8" 3 6+ 1 5+ Semi-sentient clusters of the unquiet dead, Spirit Hosts coalesce around the battlefields and graveyards of the Bright Realm, hungering for the stuff of death. To look upon them is to feel the icy trickle of primal fear down one’s spine. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Spectral Claws and Daggers [Crit (Auto-wound)] | |||||||
| Spectral Claws and Daggers Crit (Auto-wound) | 6 | 4+ | 4+ | - | 1 | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | INFANTRY, FLY, WARD (5+) |
| DEATH, NIGHTHAUNT |
| ||
Passive |
| 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:
Passive |
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:
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The NIGHTHAUNT and HERO keywords are used in the following Nighthaunt warscrolls: