Nighthaunt – Scourge of Ghyran Black Coach

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NIGHTHAUNT WARSCROLL
Scourge of Ghyran Black Coach
10"
12
4+
5
6+
Thundering through the Ghyranite forests and leaving a screaming trail of ectoplasm in its wake, a Black Coach is both bone-shattering war machine and unholy shrine. Its ghostly attendants screech blood-curdling threats as they brandish swords, tomes and necromantic relics – possessions of the undead tyrant who lies dormant within a coffin atop the great hearse.
NIGHTHAUNT WARSCROLL
Scourge of Ghyran Black Coach
MELEE WEAPONS
AtkHitWndRndDmg
Wraith’s Spectral Weapons [Charge (+1 Damage), Crit (Auto-wound)]
Wraith’s Spectral Weapons
Charge (+1 Damage), Crit (Auto-wound)
53+3+22
Black Coach’s Iron-shod Wheels [Crit (Auto-wound), Companion]
Black Coach’s Iron-shod Wheels
Crit (Auto-wound), Companion
84+3+22
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 170 × 105mm
Can be reinforced: No
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Once Per Turn (Army), Any Hero Phase
SPECTRAL ATTENDANTS: The spectral attendants of the Black Coach bear potent artefacts, usually the possessions with which the occupant was interred. These can greatly empower the coach itself or imbue it with an aura of death magic that invigorates nearby Nighthaunt.

Effect: Pick 1 of the following to apply for the rest of the turn:

Noble Blade: This unit’s melee weapons, including Companion weapons, have Crit (Mortal) instead of Crit (Auto-wound).

Unholy Grail: Pick a friendly NIGHTHAUNT unit wholly within 12" of this unit. Each time that unit uses the ‘Rally’ command, you receive 3 additional rally points.

Tome of Undead Lore: This unit has WIZARD (1).

Once Per Turn (Army), Any Hero Phase
ONE STOP, NO RETURN: A Black Coach bears down upon its target at the appointed hour, flaming hoofprints burning the skies. Where it arrives, soul-numbing terror is brought with it.

Declare: Pick an objective you do not control to be the target.

Effect: For the rest of the turn, while enemy units are contesting the target objective, they cannot score critical hits while this unit is also contesting it (hit rolls that would be critical hits score hits instead).

Any Charge Phase
SPECTRAL CARRIAGE: Unimpeded by physical obstacles due to its phantasmal form and carried upon spectral winds, a Black Coach hurtles towards its victims with horrifying swiftness.

Effect: For the rest of the phase, add 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3.

KEYWORDS
WAR MACHINE, FLY, WARD (6+)
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).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
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.

The WAR MACHINE keyword is used in the following Nighthaunt warscrolls:

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.

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Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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).
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
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.
© Vyacheslav Maltsev 2013-2025