Nighthaunt – Vault of Souls

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NIGHTHAUNT WARSCROLL
Vault of Souls
-
6
4+
8+
Countless souls are harvested by the Nighthaunt processions every day, feeding the Great Necromancer’s bottomless appetite for raw spirit-matter with which to fuel his conquests. Often, the gheists kill so freely and often that the air is filled with streaming tides of souls, none of which must be allowed to escape the draw of the underworlds. Thus, Nighthaunt hex-mages have mastered the conjuring of an arcane chest known as a Vault of Souls – a repository into which those disembodied spirits are drawn and trapped, so that they might be remade into the cursed forms of Nighthaunt. Sometimes, however, the sheer quantity of captured spirits is too vast even for those incantations to hold. Glutting itself too greedily, the Vault of Souls will begin to tremble and crack, the animate matter within attempting to break free in desperation. If this should occur, the results are devastating, as a lethal implosion of soul energy bursts from the Vault, blasting the life from any mortals nearby. Nighthaunt spellcasters have even learnt to trigger this detonation intentionally, to the horror of their enemies.
NIGHTHAUNT WARSCROLL
Vault of Souls
Passive
SIPHON SOULS: This summoned chest siphons souls, filling itself to overflowing with the rich spirits of mortalkind.

Effect: Each time a model (friendly or enemy) is slain within 12" of this MANIFESTATION, give this MANIFESTATION a soul point, to a maximum of 6.

End of Any Turn
SOUL ERUPTION: Should a Vault of Souls glut itself too greedily, the captured spirits within will burst free, tearing at those nearby in their desperation to escape.

Declare: If this MANIFESTATION has 6 soul points, pick any number of enemy units within 6" of this unit to be the targets.

Effect: Roll a dice for each target. On a 3+, inflict an amount of mortal damage on the target equal to the roll. Then, reset this MANIFESTATION’S soul points to 0.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
DEATH, NIGHTHAUNT
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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17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.

The MANIFESTATION keyword is used in the following Nighthaunt warscrolls:

Endless Spell

The ENDLESS SPELL keyword is used in the following Nighthaunt warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2024