Nighthaunt – Nexus of Grief

This warscroll does not meet the selection criteria (see Settings tab).
•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, more than 1" from all terrain features 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
Errata
Nexus of Grief
Change the effect of ‘Hungry Crypts’ to:
‘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, more than 1" from all terrain features and more than 12" from all other friendly Nexuses of Grief.'
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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
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).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.
15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
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.

FAQ / Errata

FAQ
Q:Do models removed as a result of a unit being out of coherency count as having been slain?
A:
Yes.
Errata
Addenda: 18.3 Slain models
Add the following:

‘You must remove the fewest models possible to make the unit a single coherent group.’
Addenda: removed from play/removed from the battlefield
Add the following definition:

‘removed from play/removed from the battlefield: When a model or unit is removed from the battlefield, it no longer has any effect on the battle, though it can still be relevant for abilities that allow you to return models or replace units.’
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 2013-2026