Nighthaunt – Chainghasts

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NIGHTHAUNT WARSCROLL
Chainghasts
8"
3
4+
1
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 such as Spirit Torments in the capturing of mortal souls. All Chainghasts are masked in iron and bound in an endless state of misery at their personal incarceration. They are clad in heavy chains of cursed blackiron, these fetters alloyed with the most despairing of emotions. Known to the sepulchre-keepers and deathseers of Shyish as ghastflails, these dread weapons are the means by which the Chainghasts reap more souls for their masters. When whirled with sufficient force, these flails build up a charge of purest misery – an amethyst aura that is then unleashed to fly outwards as spectral bolts of flame. These are no normal fires, for they can burn the target’s very soul. Even those who survive are left catatonic and broken, easy prey for the Nighthaunt to overwhelm.
NIGHTHAUNT WARSCROLL
Chainghasts
RANGED WEAPONS
RngAtkHitWndRndDmg
Ghastflails
Ghastflails12"24+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Ghastflails [Crit (Auto-wound)]
Ghastflails
Crit (Auto-wound)
24+3+21
BATTLE PROFILE

Unit Size: 2      Points: 100
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

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 NIGHTHAUNT units while they are wholly within 12" of this unit.

KEYWORDS
INFANTRY, 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.
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 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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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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
© Vyacheslav Maltsev 2013-2024