Nighthaunt – Spirit Hosts

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SPEARHEAD WARSCROLL
Spirit Hosts
8"
3
4+
1
6+
Spirit Hosts are formed from a mass of lesser gheists, bound together by a need to consume the energies of death. Drawn to the battlefield’s feast of morbid energies, they possess neither individuality nor recognisable form, but this does not make them any less deadly as they sweep across the battlefield, their grasping claws and rusting blades passing through physical armour to wound their prey’s very essence.
SPEARHEAD WARSCROLL
Spirit Hosts
MELEE WEAPONS
AtkHitWndRndDmg
Spectral Claws and Daggers [Crit (Auto-wound)]
Spectral Claws and Daggers
Crit (Auto-wound)
64+4+-1
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: Your general has WARD (4+) while they are within 1" of this unit.

KEYWORDS
INFANTRY, FLY, WARD (6+)
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.
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
Warscrolls collated

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