10" 12 4+ 5 Thundering through the darkening gloom, a Black Coach goes where its wraithlike steersman wills it, the team of undead horses at the fore galloping at uncanny speed but never tiring. The coach can cross chasms and battle lines alike, for it is held aloft as often by the spirit energy surrounding it as it is by metal-bound wheels. At will, its driver can shift the carriage’s form from the ectoplasmic to the physical; when the coach slams into the enemy, it hurls them broken to the ground, the sheer impact of its hurtling mass enough to kill even before the spirit host bound to it claws and stabs at the survivors.
A Black Coach is a hearse of sorts, yet it is far more than a conveyance for the cursed entity entombed within. The coach is a lodestone for unnatural magic, and the coffin inside is bathed in Shyishan energy wherever it roams. The more people it kills, the more these ending magics intensify. The energies that thrum through the coach’s chassis have a powerful debilitating effect on the living and are focused like light through a prism until the sarcophagus inside is awash with baleful magic. The artefacts precious to the creature within are borne alongside it by spectral relic bearers, ghostly forms awaiting that fateful night when their master rises to claim them once more. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Soulreach Grasp [Shoot in Combat, Crit (Auto-wound)] | ||||||||
Soulreach Grasp Shoot in Combat, Crit (Auto-wound) | 10" | 2 | 4+ | 3+ | 2 | 2 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Ethereal Steeds’ Ghostly Hooves and Teeth [Companion, Crit (Auto-wound)] | ||||||||
Ethereal Steeds’ Ghostly Hooves and Teeth Companion, Crit (Auto-wound) | 8 | 5+ | 3+ | - | 1 | |||
Relic Bearers’ Spectral Claws [Companion, Crit (Auto-wound)] | ||||||||
Relic Bearers’ Spectral Claws Companion, Crit (Auto-wound) | 6 | 4+ | 4+ | - | 1 | |||
Wraith Weapons [Crit (Auto-wound)] | ||||||||
Wraith Weapons Crit (Auto-wound) | 5 | 3+ | 3+ | 2 | 2 |
Any Charge Phase |
Your Movement Phase |
KEYWORDS | CORE |
End of Any Turn |
KEYWORDS | WAR MACHINE, FLY, WARD (6+) |
DEATH, NIGHTHAUNT |
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The WAR MACHINE keyword is used in the following Nighthaunt warscrolls:
| ||
Passive |
When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
The FLY keyword is used in the following Nighthaunt warscrolls:
Passive |
The WARD keyword is used in the following Nighthaunt warscrolls:
The DEATH keyword is used in the following Nighthaunt warscrolls:
The NIGHTHAUNT keyword is used in the following Nighthaunt warscrolls:
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
The non-UNIQUE NIGHTHAUNT and HERO keywords are used in the following Nighthaunt warscrolls:
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. | ||