Nighthaunt – Scourge of Aqshy Spirit Hosts

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NIGHTHAUNT WARSCROLL
Scourge of Aqshy Spirit Hosts
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.
NIGHTHAUNT WARSCROLL
Scourge of Aqshy Spirit Hosts
MELEE WEAPONS
AtkHitWndRndDmg
Spectral Claws and Daggers [Crit (Auto-wound)]
Spectral Claws and Daggers
Crit (Auto-wound)
64+4+-1
BATTLE PROFILE

Unit Size: 3      Points: 100
Base size: 50mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Once Per Turn (Army), Any Combat Phase
TERRIFYING SPECTRES: So utterly petrifying are the Spirit Hosts that the foe cannot take their eyes off their dreadful forms, granting other gheists the opportunity to land a telling blow.

Declare: Pick an enemy unit in combat with this unit to be the enemy target. Then, you can pick a friendly NIGHTHAUNT HERO in combat with the enemy target to be the friendly target.

Effect: You can spend 1 rage dice. If you do:
Apply the effect below.
  • If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7.
  • Otherwise, roll a dice. On a 3+, apply the effect below.

For the rest of the turn:
  • Subtract 1 from hit rolls for attacks made by the enemy target that do not target this unit.
  • Ignore positive modifiers to hit rolls for the enemy target’s attacks.
  • If you picked a friendly target, add 1 to the Damage characteristic of its melee weapons for attacks that target the enemy target.

KEYWORDS
INFANTRY, FLY, WARD (5+)
DEATH, NIGHTHAUNT
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


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!

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.

Army List
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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).
© Vyacheslav Maltsev 2013-2026