Nighthaunt – Spirit Hosts

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NIGHTHAUNT WARSCROLL
Spirit Hosts
8"
3
4+
1
Since even before the Necroquake’s fell curse cascaded across the cosmos, hosts of unquiet spirits have haunted the lands. They have but wisps of sentience, a spectral mass grave rising mist-like from the ground. They gather thick around locations or individuals redolent with Shyishan energy much as starvelings gather at a feast, for they feed on the stuff of death and will do anything to propagate it. It should come as no surprise that Spirit Hosts are commonly seen drifting alongside the Nighthaunt processions, for wherever the ethereal hosts roam, death and suffering is certain to follow. These are the spirits of the damned, stripped of form and individuality to roil as a mass of ethereal energy. Despite their crude nature, however, only the foolish would dismiss the threat of Spirit Hosts. These are dangerous entities indeed. Amidst their swooping forms are fanged jaws, grasping talons and rusting iron blades that can pass through physical armour to strike at the very core of their enemy’s being.
NIGHTHAUNT WARSCROLL
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: 130
Base size: 50mm
Can be reinforced: Yes

Passive
DRAWN TO WAR: When the champions of the Nighthaunt muster their processions for battle, Spirit Hosts flock to join their cause, serving as useful fodder for the enemy.

Effect: Friendly NIGHTHAUNT INFANTRY HEROES have WARD (4+) while they are wholly within this unit’s combat range.

KEYWORDS
INFANTRY, 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.
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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The NIGHTHAUNT, INFANTRY and HERO keywords are used in the following Nighthaunt warscrolls:

© Vyacheslav Maltsev 2013-2024