat
  Sons of BehematFaction Pack4January 2025

Designers’ Commentary

Battletome: Nighthaunt

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’).

Faction Rules


Battle Traits

Nighthaunt armies can use the following abilities:

Passive
ETHEREAL: Nighthaunt spirits can rarely be harmed by blows delivered by those caught in the grip of a spiritual terror.

Effect: Ignore negative modifiers to save rolls for friendly NIGHTHAUNT units, excluding Nagash.

Once Per Turn (Army), Your Movement Phase
1
ETHEREAL TRANSLOCATION: The Nighthaunt appear and disappear from sight to torment their prey.

Declare: Pick a friendly NIGHTHAUNT unit that is not in combat to use this ability.

Effect: Remove that unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.

Passive
MOUNTING DREAD: The keening wails and harrowing shrieks of the Nighthaunt are a continuous assault on the courage of those who face them in battle, until their will to fight has all but crumbled.

Effect: Subtract the current battle round number from the control scores of enemy units while they are in combat with any friendly NIGHTHAUNT units.

Once Per Battle (Army), Deployment Phase
SEPULCHRAL APPARITIONS: Like sinister visions intruding upon reality, the haunted crypts of the Nighthaunt shimmer into existence wherever there are souls to be captured and tortured.

Effect: If there is a friendly Nexus of Grief on the battlefield, you can set up up to 2 additional Nexuses of Grief on the battlefield. Each must be set up wholly outside enemy territory, more than 3" from all objectives and other terrain features, and more than 12" from all other friendly Nexuses of Grief.

Designer’s Note: The original Nexus of Grief is set up in Step 1 of the deployment phase using the ‘Deploy Faction Terrain’ ability. This ability allows you to set up a second and third such terrain feature and is used in Step 3 of the deployment phase, after armies have been deployed.

Battle Formations

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.

BATTLE PROFILE
NamePoints
Quicksilver Gheists40
Shrieker Host0
Death Stalkers0
Royal Procession0
Hungry Nexus0
Deathrust Gheists0

Quicksilver Gheists

Once Per Turn (Army), Your Movement Phase
VANISH AND REAPPEAR: These mercurial spirits are feared for their ability to dissolve into nothingness before suddenly reappearing elsewhere - often right behind their next targets' backs.

Declare: Pick a friendly NIGHTHAUNT unit that is in combat to use this ability.

Effect: Roll a dice. The unit using this ability can move a distance up to its Move characteristic added to the roll. It can pass through other models and the combat ranges of enemy units, and it can end that move in combat.
KEYWORDSCORE, MOVE


Shrieker Host

Once Per Turn (Army), Enemy Hero Phase
PETRIFY: The screams and wails of this procession's bloodthirsty champions are so terrifying that their foes often become rooted in place, ripe for the slaughter.

Declare: Pick a friendly NIGHTHAUNT HERO to be the target.

Effect: For the rest of the turn, enemy units cannot use RETREAT abilities while they are in combat with the target.


Death Stalkers

Once Per Turn (Army), Your Movement Phase
THERE IS NO ESCAPE: Death Stalkers are spectral killers that relentlessly hunt down a chosen enemy. They are constantly on the move in pursuit of their quarry and nigh impossible to pin down.

Declare: Pick a friendly NIGHTHAUNT unit to be the target.

Effect: For the rest of the turn:
  • The target can use CHARGE and SHOOT abilities even if it has used a RETREAT ability in the same turn.
  • The target can use the ’Retreat’ ability without any mortal damage being inflicted on it.


Royal Procession

Once Per Turn (Army), Enemy Hero Phase
LETHAL RANCOUR: The gheists of this horde are drawn from haughty nobles and obsequious courtiers who refused to admit fault even at the very end. They rail constantly at their kingdom's doom, and their undying bitterness renders their spectral touch even more deadly against those they perceive as interlopers.

Declare: Pick up to 2 friendly NIGHTHAUNT units to be the targets.

Effect: The targets’ melee weapons have Anti-charge (+1 Rend) for the rest of the turn.


Hungry Nexus

Once Per Turn (Army), End of Enemy Turn
GREEDY FOR SOULS: A Nexus of Grief’s bricks fly apart and its metal rails extend outwards like a grasping claw, dragging it ever nearer to living, breathing victims.

Declare: Pick a friendly Nexus of Grief to be the target.

Effect: For the rest of the turn, the target has a Move characteristic of 3". It can immediately move up to 3" and can move into combat but cannot end that move on a terrain feature or within 3" of an objective.


Deathrust Gheists

Once Per Turn (Army), Enemy Hero Phase
BLADES OF ETERNAL RUST: The weapons of these Nighthaunt constantly shed flakes of spectral rust that cause whatever physical substance they come to rest upon to corrode in moments.

Declare: Pick an enemy unit that is in combat with any friendly NIGHTHAUNT units to be the target.

Effect: Subtract 1 from save rolls for the target for the rest of the turn.

Heroic Traits

Shades of Death

HERO only

BATTLE PROFILE
NamePoints
RULER OF THE SPECTRAL HOSTS20
DEATHLY POSSESSOR0
SHADOWY AURA0
Once Per Turn (Army), Your Hero Phase
RULER OF THE SPECTRAL HOSTS: The deathly power of this spirit is like a siren call, an unseen signal that beckons to those who have passed beyond the grave.

Declare: Pick up to 3 friendly non-HERO NIGHTHAUNT units wholly within 12" of this unit to be the targets.

Effect: Roll a D3 for each target. On a 2+:
  • If the target is damaged, Heal (X) the target, where X is an amount equal to the roll.
  • If the target is not damaged, return a number of slain models to it with a combined Health characteristic of up to X, where X is an amount equal to the roll.

Any Combat Phase
DEATHLY POSSESSOR: In a flash ofbalefire, the Nighthaunt vanishes. An instant later, a nearby foe's eyes glow with spectral power and they lash out at their allies, cackling in a voice not their own.

Declare: Pick an enemy HERO in combat with this unit to be the target, then pick another enemy unit within the target’s combat range to be the victim.

Effect: Roll a dice. On a 3+, pick 1 of the target’s melee weapons. Immediately resolve combat attacks for the target with that weapon against the victim.

Reaction: You declared the ’Redeploy’ command for a friendly NIGHTHAUNT unit wholly within 12" of this unit
SHADOWY AURA: A pall of gloom hangs over this champion, concealing the movements of nearby gheists and allowing them to ambush their victims.

Effect: For the rest of the turn, subtract 1 from hit rolls for attacks that target this unit.

Artefacts of Power

Relics of the Underworlds

HERO only

BATTLE PROFILE
NamePoints
BRAZIER OF NAGASHIZZAR0
LIGHTSHARD OF THE HARVEST MOON20
MIRROR OF ECHOING FAILURES0
Reaction: You declared the ’Redeploy’ command for a friendly NIGHTHAUNT INFANTRY unit wholly within 12" of this unit
BRAZIER OF NAGASHIZZAR: Green flames billow from this brazier, lashing at nearby gheists and ensuring that there is no rest for the wicked.

Effect: If you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.

Once Per Battle, Any Combat Phase
LIGHTSHARD OF THE HARVEST MOON: This lightshard is filled with a baleful gloom that, upon release, casts the battlefield in an eerie glow, readying the enemy for the reaping.

Effect: If this unit is in combat, add 1 to the Attacks characteristic of melee weapons used by friendly NIGHTHAUNT units while they are wholly within 12" of this unit for the rest of the turn.

Reaction: Opponent declared a SPELL or PRAYER ability for a WIZARD or PRIEST within 12" of this unit
MIRROR OF ECHOING FAILURES: To fail in front of this awful artefact is to have those miseries echoed in excruciating detail by a caterwauling reflection of your own face deriding your futile efforts.

Declare: Pick each enemy WIZARD and PRIEST within 12" of this unit to be the targets.

Effect: Roll a D3. On a 2+, for the rest of the phase:
  • Subtract 1 from casting rolls and chanting rolls for the targets.
  • Each time any of the targets fails to cast a spell or chant a prayer, inflict 1 mortal damage on that target.


Relics of Dolorum

HERO only

BATTLE PROFILE
NamePoints
STAVE OF SUFFERING0
TOMBSTONE OF THE PENITENT0
AMULET OF WAKING NIGHTMARES0
Passive
STAVE OF SUFFERING: This staff drinks in the misery and pain of nearby living things and converts it into powerful magic that can be harnessed by Nighthaunt spellcasters.

Effect: While this unit is within 12" of any damaged enemy units or enemy units that have had any models slain, add 1 to casting rolls for friendly NIGHTHAUNT units while they are wholly within 12" of this unit.

Passive
TOMBSTONE OF THE PENITENT: This tombstone, chained to the gheist cursed to bear it, begins to burn with spectral flames as the land around them is suffused with deathly energies.

Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons for each non-FACTION TERRAIN terrain feature that is being contested by friendly units, to a maximum of 8.

Your Hero Phase
AMULET OF WAKING NIGHTMARES: This loathsome amulet afflicts harrowing visions on a chosen victim, whose subsequent throat- rending screams allow Nighthaunt marksmen to locate their target no matter where they hide.

Declare: Pick an enemy HERO within 18" of this unit to be the target.

Effect: Roll a dice. On a 3+, for the rest of the turn, the target cannot be affected by the ‘Guarded Hero’ ability or the ‘Obscuring’ terrain ability.

Spell Lore

BATTLE PROFILE
NamePoints
Lore of the Underworlds0

Lore of the Underworlds

Your Hero Phase
6
FELL BLADES: A malignant curse screeched to blackened skies coalesces on spectral blades, causing the weapons to glow with the magics of ending.

Declare: Pick a friendly NIGHTHAUNT WIZARD to cast this spell, pick a visible friendly NIGHTHAUNT unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, each time the target uses a FIGHT ability, if all of its attacks targeted the same enemy unit, after that ability has been resolved, subtract 1 from save rolls for that enemy unit for the rest of the turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
WRENCH SOULS: With a clasped fist and a horrible twist, the caster drags a horde of gheists to their desired location.

Declare: Pick a friendly NIGHTHAUNT WIZARD to cast this spell, pick a visible friendly non-HERO NIGHTHAUNT INFANTRY unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target can immediately use the ’Normal Move’ or ’Retreat’ ability as if it were your movement phase.
KEYWORDSSPELL

Your Hero Phase
7
CHAINS OF DEATH: With an unearthly howl, hundreds of spectral chains burst from the caster's billowing form, ensnaring their straining victim from head to foot.

Declare: Pick a friendly NIGHTHAUNT WIZARD to cast this spell, pick a visible enemy HERO unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: The target has STRIKE-LAST for the rest of the turn.
KEYWORDSSPELL

Manifestation Lore

BATTLE PROFILE
NamePoints
Infernal Sorceries0

Infernal Sorceries

Your Hero Phase
6
SUMMON SHYISH REAPER: The wizard sweeps down their arm as they utter this spell’s final incantation, and a fearsome scythe formed of purest amethyst magic tears through their foes with unstoppable force.

Declare: If there is not a friendly Shyish Reaper on the battlefield, pick a friendly NIGHTHAUNT WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Shyish Reaper wholly within 12" of and visible to the caster and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON MORTALIS TERMINEXUS: A spectral hourglass filled with shifting grave-sand takes shape, promising temporal grace or doom to mortal and immortal alike.

Declare: If there is not a friendly Mortalis Terminexus on the battlefield, pick a friendly NIGHTHAUNT WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Mortalis Terminexus wholly within 18" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON VAULT OF SOULS: This summoned chest siphons souls, filling itself to overflowing with the rich spirits of mortalkind.

Declare: If there is not a friendly Vault of Souls on the battlefield, pick a friendly NIGHTHAUNT WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Vault of Souls wholly within 18" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Army of Renown

The Clattering Procession

When you pick the Nighthaunt faction for your army, you can choose for it to be a Clattering Procession 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 CLATTERING PROCESSION keyword. You can give 1 Black Coach in your army the HERO keyword; if you do so, any non-HERO NIGHTHAUNT CAVALRY units can be added to its regiment.

ROSTER OPTIONS

Battle Traits

Passive
ETHEREAL: Nighthaunt spirits can rarely be harmed by blows delivered by those caught in the grip of a spiritual terror.

Effect: Ignore negative modifiers to save rolls for friendly NIGHTHAUNT units.

Once Per Turn (Army), End of Your Turn
THE SPEED OF DEATH: With terrifying speed, the ethereal steeds of the Clattering Procession climb into darkened skies, leaving a steep trail of burning spectral hoofprints in the air.

Declare: Pick a friendly CLATTERING PROCESSION unit that used a CHARGE or RETREAT ability this turn, is not in combat and is wholly within 9" of a battlefield edge to use this ability.

Effect: Remove that unit from the battlefield and set it up again wholly within 9" of a battlefield edge and more than 3" from all enemy units.

Once Per Turn (Army), Your Movement Phase
SPECTRAL SWIFTNESS: The incorporeal cavalry of the Clattering Procession are impossible to surround and pin down.

Declare: Pick a friendly CLATTERING PROCESSION unit that is in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. It can pass through other models and the combat ranges of enemy units, but it cannot end that move in combat.
KEYWORDSCORE, MOVE, RETREAT

Once Per Turn (Army), Your Movement Phase
PITILESS REAPERS: The chill blades of the Clattering Procession flash down and reap a deadly harvest as they pass through the enemy ranks.

Declare: Pick a friendly CLATTERING PROCESSION unit that passed across any enemy units this phase to use this ability, then pick 1 of those enemy units to be the target.

Effect: Roll a dice for each model in the CLATTERING PROCESSION unit that passed across the target. Add 1 to the roll if any friendly CLATTERING PROCESSION Black Coaches passed across the target this phase. For each 6+, inflict 1 mortal damage on the target.


Heroic Traits

HERO only
Your Charge Phase
SILENT OVERSEER: With a gesture of a translucent finger, this gheist orders those spirits who have fled from their enemies to charge again, heedless of the cost.

Declare: Pick up to 3 friendly CLATTERING PROCESSION units wholly within 12" of this unit to be the targets.

Effect: For the rest of the turn, the targets can use CHARGE abilities even if they used a RETREAT ability in the same turn.


Artefacts of Power

HERO only
Reaction: Opponent declared a SPELL ability
TALISMAN OF THE NADIR: A tiny, spell-eating mote of the Shyish Nadir rages in this ornate hourglass, devouring enemy magics with eager abandon.

Effect: If a friendly CLATTERING PROCESSION unit wholly within 12" of this unit was picked to be the target of that spell, this unit can use the ’Unbind’ ability as if it had WIZARD (1). Add 1 to the unbinding roll for that ability.


Spell Lore

Your Hero Phase
4
SPECTRAL LASHES: With a rattling shriek, the caster causes spectral lashes to manifest around the ethereal steeds of the Clattering Procession, driving them forward with pitiless blows.

Declare: Pick a friendly CLATTERING PROCESSION WIZARD to cast this spell, pick a visible friendly CLATTERING PROCESSION unit wholly within 12" of them and that has not been picked to be the target of this ability this turn to be the target, then make a casting roll of 2D6.

Effect: Add 2" to the target’s Move characteristic for the rest of the turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
FELL RIDERS: Words of power twist the air and ghostly green flames explode from the hooves of the Clattering Procession's steeds, giving them a deadly burst of speed.

Declare: Pick a friendly CLATTERING PROCESSION WIZARD to cast this spell, pick the caster and up to 1 other visible friendly CLATTERING PROCESSION unit wholly within 12" of them to be the targets, then make a casting roll of 2D6.

Effect: You can re-roll run rolls and charge rolls for the targets for the rest of the turn.
KEYWORDSSPELL


Manifestation Lore

Your Hero Phase
6
SUMMON SHYISH REAPER: The wizard sweeps down their arm as they utter this spell's final incantation, and a fearsome scythe formed of purest amethyst magic tears through their foes with unstoppable force.

Declare: If there is not a friendly Shyish Reaper on the battlefield, pick a friendly CLATTERING PROCESSION WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Shyish Reaper wholly within 9" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Army of Renown

The Eternal Nightmare

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

Battle Traits

Passive
ETHEREAL: Nighthaunt spirits can rarely be harmed by blows delivered by those caught in the grip of a spiritual terror.

Effect: Ignore negative modifiers to save rolls for friendly NIGHTHAUNT units, excluding Nagash.

Passive
GATHER POWER: Nagash's formidable will gathers magical power to reinvest his divine spirit with corporeal raiment once more. During his unholy resurrection, there is a brief window where he is at his most vulnerable.

Effect: The following effects apply to the friendly Nagash during the first and second battle rounds, as shown:

Battle Round 1:
  • His Move characteristic is ’-’ and he cannot make pile-in moves.
  • He has WARD (3+).
  • He has a Control characteristic of 1.
  • Alakanash and Zefet-nebtar each have an Attacks characteristic of 2 instead of 4.

Battle Round 2:
  • His Move characteristic is 6".
  • He cannot end a move more than 6" from the ritual site.
  • He has WARD (4+).
  • He has a Control characteristic of 5.
  • Alakanash and Zefet-nebtar each have an Attacks characteristic of 2 instead of 4.

Deployment Phase
THE RITUAL BEGINS: Nagash's potent spirit anchors itself to a nearby Nexus of Grief, and it is from here that his form shall be remade once more in all its macabre glory.

Declare: You must use this ability to set up the friendly Nagash. Pick a friendly Nexus of Grief wholly within friendly territory to be the ritual site.

Effect: Set up the friendly Nagash within 1" of the ritual site and wholly within friendly territory. After you have done so, he has been deployed. That Nexus of Grief is the ritual site for the rest of the battle.
KEYWORDSDEPLOY

Passive
UNHOLY VESSEL: As Nagash gathers his power, a tiny portion of his godly might is invested in the Nexus of Grief that plays host to his disembodied spirit.

Effect: The ritual site has WARD (4+) and cannot use the ’Hungry Crypts’ ability.


Heroic Traits

HERO only
Reaction: You declared a SPELL ability for a friendly Nagash within 18" of this unit
DAMNED VESSEL: With a wretched wail, a gheist's will is temporarily eclipsed as Nagash channels his power through their ragged shape.

Effect: Measure the range and visibility of that SPELL ability from this unit instead of that Nagash.


Artefacts of Power

HERO only
Once Per Battle, Your Hero Phase
THE SEAL OF NAGASH: This sigil, magically seared into this gheist's spectral form, binds them to Nagash so that he may readily drain their power to sustain himself at a moment's notice.

Effect: Allocate 3 damage points to this unit (ward rolls cannot be made for those damage points). Then, Heal (3) the friendly Nagash.


Spell Lore

Your Hero Phase
5
DIVINE TERROR: The inevitability of Nagash's return inspires utter dread, and it is a matter of little effort for the wizard to magnify that fear tenfold.

Declare: Pick a friendly ETERNAL NIGHTMARE WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Subtract 3 from the target’s control score for the rest of the turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
8
THE WILL OF NAGASH: Eye sockets flaring with power, the wizard renders nearby gheists almost invulnerable to enemy attacks.

Declare: Pick a friendly ETERNAL NIGHTMARE WIZARD to cast this spell, pick a visible friendly ETERNAL NIGHTMARE INFANTRY unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, if the unmodified hit roll or unmodified wound roll for an attack that targets the target unit is 1-3, the attack fails and the attack sequence ends.
KEYWORDSSPELL


Manifestation Lore

Your Hero Phase
6
SUMMON SHYISH REAPER: The wizard sweeps down their arm as they utter this spell's final incantation, and a fearsome scythe formed of purest amethyst magic tears through their foes with unstoppable force.

Declare: If there is not a friendly Shyish Reaper on the battlefield, pick a friendly ETERNAL NIGHTMARE WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Shyish Reaper wholly within 9" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON MORTALIS TERMINEXUS: A spectral hourglass filled with shifting grave-sand takes shape, promising temporal grace or doom to mortal and immortal alike.

Declare: If there is not a friendly Mortalis Terminexus on the battlefield, pick a friendly ETERNAL NIGHTMARE WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Mortalis Terminexus wholly within 18" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON VAULT OF SOULS: This summoned chest siphons souls, filling itself to overflowing with the rich spirits of mortalkind.

Declare: If there is not a friendly Vault of Souls on the battlefield, pick a friendly ETERNAL NIGHTMARE WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Vault of Souls wholly within 18" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

PATH TO GLORY

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.

The Anvil of Apotheosis

You can have 1 Anvil of Apotheosis hero on your Order of Battle and/or army roster, unless otherwise specified in the battlepack you are using. They can be your warlord.

There are 7 steps to follow to create your hero:
1. Set a destiny point limit.
2. Fill out the starting warscroll.
3. Choose an Archetype.
4. Pick your hero’s origin and/or flaw.
5. Choose a Battle Mount.
6. Pick any Battle Mount Upgrades.
7. Pick any other upgrades.

Your Hero's Warscroll

You 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).

Step 1 - Set a Destiny Point Limit

The Anvil of Apotheosis uses a currency called destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.

Pick 1 of the following:
HERO TYPEDESTINY POINT LIMITBATTLE PROFILE POINTS COST
Chainrattler10150
Foul Spectre30250
Lord of Torment50350

Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.

Step 2 - Fill Out The Starting Warscroll

To begin with, your hero has the following warscroll:

NIGHTHAUNT WARSCROLL
Nighthaunt Hero
8"
5
5+
2
5+
NIGHTHAUNT WARSCROLL
Nighthaunt Hero
MELEE WEAPONS
AtkHitWndRndDmg
Malignant Blade
Malignant Blade34+3+12

KEYWORDS
HERO, INFANTRY, FLY, WARD (5+)
DEATH, NIGHTHAUNT

Step 3 - Choose an Archetype

You must pick 1 of the following Archetypes for your hero:

Knight of Shrouds
-3DP
Replace the weapon profile of your hero’s Malignant Blade with the one below. In addition, your hero gains the following ability and regiment options:
MELEE WEAPONSAtkHitWndRndDmg
Malignant Blade
Crit (Auto-wound)
54+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Malignant Blade
Crit (Auto-wound)
54+3+12

Passive
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.

Effect: Each time this unit uses a FIGHT ability, after that FIGHT ability has been resolved, Heal (X) this unit, where X is the number of damage points allocated to enemy units by combat attacks made as part of that FIGHT ability.

Regiment OptionsAny NIGHTHAUNT units

Guardian of Souls
-2DP
Your hero gains the WIZARD (1) keyword and the following regiment options:

Regiment OptionsAny NIGHTHAUNT units

Dark Judge
0DP
Your hero gains the following ability and regiment options:

Once Per Battle (Army), Your Hero Phase
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.

Declare: Pick a visible enemy unit within 18" of this unit to be the target.

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.

Regiment OptionsAny NIGHTHAUNT units

Baleful Horror
-2DP
Your hero gains the following weapon and regiment options:

RANGED WEAPONSRngAtkHitWndRndDmg
Balefire-laced Scream
Shoot in Combat
12"D34+3+2D3
RANGED WEAPONS
RngAtkHitWndRndDmg
Balefire-laced Scream
Shoot in Combat
12"D34+3+2D3

Regiment OptionsAny NIGHTHAUNT units

Step 4 - Pick Your Hero's Origin And/Or Flaw

You can pick up to 1 origin and up to 1 flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing destiny points, flaws give you extra destiny points to spend elsewhere.

Origins

Once Per Turn (Army), Any Combat Phase
-2DP
AWFUL RESEMBLANCE: A glance at this gheist's translucent features is all it takes for them to reform into the guise of a loved one in extreme agony, or perhaps, even worse, a twisted version of the viewer screaming in eternal torment.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, for the rest of the turn:
  • This unit cannot be picked to be the target of pile-in moves made by the target.
  • Other than the Companion weapon ability, weapon abilities for attacks that target this unit have no effect.

Passive
-4DP
EYES TORN OPEN: This soul, once chained to Sigmar's divine lightning, has had their eyes opened to the Golden Traitor's lies. Now they bear a deadly hatred of the Soul Thief's minions, especially their former comrades.

Effect: You can re-roll hit rolls for this unit’s combat attacks that target ORDER units. In addition, you can re-roll wound rolls for this unit’s combat attacks that target STORMCAST ETERNALS units.

Once Per Turn (Army), Any Hero Phase
-4DP
NIHILISTIC GOURMAND: A glutton in life, this gheist has been force-fed the souls of its fallen kin over generations as punishment and has developed a cannibalistic taste for the damned.

Declare: Pick a friendly NIGHTHAUNT unit to be the target.

Effect: For the rest of the turn, while the target is within this unit’s combat range, each time a model in the target unit is slain, Heal (1) this unit.


Flaws

Passive
+4DP
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.

Effect: Visible friendly NIGHTHAUNT units within 6" of this unit cannot be healed and slain models cannot be returned to those units.

Passive
+4DP
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.

Effect: Visible friendly NIGHTHAUNT units within 6" of this unit cannot use commands.

End of Any Turn
+6DP
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.

Declare: This unit must use this ability at the end of each turn.

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).


Step 5 - Choose a Battle Mount

You can pick up to 1 Battle Mount for your hero.

Battle Mount
-5DP
ETHEREAL STEED: Spectral steeds that carry Nagash’s deadliest agents are heralds of woe and despair wherever they go.

Add the following weapon to your hero’s warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Ethereal Steed’s Ghostly Hooves and Teeth
Companion
35+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Ethereal Steed’s Ghostly Hooves and Teeth
Companion
35+3+-1
In addition, make the following changes to your hero’s warscroll:
  • Change the Move characteristic to 12".
  • Change the Health characteristic to 7.
  • Replace the INFANTRY keyword with the CAVALRY keyword.

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.

Pick 1 of the following abilities to add to your hero’s warscroll:

Any Charge Phase
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.

Declare: This unit can use this ability if it charged this phase. Pick each enemy unit within 1" of this unit to be the targets.

Effect: Roll a dice. On a 2+, ignore positive modifiers to save rolls for the targets for the rest of the turn.

Any Charge Phase
CHTHONIC JUGGERNAUT: The terror that exudes from this baleful construct is so absolute that it hits with physical force.

Declare: This unit can use this ability if it charged this phase.

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.


In addition, make the following changes to your hero’s warscroll:
  • Change the Health characteristic to 7.
  • You can replace the INFANTRY keyword with the WAR MACHINE keyword.

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.

Add the following weapon to your hero’s warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Relic Bearers’ Claws and Ethereal Steeds’ Hooves
Crit (Auto-wound), Companion
144+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Relic Bearers’ Claws and Ethereal Steeds’ Hooves
Crit (Auto-wound), Companion
144+4+-1
In addition, make the following changes to your hero’s warscroll:
  • Change the Move characteristic to 10".
  • Change the Health characteristic to 12.
  • Change the Control characteristic to 5.
  • Replace the INFANTRY keyword with the WAR MACHINE keyword.

Step 6 - Battle Mount Upgrades

If your hero has a Battle Mount, you can pick any number of Battle Mount Upgrades for them. The same upgrade cannot be picked more than once.

UpgradeEffect
Damned Haste
-2DP
Add 2" to your hero's Move characteristic.
Desperation's Haste
-2DP
Add the following ability to your hero's warscroll:

Your Movement Phase
THE SOUL OF A COWARD: This spectre's mount is crafted from the soul of one who fled
from near-certain death, a flagrant insult to the Great Necromancer. Now they bear one more
worthy into battle and are cursed to thrash wildly when forced to flee a fight.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+, this unit immediately uses the ’Retreat’ ability without any mortal damage being inflicted on it. Then, inflict an amount of mortal damage on the target equal to the roll.

Ethereal Scythes
-4DP
Add the following ability to your hero's warscroll:

Any Charge Phase
SPECTRAL BLADES: These blades slice through enemies with horrific ease.

Declare: If this unit charged this turn, pick an enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Damned Chargers
-4DP
Your hero’s Companion weapons have a Damage characteristic of 2.
Wailing Attendants
-4DP
MONSTER only. Add the following weapons to your hero’s warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Attendants’ Deadly Weapons
Crit (Auto-wound), Companion
44+4+22
MELEE WEAPONS
AtkHitWndRndDmg
Attendants’ Deadly Weapons
Crit (Auto-wound), Companion
44+4+22
Unholy Knight
-4DP
Your hero’s Malignant Blade has Charge (+1 Damage).
On a Pale Horse
-6DP
Your hero’s weapons have Crit (Mortal). This also affects Companion weapons.

Step 7 - Pick any Other Upgrades

Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.

UpgradeEffect
Aura of the Damned
-1DP
Add 1 to your hero’s Control characteristic.
Insubstantial
-2DP
INFANTRY only. Add 1 to your hero’s Health characteristic .
Eager for Death
-3DP
The Hit characteristic of your hero’s Malignant Blade is 3+.
Malignant Strength
-3DP
The Wound characteristic of your hero’s Malignant Blade is 2+.
Bearer of Dark Flames
-3DP
Add 3 to the Attacks characteristic of your hero’s Balefire-laced Scream.
Fearsome Horror
-4DP
Add 2 to the Attacks characteristic of your hero’s Malignant Blade.
Arcane Devourer
-4DP
Non-WIZARD only. Your hero gains the following ability:

Reaction: Opponent declared a SPELL ability
DEVOUR MAGIC: The Nighthaunt's cowl flutters in spectral winds as it inhales the magical essence required to power an arcane incantation.

Effect: If a friendly NIGHTHAUNT unit wholly within 12" of this unit was picked to be the target of that spell, this unit can use the 'Unbind' ability as if it had WIZARD (1). If the spell is unbound, Heal (D3) this unit.

Malicious Urges
-4DP
Add the following ability to your hero's warscroll:

Your Charge Phase
RECKLESS REAPER: This gheist hurls itself into combat, though whether driven by an urge to self-destruct or to reap in Na gash 's name is a question that will ever go unanswered.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3.

Unrepentant Reaper
-5DP
Add the following ability to your hero's warscroll:

Once Per Turn (Army), Enemy Movement Phase
IT TOLLS FOR THEE: To face this gheist is to invite doom to your door, and yet standing before it is almost impossible even for the stout of heart.

Declare: Pick a visible enemy unit within 18" of this unit to be the target.

Effect: For the rest of the turn, each time the target is picked to use a CORE ability, roll a dice as a reaction. On a 4+, inflict D3 mortal damage on the target.

Chill Aura
-5DP
Add the following ability to your hero's warscroll:

Once Per Battle, Reaction: Opponent declared a CHARGE ability for a unit within 6" of this unit
CHILL AURA: Limbs become unresponsive and even brave fighters stall while this leering gheist lurks nearby.

Effect: Discard the highest dice from that charge roll.

Dread Harvester
-6DP
Ward rolls cannot be made for damage points inflicted by this unit’s combat attacks. This also affects Companion weapons.
Eternal Horror
-8DP
Your hero gains the WARD (4+) keyword. Other than the Companion weapon ability, weapon abilities for attacks made by enemy units have no effect while they are in combat with our hero.

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:

Once Per Turn (Army), Any Hero Phase
JUSTICE OF DEATH: This gheist zealously demands their enemies face Nagash's judgement, threatening dire punishments for those who resist.

Declare: Pick an enemy unit within 18" of this unit to be an accused unit for the rest of the battle.

Effect: The next time that accused unit uses a CORE ability, inflict D3 mortal damage on it after that ability is resolved.

Once Per Turn (Army), Any Hero Phase
MARKED FOR CAPTURE: This gheist savours the misery of those whose souls it has been charged with delivering to the underworlds.

Declare: Pick an enemy unit within 18" of this unit to be an accused unit for the rest of the battle.

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.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
MALIGNANT PROSECUTOR: This gheist screeches the guilt of those nearby for all to hear, drowning them in memories laden with regret.

Effect: Enemy units in combat with this unit cannot use commands.

Once Per Battle, Enemy Hero Phase
MARKED FOR CAPTURE: An atavistic terror overcomes those who behold this tormented wretch.

Declare: Pick an enemy unit that is in combat with this unit to be the target.

Effect: The target must use a RETREAT ability in the following movement phase if possible.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Turn (Army), Any Hero Phase
GRIM JUDGE: With the weight of Nagash's divine authority behind them, this gheist can influence what punishment will befall the victim after death.

Declare: Pick an enemy unit in combat with this unit, and each accused enemy unit within 12" of this unit, to be the targets.

Effect: Ward rolls cannot be made for the targets for the rest of the turn.

Once Per Turn (Army), Any Combat Phase
SHACKLED GAOLER: Spectral chains explode from this gheist, dragging the living to their doom.

Declare: Pick an enemy unit within 6" of this unit, and each accused enemy unit within 12" of this unit, to be the targets.

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.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Battle, Any Hero Phase
PRONOUNCE SENTENCE: The final sentencing of the accused promises an eternity of pain and suffering can chill even the bravest soul.

Effect: For the rest of the turn, accused units’ Path abilities are ignored.

Once Per Battle, End of Any Turn
SOUL-SPLITTING WAIL: A scream of lethal despondency issues from this gheist's distended jaws.

Effect: Inflict X mortal damage on each enemy unit within 6" of this unit, where X is equal to the totalled negative modifiers to that enemy unit’s control score.


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:

Passive
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.

Effect: Add 1 to run rolls and charge rolls for this unit.

Passive
FRESH FROM NAGASHIZZAR: These gheists care nothing for the wittering of the hated living.

Effect: Ignore negative modifiers to this unit’s control score.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Reaction: You declared a command for this unit
DUTIFUL PENITENTS: These minions know that only fresh punishment awaits those who shirk their duty in the face of their masters.

Effect: Return 1 slain model to this unit.

Once Per Battle (Army), Any Combat Phase
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.

Effect: Add 1 to the Rend characteristic of this unit's weapons for the rest of the turn.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
SPECTRAL LAMPREYS: Gently glowing tendrils that emanate from these Nighthaunt wrap themselves around their foes' weapons and limbs, draining them of their strength.

Effect: Subtract 1 from wound rolls for melee attacks that target this unit.

End of Any Turn
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.

Effect: Roll a D3 for each enemy unit in combat with this unit. Allocate a number of damage points to that enemy unit equal to the roll (ward rolls cannot be made for those damage points).

LEGENDARY: When a unit on this Path gains this rank, it gains the following ability:

Passive
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.

Effect: Subtract 5 from the control scores of enemy units while they are in combat with this unit.

SPEARHEAD


Cursed Shacklehorde

When the Nighthaunt mass for war, they coalesce around places of death, preceded by the reek of the grave and the wailing of the condemned. Upon sensing the living, they descend in a frenzied and fast-moving horde. Blades pass through their incorporeal forms and arrows fail to find purchase. Horror swiftly follows as the gheists close in, eager to swell their spectral ranks. Cursed Shacklehordes are despatched specifically for this purpose, impelled to capture souls to drag to the lightless gaols of the underworlds.

Shacklehordes are summoned around their Spirit Torment, a baleful entity who is attended by a pair of Chainghasts. Lingering on the periphery of battle, this unholy triumvirate empowers the horde before drifting in with chains and ghastflails swinging. The brutal enforcers of the host are the Bladegheists, who slay their victims in frenzied gyres. Any who withstand their crazed rampages are dealt with by the shredding limbs of the Dreadscythe Harridans. The shrieking cries of these fell maidens shatter the resolve of any survivors, before the swift-moving Dreadblade Harrows sweep in on their ethereal steeds to seal the fate of those who would resist the dead.

This Spearhead army consists of the following units:
General
  • Spirit Torment
Units
  • 2 Chainghasts
  • 5 Bladegheist Revenants
  • 5 Bladegheist Revenants
  • 5 Dreadscythe Harridans
  • 5 Dreadscythe Harridans
  • 2 Dreadblade Harrows

Battle Traits

SPECTRAL PROCESSION
1 of your Bladegheist Revenants units and 1 of your Dreadscythe Harridans units start the battle in reserve.
From the second battle round onwards, you can use the following ability:

Once Per Turn (Army), Your Movement Phase
CACKLING ARRIVAL: Whether diving from the skies or rising suddenly from the very ground, a host of gheists catches the foe unaware.

Declare: Pick 1 of your units in reserve.

Effect: Set up that unit anywhere on the battlefield more than 6" from all enemy units.

Passive
ETHEREAL: Nighthaunt spirits can rarely be harmed by blows delivered by those caught in the grip of a spiritual terror.

Effect: Ignore negative modifiers to save rolls for friendly units.


Regiment Abilities

Pick 1 of the following regiment abilities.

Once Per Turn (Army), Any Hero Phase
DISCORPORATE: If given the order, the Nighthaunt can flicker between the realms of the living and dead.

Declare: Pick a friendly unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to save rolls for the target for the rest of the turn.

Once Per Turn (Army), End of Any Turn
MOUNTING DREAD: The wails and shrieks of the Nighthaunt are a continuous assault on the courage of those who face them in battle.

Declare: Pick a friendly unit to be the target.

Effect: Roll a dice. On a 2+, for the rest of the turn, subtract the current battle round number from the control scores of enemy units while they are in combat with the target.


Enhancements

Give your general 1 of the following enhancements.

Your Hero Phase
UNHOLY VISAGE: Even the mightiest feel a glimmer of fear in the face of this creature's unutterably foul appearance.

Declare: Pick a visible enemy unit within 6" of your general to be the target.

Effect: Roll a dice. On a 3+, the target must immediately use a RETREAT ability as if it were the enemy movement phase. Immediately after that ability has been resolved, if the target is in combat, inflict 2D3 mortal damage on it.

Any Combat Phase
DEATHLY POSSESSOR: In a flash of balefire, the Nighthaunt vanishes. An instant later, a nearby foe's eyes glow with spectral power and they lash out at their allies, cackling in a voice not their own.

Declare: Pick an enemy HERO within 12" of your general to be the target, then pick another enemy unit within the target’s combat range to be the victim.

Effect: Roll a D3. On a 2+, pick one:
  • Inflict mortal damage on the target equal to the roll.
  • Inflict mortal damage on the victim equal to the roll.

Once Per Battle, Any Combat Phase
TALES OF HORROR: Desertions are all too common when battling this spectral terror.

Declare: Pick an enemy INFANTRY or CAVALRY unit within 6" of your general to be the target.

Effect: For the rest of the battle, if the target is replaced using the 'Call for Reinforcements' ability, halve the number of models in the replacement unit, rounding up.

Once Per Battle, Any Hero Phase
SPECTRAL HOWL: A soul-shattering howl pierces the din of battle, rooting the enemy in place.

Declare: Pick an enemy unit within 12" of your general to be the target.

Effect: For the rest of the turn, subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.


Warscrolls

SPEARHEAD WARSCROLL
Spirit Torment
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.
SPEARHEAD WARSCROLL
Spirit Torment
MELEE WEAPONS
AtkHitWndRndDmg
Shacklegheist Chains [Crit (Auto-wound)]
Shacklegheist Chains
Crit (Auto-wound)
54+3+12
Your Hero Phase
CAPTURED SOUL ENERGY: The Spirit Torment of a Cursed Shacklehorde uses the souls captured in their padlock to imbue their minions with deathly might.

Declare: Pick a friendly unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to wound rolls for the target’s combat attacks for the rest of the turn.

KEYWORDS
HERO, INFANTRY, FLY, WARD (5+)

SPEARHEAD WARSCROLL
Chainghasts
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.
SPEARHEAD WARSCROLL
Chainghasts
RANGED WEAPONS
RngAtkHitWndRndDmg
Ghastflails [Crit (Auto-wound)]
Ghastflails
Crit (Auto-wound)
12"24+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Ghastflails [Crit (Auto-wound)]
Ghastflails
Crit (Auto-wound)
24+3+21
Your Combat Phase
ANOTHER LINK IN THE CHAIN: Chainghasts act as conduits for Spirit Torments, ensuring all nearby Nighthaunt are invigorated by deathly energies.

Effect: Roll a dice. Add 1 to the roll if this unit is wholly within 12" of any friendly Spirit Torments. On a 3+, for the rest of the turn, add 1 to hit rolls for combat attacks made by friendly units while they are wholly within 12" of this unit.

KEYWORDS
INFANTRY, FLY, WARD (5+)

SPEARHEAD WARSCROLL
Dreadscythe Harridans
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.
SPEARHEAD WARSCROLL
Dreadscythe Harridans
MELEE WEAPONS
AtkHitWndRndDmg
Scythed Limbs [Crit (Auto-wound)]
Scythed Limbs
Crit (Auto-wound)
34+4+11
Passive
HARROWING SHRIEKS: The chilling cries of the Dreadscythe Harridans drive all hope from the hearts of their foes.

Effect: Enemy units cannot be healed or have slain models returned to them while they are in combat with this unit.

KEYWORDS
INFANTRY, FLY, WARD (5+)

SPEARHEAD WARSCROLL
Dreadblade Harrows
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.
SPEARHEAD WARSCROLL
Dreadblade Harrows
MELEE WEAPONS
AtkHitWndRndDmg
Dreadblade [Crit (Auto-wound)]
Dreadblade
Crit (Auto-wound)
44+3+12
Ethereal Steed’s Ghostly Hooves and Teeth [Companion, Crit (Auto-wound)]
Ethereal Steed’s Ghostly Hooves and Teeth
Companion, Crit (Auto-wound)
35+3+-1
Once Per Battle, Your Movement Phase
PHANTASMAL DISCORPORATION: Dreadblade Harrows are able to disappear in a spectral mist.

Effect: Remove this unit from the battlefield and set it up again on the battlefield more than 6" from all enemy units.

KEYWORDS
CAVALRY, FLY, WARD (5+)

SPEARHEAD WARSCROLL
Bladegheist Revenants
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.
SPEARHEAD WARSCROLL
Bladegheist Revenants
MELEE WEAPONS
AtkHitWndRndDmg
Tomb Greatblade [Crit (Auto-wound)]
Tomb Greatblade
Crit (Auto-wound)
23+3+11
Passive
THRASHING DESPERATION: Only the bravest and most determined of charges can get within striking range of the veritable wall of thrashing blades that are the Bladegheist Revenants.

Effect: While this unit contests an objective you control, enemy units cannot end a charge move within ½" of this unit unless the unmodified charge roll was 5 or more.

KEYWORDS
INFANTRY, FLY, WARD (5+)

Slasher Host

The spectral warriors of a Slasher Host crave the tearing sensation of their blades and talons biting deep into mortal victims, slicing through flesh to rend the very soul beneath. Inflicting terror and agony is their only delight, for their very existence is a punishment ordained by the Great Necromancer, Nagash.

Slasher Hosts are frenzied gatherings fuelled by spite, and the grim aura of command projected by a Knight of Shrouds is required in order to focus their malice upon Nagash’s enemies. Raising their rusted blade to the skies, this traitor-general orders floods of Chainrasps and Grimghast Reapers forth. These spirits fall upon the living in a surging mass, letting the missiles and panicked sword-strokes of their prey pass harmlessly through their incorporeal bodies as they claw open throats and pierce hearts.

Such awful slaughter drowns the battlefield in a potent haze of Shyishan magic, drawing forth the horrible agglomerations known as Spirit Hosts – gestalt entities formed from dozens of displaced souls that feed upon the death-gasps of those impaled upon their phantasmal talons.

This Spearhead army consists of the following units:
General
  • Knight of Shrouds
Units
  • 3 Spirit Hosts
  • 5 Grimghast Reapers
  • 5 Grimghast Reapers
  • 10 Chainrasps
  • 10 Chainrasps

Battle Traits

Any Charge Phase
WAVE OF TERROR: Many foes freeze in fear when faced by a swarming Nighthaunt charge.

Declare: Pick a friendly unit to use this ability if it charged this phase and the charge roll was 10+. Then, pick an enemy unit within 1" of it to be the target.

Effect: The target has STRIKE-LAST this turn.

Passive
ETHEREAL: Nighthaunt spirits can only be harmed by blows delivered with great conviction.

Effect: Ignore all modifiers to save rolls for friendly units (positive and negative).


Regiment Abilities

Pick 1 of the following regiment abilities.

Start of the First Battle Round
DEATH STALKERS: These spectral killers relentlessly hunt down quarry whose names have been whispered to them in darksome rites.

Declare: Pick an enemy unit on the battlefield.

Effect: Add 1 to the Rend characteristic of melee weapons used for attacks that target that unit.

Passive
CHORUS OF TERROR: Warriors are frozen in place by the shrieks of the Nighthaunt as they wash over the enemy lines in a wave of terror.

Effect: Subtract 1 from hit rolls for combat attacks that target a friendly unit that charged in the same turn.


Enhancements

Give your general 1 of the following enhancements.

End of Any Turn
SOULFIRE RING: Gouts of lashing green flames leap forth from this ring as it consumes the souls of those slain by the wearer.

Effect: If any models were slain by your general this turn, Heal (D6) your general.

Once Per Battle, Your Hero Phase
BEACON OF NAGASHIZZAR: This malignant light summons departed souls.

Effect: Return 1 slain model to each friendly unit on the battlefield.

Passive
CLOAKED IN SHADOW: Eerily intangible, this spirit’s ethereal form fades in and out of existence like some wispy cloud of supernatural mist.

Effect: No more than 1 enemy unit can target your general with attacks (shooting or combat) per phase.

Passive
SHADOW'S EDGE: It is impossible to tell if this ebon blade is corporeal or mere shadow, yet its touch tears through flesh and bone with ease.

Effect: Your general’s Sword of Stolen Hours has Crit (Mortal).


Warscrolls

SPEARHEAD WARSCROLL
Knight of Shrouds
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.
SPEARHEAD WARSCROLL
Knight of Shrouds
MELEE WEAPONS
AtkHitWndRndDmg
Sword of Stolen Hours [Crit (Auto-wound)]
Sword of Stolen Hours
Crit (Auto-wound)
54+3+12
Once Per Turn (Army), Any Hero Phase
DISCORPORATE: This spectral overseer gives the order for their warriors to flicker between the realms of the living and dead.

Declare: Pick a friendly unit wholly within 9" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to save rolls for the target for the rest of the turn.

KEYWORDS
HERO, INFANTRY, FLY, WARD (6+)

SPEARHEAD WARSCROLL
Chainrasps
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.
SPEARHEAD WARSCROLL
Chainrasps
MELEE WEAPONS
AtkHitWndRndDmg
Malignant Weapon [Crit (Auto-wound)]
Malignant Weapon
Crit (Auto-wound)
24+5+-1
Passive
CHILLING HORDE: When the enemy is frozen in fear, the Chainrasps effortlessly drag to the underworlds any who face their assault.

Effect: Add 1 to wound rolls for combat attacks made by this unit if it charged in the same turn.

KEYWORDS
INFANTRY, FLY, REINFORCEMENTS, WARD (6+)

SPEARHEAD WARSCROLL
Spirit Hosts
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.
SPEARHEAD WARSCROLL
Spirit Hosts
MELEE WEAPONS
AtkHitWndRndDmg
Spectral Claws and Daggers [Crit (Auto-wound)]
Spectral Claws and Daggers
Crit (Auto-wound)
64+4+-1
Passive
DRAWN TO WAR: When the champions of the Nighthaunt muster their processions for battle, Spirit Hosts flock to join their cause, serving as useful fodder for the enemy.

Effect: Your general has WARD (4+) while they are within 1" of this unit.

KEYWORDS
INFANTRY, FLY, WARD (6+)

SPEARHEAD WARSCROLL
Grimghast Reapers
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.
SPEARHEAD WARSCROLL
Grimghast Reapers
MELEE WEAPONS
AtkHitWndRndDmg
Slasher Scythe [Crit (Auto-wound)]
Slasher Scythe
Crit (Auto-wound)
24+3+11
Passive
REAPED LIKE CORN: The scythes wielded by these ghostly warriors can be swung in great sweeping arcs, cutting down whole ranks of enemy warriors.

Effect: Combat attacks made by this unit score critical hits on unmodified hit rolls of 5+ if the target unit has 5 or more models.

KEYWORDS
INFANTRY, FLY, WARD (6+)
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

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.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within ½" of an enemy faction terrain feature as if it were a unit.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics etc.).
  • Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘ShootCORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

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
DEPLOY FACTION TERRAIN: The army has taken to the field surrounding an important and powerful landmark.

Declare: Pick a friendly faction terrain feature that has not been deployed to be the target.

Effect: Set up the target faction terrain feature wholly within friendly territory, more than 3" from all objectives and other terrain features. After you have done so, it has been deployed.
KEYWORDSDEPLOY TERRAIN
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

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.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Passive
GUARDED HERO: The leader is shielded by their warriors, who close ranks around them to protect them from harm.

Effect: If this HERO(not MONSTER or WAR MACHINES) is within the combat range of a friendly unit that is not a HERO:
  • Subtract 1 from hit rolls for shooting attacks that target this HERO.
  • If this HERO is INFANTRY, they cannot be picked as the target of shooting attacks made by models more than 12" from them.
Obscuring
While every model in a non-MONSTER non‐WAR MACHINE unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch).
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The NIGHTHAUNT and WIZARD keywords are used in the following Nighthaunt warscrolls:

13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.

The non-HERO NIGHTHAUNT and INFANTRY keywords are used in the following Nighthaunt warscrolls:

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

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.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES can join an eligible regiment as a CLATTERING PROCESSION.

Cavalry Hero
War Machine
Cavalry

The non-HERO NIGHTHAUNT and CAVALRY keywords are used in the following Nighthaunt warscrolls:

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Those HEROES can join an eligible regiment as a HERO.

Cavalry Hero
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
This HERO can join an eligible regiment as a CLATTERING PROCESSION WIZARD.

Cavalry Hero
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
Those HEROES can join an eligible regiment as a ETERNAL NIGHTMARE WIZARD.

Infantry Hero
Monster Hero
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


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!
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).

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:

Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.

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.
CALL FOR REINFORCEMENTS
Once Per Turn, Your Movement Phase
CALL FOR REINFORCEMENTS: A second wave of troops enters the fray, replacing those lost to the rigours of battle.

Declare: Pick a friendly REINFORCEMENTS unit that has been destroyed.

Effect: Set up an identical replacement unit on the battlefield, wholly within friendly territory, wholly within 6" of the battleeld edge and not in combat.

Each REINFORCEMENTS unit can only be replaced once. Replacement units cannot themselves be replaced.
KEYWORDSCORE

32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2026