8" 2 6+ 1 5+ In life, the Myrmourn Banshees sought arcane power for their own ends, failing to pay proper respect to the Great Necromancer. In death, they are cursed to consume magic with a horrible hunger, yet they can never use it themselves nor ever be sated. Wherever such energy blooms, the Myrmourn Banshees are drawn in like carrion feasters to a corpse. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Chill Dagger [Anti-WIZARD (+1 Rend), Crit (Auto-wound)] | |||||||
Chill Dagger Anti-WIZARD (+1 Rend), Crit (Auto-wound) | 2 | 4+ | 3+ | 1 | D3 |
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KEYWORDS | INFANTRY, 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:
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In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes. | ||
The INFANTRY keyword is used in the following Nighthaunt warscrolls:
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KEYWORDS | SPELL |
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KEYWORDS | UNBIND |