Nighthaunt – Black Coach

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NIGHTHAUNT WARSCROLL
Black Coach
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.
NIGHTHAUNT WARSCROLL
Black Coach
RANGED WEAPONS
RngAtkHitWndRndDmg
Soulreach Grasp [Shoot in Combat, Crit (Auto-wound)]
Soulreach Grasp
Shoot in Combat, Crit (Auto-wound)
10"24+3+22
MELEE WEAPONS
AtkHitWndRndDmg
Ethereal Steeds’ Ghostly Hooves and Teeth [Companion, Crit (Auto-wound)]
Ethereal Steeds’ Ghostly Hooves and Teeth
Companion, Crit (Auto-wound)
85+3+-1
Relic Bearers’ Spectral Claws [Companion, Crit (Auto-wound)]
Relic Bearers’ Spectral Claws
Companion, Crit (Auto-wound)
64+4+-1
Wraith Weapons [Crit (Auto-wound)]
Wraith Weapons
Crit (Auto-wound)
53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 170 × 105mm
Can be reinforced: No

Any Charge Phase
RUNAWAY COACH: This nightmare‑drawn carriage crushes any who attempt to withstand its momentum.

Declare: If this unit charged this phase, 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 equal on the target equal to the roll.

Your Movement Phase
NIMBUS OF POWER: Dark magic lends the vehicle blurring speed that allows it to disappear, only to reappear in a more advantageous position.

Effect: If this unit is not in combat, remove it from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSCORE

End of Any Turn
EVOCATION OF DEATH: The dormant occupant feeds upon the energies of death and uses them to bring spectral champions back from the underworlds.

Declare: If this unit destroyed any enemy units this turn, pick a friendly non-UNIQUE NIGHTHAUNT HERO that has been destroyed.

Effect: Set up a replacement unit wholly within 12" of this unit. The replacement unit can only be set up in combat with enemy units that are in combat with this unit.

KEYWORDS
WAR MACHINE, FLY, WARD (6+)
DEATH, NIGHTHAUNT
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).
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.
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.

The WAR MACHINE keyword is used in the following Nighthaunt warscrolls:

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.
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!
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.

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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).
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).
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

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.

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

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.

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.
© Vyacheslav Maltsev 2013-2024