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:
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’). |
Nighthaunt armies can use the following abilities:
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.
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.
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.
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.
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.
Quicksilver Gheists
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.
Shrieker Host
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
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
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
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
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.
Shades of Death
HERO only
|
| RULER OF THE SPECTRAL HOSTS | 20 |
| DEATHLY POSSESSOR | 0 |
| SHADOWY AURA | 0 |
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.
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.
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.
Relics of the Underworlds
HERO only
|
| BRAZIER OF NAGASHIZZAR | 0 |
| LIGHTSHARD OF THE HARVEST MOON | 20 |
| MIRROR OF ECHOING FAILURES | 0 |
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.
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.
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
|
| STAVE OF SUFFERING | 0 |
| TOMBSTONE OF THE PENITENT | 0 |
| AMULET OF WAKING NIGHTMARES | 0 |
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.
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.
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.
Relics of the Underworlds
HERO only
|
| TOME OF THE RESTLESS CRYPTS | 0 |
| ETHEREAL FETTERS | 0 |
| URN OF DESPONDENCY | 0 |
TOME OF THE RESTLESS CRYPTS: This volume holds the secrets to calling forth more hungering mausoleums.
Effect: If there are fewer than 3 friendly Nexuses of Grief on the battlefield,
set up a
Nexus of Grief within 3" of a friendly
NIGHTHAUNT unit, more than 3" from all
objectives and enemy units, more than 1" from all other
terrain features, and more than 12" from all other friendly
Nexuses of Grief.
ETHEREAL FETTERS: Spectral chains erupt from this Nighthaunt’s form to temporarily shackle the souls of nearby foes, ensuring they cannot escape.
Declare: Pick an enemy unit
in combat with this unit to be the target.
Effect: For the rest of the turn, if possible, this unit must be picked to be the target of
pile-in moves made by the target.
URN OF DESPONDENCY: From this funerary urn emerge swirling spirits that feed upon negative emotions. Empowered by resentment, they become as a spectral whirlwind, speeding the bearer to new sources of suffering.
Effect: Spend up to 3
rage dice. If your opponent’s
fury level is lower than yours, they must increase their
fury level by 1, to a maximum of 7.
Then, roll
XD6, where
X is the number of
rage dice spent. This unit can move a distance in inches up to the roll but must end that move
in combat with a damaged enemy unit and/or an enemy unit that has fewer models than its starting size.
Lore of the Underworlds
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.
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.
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.
Infernal Sorceries
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.
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.
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.
Crimes 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.
|
| VOCIFEROUS DEFAMERS | 10 |
| BACKSTABBING BETRAYERS | 10 |
| COWARDS AND DESERTERS | 10 |
VOCIFEROUS DEFAMERS: These wretches denied the Great Necromancer’s arcane might; as punishment, they are beholden to Nagash’s mages.
Effect: Add 1 to
casting rolls for friendly
NIGHTHAUNT WIZARDS while they are wholly within 12" of and
visible to this unit. Add 2 to casting rolls instead if this unit is also
in combat with an enemy
WIZARD or PRIEST.
BACKSTABBING BETRAYERS: Condemned to eternal solitude for their traitorous deeds, these spectres take out their loneliness on the enemy.
Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons while it is more than 12" from all other friendly Nighthaunt units.
COWARDS AND DESERTERS: Fearful and craven in life, these gheists continue to flee from their enemies beyond the grave.
Effect: After that
FIGHT ability has been resolved, roll a dice. You can spend 1
rage dice. If you do:
- Add 1 to the roll.
- If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7
.
On a 3+, this unit can move a distance up to its Move characteristic. It can move through the
combat ranges of enemy units but cannot end that move
in combat.
Army of Renown
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.
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.
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.
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.
| KEYWORDS | CORE, MOVE, RETREAT |
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.
HERO only
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.
HERO only
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.
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.
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.
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.
Army of Renown
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.
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.
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.
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.
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.
HERO only
DAMNED VESSEL: With a wretched wail, a gheist's will is temporarily eclipsed as Nagash channels his power through their ragged shape.
Effect: Each time you declare a
SPELL ability for a friendly
Nagash within 18" of this unit, you can measure the range and
visibility of that
SPELL ability from this unit instead of that
Nagash.
HERO only
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.
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.
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.
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.
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.
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.
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
| | |
| 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). | |
| | |
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 TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Chainrattler | 10 | 150 | | Foul Spectre | 30 | 250 | | Lord of Torment | 50 | 350 |
|
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.
To begin with, your hero has the following warscroll:
| Malignant Blade [Crit (Auto-wound)] |
| | Malignant Blade Crit (Auto-wound) | 3 | 4+ | 3+ | 1 | 2 |
| HERO, INFANTRY, FLY, WARD (5+) |
| DEATH, NIGHTHAUNT |
Step 3 - Choose an Archetype
You must pick 1 of the following Archetypes for your hero:
| | |
| 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 WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Malignant Blade Crit (Auto-wound) | 5 | 4+ | 3+ | 1 | 2 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Malignant Blade Crit (Auto-wound) | | 5 | 4+ | 3+ | 1 | 2 |
|
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 Options | Any NIGHTHAUNT units |
|
| |
| | |
| | |
| Your hero gains the WIZARD (1) keyword and the following regiment options:
| Regiment Options | Any NIGHTHAUNT units |
|
| |
| | |
| | |
| Your hero gains the following ability and regiment options:
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 Options | Any NIGHTHAUNT units |
|
| |
| | |
| | |
| Your hero gains the following weapon and regiment options:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Balefire-laced Scream Shoot in Combat | 12" | D3 | 4+ | 3+ | 2 | D3 |
|
| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Balefire-laced Scream Shoot in Combat | | 12" | D3 | 4+ | 3+ | 2 | D3 |
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| Regiment Options | Any NIGHTHAUNT units |
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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.
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| OriginsAWFUL 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.
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.
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.
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| FlawsBRINGER 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.
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.
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).
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Step 5 - Choose a Battle Mount
You can pick up to 1
Battle Mount for your hero.
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| 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 WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Ethereal Steed’s Ghostly Hooves and Teeth Companion, Crit (Auto-wound) | 3 | 5+ | 3+ | - | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Ethereal Steed’s Ghostly Hooves and Teeth Companion, Crit (Auto-wound) | | 3 | 5+ | 3+ | - | 1 |
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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.
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: 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.
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.
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 WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Relic Bearers’ Claws and Ethereal Steeds’ Hooves Crit (Auto-wound), Companion | 14 | 4+ | 4+ | - | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Relic Bearers’ Claws and Ethereal Steeds’ Hooves Crit (Auto-wound), Companion | | 14 | 4+ | 4+ | - | 1 |
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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.
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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.
| Upgrade | Effect | | Damned Haste -2DP | Add 2" to your hero's Move characteristic. | | Desperation's Haste -2DP | Add the following ability to your hero's warscroll:
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:
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 WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Attendants’ Deadly Weapons Crit (Auto-wound), Companion | 4 | 4+ | 4+ | 2 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Attendants’ Deadly Weapons Crit (Auto-wound), Companion | | 4 | 4+ | 4+ | 2 | 2 |
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| | 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. |
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Step 7 - Pick any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | 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:
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:
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:
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:
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. |
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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.
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.
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:
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.
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:
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.
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:
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.
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.
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| 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.
Effect: Add 1 to run rolls and charge rolls for this unit.
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:
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.
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:
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.
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:
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.
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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.
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| This Spearhead army consists of the following units:
General Units - 2 Chainghasts
- 5 Bladegheist Revenants
- 5 Bladegheist Revenants
- 5 Dreadscythe Harridans
- 5 Dreadscythe Harridans
- 2 Dreadblade Harrows
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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:
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.
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.
Pick 1 of the following regiment abilities.
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.
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.
Give your general 1 of the following enhancements.
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.
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.
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.
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.
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| 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. | |
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| Shacklegheist Chains [Crit (Auto-wound)] |
| | Shacklegheist Chains Crit (Auto-wound) | 5 | 4+ | 3+ | 1 | 2 |
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.
| HERO, INFANTRY, FLY, WARD (5+) |
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| 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. | |
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| Ghastflails [Crit (Auto-wound)] |
| | Ghastflails Crit (Auto-wound) | 12" | 2 | 4+ | 3+ | 2 | 1 |
| Ghastflails [Crit (Auto-wound)] |
| | Ghastflails Crit (Auto-wound) | | 2 | 4+ | 3+ | 2 | 1 |
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.
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| 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. | |
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| Scythed Limbs [Crit (Auto-wound)] |
| | Scythed Limbs Crit (Auto-wound) | 3 | 4+ | 4+ | 1 | 1 |
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.
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| 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. | |
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| 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 |
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.
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| 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. | |
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| Tomb Greatblade [Crit (Auto-wound)] |
| | Tomb Greatblade Crit (Auto-wound) | 2 | 3+ | 3+ | 1 | 1 |
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.
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.
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| This Spearhead army consists of the following units:
General Units - 3 Spirit Hosts
- 5 Grimghast Reapers
- 5 Grimghast Reapers
- 10 Chainrasps
- 10 Chainrasps
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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.
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).
Pick 1 of the following regiment abilities.
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.
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.
Give your general 1 of the following enhancements.
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.
BEACON OF NAGASHIZZAR: This malignant light summons departed souls.
Effect: Return 1
slain model to each friendly unit on the battlefield.
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.
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).
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| 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. | |
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| Sword of Stolen Hours [Crit (Auto-wound)] |
| | Sword of Stolen Hours Crit (Auto-wound) | 5 | 4+ | 3+ | 1 | 2 |
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.
| HERO, INFANTRY, FLY, WARD (6+) |
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| 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. | |
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| Malignant Weapon [Crit (Auto-wound)] |
| | Malignant Weapon Crit (Auto-wound) | 2 | 4+ | 5+ | - | 1 |
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.
| INFANTRY, FLY, REINFORCEMENTS, WARD (6+) |
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| 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. | |
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| Spectral Claws and Daggers [Crit (Auto-wound)] |
| | Spectral Claws and Daggers Crit (Auto-wound) | 6 | 4+ | 4+ | - | 1 |
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.
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| 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. | |
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| Slasher Scythe [Crit (Auto-wound)] |
| | Slasher Scythe Crit (Auto-wound) | 2 | 4+ | 3+ | 1 | 1 |
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.