Nighthaunt – Nexus of Grief

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NIGHTHAUNT WARSCROLL
Nexus of Grief
-
8
5+
-
5+
This dread crypt is possessed of a malign sentience and drenched in amethyst magic. Its stones collapse and reconfigure as it haunts the enemies of Nagash inexorably across lonely moors and hillsides. Appearing as if at will out of the mist and shadow, it is a baleful silhouette in the darkness. Tortured spirits are harboured within its sepulchral confines, emanating grief-stricken malice. Their cries deeply unsettle living foes within earshot or act as a salve to embolden nearby Nighthaunt.
NIGHTHAUNT WARSCROLL
Nexus of Grief
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: Use model
Can be reinforced: No

The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

Once Per Turn (Army), Your Movement Phase
HUNGRY CRYPTS: The haunted crypt tears itself apart, only to reassemble itself moments later.

Effect: Remove this terrain feature from the battlefield and set it up again on the battlefield within 3" of a friendly NIGHTHAUNT unit, more than 3" from all objectives and enemy units, and more than 12" from all other friendly Nexuses of Grief.

Passive
SCREAMS OF THE PENITENT: The agony inflicted on the souls trapped in a Nexus of Grief is awful to bear witness to.

Effect: Enemy units cannot use commands while they are within 3" of this terrain feature.

Once Per Turn (Army), End of Any Turn
AWFUL REFASHIONING: The spirits locked within the Nexus of Grief are agonisingly transformed into cackling gheists, their dreadful wails a brief and bitter balm for nearby Nighthaunt

Declare: Pick a friendly Nexus of Grief, then pick up to 3 friendly NIGHTHAUNT units wholly within 12" of it to be the targets. You cannot pick the same unit to be a target of this ability more than once per phase.

Effect: For each target:
  • If the target is damaged, Heal (D3) the target.
  • If the target is not damaged, return a number of slain models to it with a combined Health characteristic of up to D3.

KEYWORDS
FACTION TERRAIN, WARD (5+)
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).
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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21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.
© Vyacheslav Maltsev 2013-2025