8" 1 6+ 1 5+ Chainrasps are the twisted spirits of transgressors who lived their last months locked in stocks or bound by chain and padlock; others had cruel metal masks nailed to their skulls or heavy weights tied to their limbs. Regardless, they all went to their deaths sure of longed-for oblivion – only to find the ruler of Shyish would alter only their form and not their fate. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Malignant Weapon [Crit (Auto-wound)] | |||||||
Malignant Weapon Crit (Auto-wound) | 2 | 4+ | 5+ | - | 1 |
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KEYWORDS | INFANTRY, CHAMPION, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
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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:
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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:
The INFANTRY keyword is used in the following Nighthaunt warscrolls:
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The CHAMPION keyword is used in the following Nighthaunt warscrolls: