Nighthaunt – Spirit Torment

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NIGHTHAUNT WARSCROLL
Spirit Torment
8"
5
4+
2
The deeply unsettling creatures known as Spirit Torments are Nagash’s spectral gaolers. Lords of the Great Oubliette, a continent-sized underworld said to be honeycombed with freezing dungeons and pitch-black cells, their most distinctive features are the great shacklegheist chains they drag behind them. Spirit Torments swing these malefic weapons with incredible might, chuckling darkly as the hefty iron padlocks that cap each chain strike their enemies with the force of a cannonball. Yet the true horror of a Spirit Torment lies in their ability to trammel the life force of the slain into those same enchanted padlocks. Escape from these eldritch prisons is all but impossible – it is said they are even able to capture the discorporating energies of Stormcast Eternals before they can return to the heavens. All Spirit Torments get a dark satisfaction from peering into the depths of their arcane prisons and observing the miseries of those trapped within. In consuming their captives’ last vestiges of hope, each Torment becomes a locus of dread, empowering their fellow Nighthaunt even as mortals are assailed by waves of disconsolate terror.
NIGHTHAUNT WARSCROLL
Spirit Torment
MELEE WEAPONS
AtkHitWndRndDmg
Shacklegheist Chains [Crit (Auto-wound)]
Shacklegheist Chains
Crit (Auto-wound)
54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY

Passive
CAPTURED SOUL ENERGY: The chains and padlocks carried by Spirit Torments can capture spirits and reshape them into raw amethyst power to aid their minions.

Effect: Each time a friendly NIGHTHAUNT unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.

KEYWORDS
HERO, 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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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).
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.
© Vyacheslav Maltsev 2013-2024