10" 12 5+ 5 5+ 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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Wraith’s Spectral Weapons [Charge (+1 Damage), Crit (Auto-wound)] | |||||||
| Wraith’s Spectral Weapons Charge (+1 Damage), Crit (Auto-wound) | 5 | 3+ | 3+ | 2 | 2 | ||
| Black Coach’s Iron-shod Wheels [Crit (Auto-wound), Companion] | |||||||
| Black Coach’s Iron-shod Wheels Crit (Auto-wound), Companion | 8 | 4+ | 3+ | 2 | 2 | ||
Once Per Turn (Army), Any Hero Phase |
Once Per Turn (Army), Any Hero Phase |
Your Charge Phase |
KEYWORDS | WAR MACHINE, FLY, WARD (5+) |
| DEATH, NIGHTHAUNT |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Passive |
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! | ||
| Q: | If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does FLY allow that unit to move across an enemy unit’s combat range? |
| A: | Yes. |
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:
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
| ||
| In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes. | ||
| Q: | If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian? |
| A: | Yes. |
Passive |
| 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. |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Any Hero Phase | 1 |
The WAR MACHINE keyword is used in the following Nighthaunt warscrolls:
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Q: | When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move? |
| A: | No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move. |
| Q: | If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll? |
| A: | No. |