Nighthaunt – Warscrolls


Cavalry Hero


NIGHTHAUNT WARSCROLL
Knight of Shrouds on Ethereal Steed
12"
7
4+
2
Each Knight of Shrouds is a traitor-commander who chose to betray their people rather than face the inevitability of death. Breaking their oaths and damning their souls forever, they abandoned their people to Nagash’s justice – only to fall into the Great Necromancer’s clutches themselves. Nagash, for his part, interpreted their betrayal not as cowardice but as wisdom, seeing value in commanders who understood that to resist his will was madness. Seized upon death and remade into cloaked wraiths, the shroud-knights now lead the hosts of the Nighthaunt into battle, compounding the weakness in their soul with every mortal army they send to the grave. Many a Knight of Shrouds takes to the battlefield atop an ethereal steed, favouring the speed and killing power of such a being. They cut a fearsome sight as they order their screeching soldiery forward in a gushing tide of ectoplasm, spurring them on to take their vengeance against the living. When the outcome of the fighting seems determined, the Knight of Shrouds will join the slaughter, their Sword of Stolen Hours stealing the life from their foes while their mount lashes out with hooves and a raking bite.
NIGHTHAUNT WARSCROLL
Knight of Shrouds on Ethereal Steed
MELEE WEAPONS
AtkHitWndRndDmg
Sword of Stolen Hours [Crit (Auto-wound)]
Sword of Stolen Hours
Crit (Auto-wound)
54+3+12
Ethereal Steed’s Ghostly Hooves and Teeth [Companion, Crit (Auto-wound)]
Ethereal Steed’s Ghostly Hooves and Teeth
Companion, Crit (Auto-wound)
35+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, 0-1 Black Coach, Any CAVALRY

Passive
STOLEN HOURS: The bearer of a Sword of Stolen Hours can steal vital energy from a foe and use it to increase their own power.

Effect: Each time this unit uses a FIGHT ability, after that FIGHT ability has been resolved, Heal (X) this unit, where X is the number of damage points allocated to enemy units by combat attacks made as part of that FIGHT ability.

Reaction: You declared a FIGHT ability for this unit
CAVALRY OVERSEER: In life, the Knight of Shrouds commanded legions of devoted soldiers. In death, they turn their military genius to the command of shrieking spirits and vengeful phantasms.

Effect: Pick a friendly non-HERO NIGHTHAUNT CAVALRY or WAR MACHINE unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
HERO, CAVALRY, FLY, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Reikenor the Grimhailer
12"
7
4+
2
The scythe-wielding wraith known as Reikenor was once a mortal monarch adept in the ways of Shyishan magic, whose attempts to achieve immortality drew the ire of the Great Necromancer. King Reikenor hoped to banish the curse of death, freeing his people to live forever. Nagash himself punished Reikenor for his hubris, tearing out his soul. Displaying his usual talent for ironic cruelty, Nagash remade the sorcerer-king’s spirit into the dread form of the Grimhailer – the leering, spectral fiend who would become his prime executioner. Reikenor now hunts mortals who seek to defy death’s cold embrace, persecuting those who commit the very crimes for which he was sentenced to oblivion. Soaring through the night atop his cadaverous winged steed Kyllaron, the Grimhailer tracks down these blasphemers. He is the reaper of souls, but his necrotically empowered scythe is not his deadliest weapon: with a pinch of his bony fingers, Reikenor snuffs out a candle atop his steed, instantly extinguishing the animus of one who displeased the Great Necromancer so that their corpse falls lifeless to the ground.
NIGHTHAUNT WARSCROLL
Reikenor the Grimhailer
MELEE WEAPONS
AtkHitWndRndDmg
Fellreaper [Charge (+1 Damage), Crit (Auto-wound)]
Fellreaper
Charge (+1 Damage), Crit (Auto-wound)
53+3+22
Kyllaron’s Ghostly Hooves and Teeth [Companion, Crit (Auto-wound)]
Kyllaron’s Ghostly Hooves and Teeth
Companion, Crit (Auto-wound)
35+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, Any NIGHTHAUNT

Any Hero Phase
CORPSE CANDLES: When preparing to cast a spell by snuffing out the flame of a corpse candle, Reikenor can drain his own or a victim’s essence to help fuel his sorcery.

Declare: Pick either this unit or a visible enemy unit within 12" of this unit to be the target.

Effect: Allocate 1 damage point to the target.

If you picked an enemy unit, add 1 to casting rolls for this unit for the rest of the turn.

If you picked this unit, for the rest of the turn:
  • Add 1 to casting rolls for this unit.
  • Add 1 to this unit’s power level.

Your Hero Phase
7
WRAITHSTORM: Reikenor tears the souls from his victims and commands them to assail their allies.

Declare: Pick a visible enemy unit within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target. If any models are slain by this ability, inflict an additional D3 mortal damage on the target.
KEYWORDSSPELL

Passive
GRIM JUSTICE: Through his arcane powers, Reikenor can sense those who tamper with Nagash’s designs or commit any other sacrilegious act.

Effect: Add 1 to hit rolls and wound rolls for attacks made with this unit’s Fellreaper if the target is a PRIEST or a WIZARD.

KEYWORDS
UNIQUE, HERO, WIZARD (1), CAVALRY, FLY, WARD (6+)
DEATH, NIGHTHAUNT

Infantry Hero


NIGHTHAUNT WARSCROLL
Cairn Wraith
8"
5
4+
2
The hunched and shrouded shape of the Cairn Wraith is known and feared in all the realms, the subject of hundreds of scare-tales and morality stories. It is an icon of death, a reaper known and feared by every people in every land, for amongst all the greater spirits of the Nighthaunt processions, the Cairn Wraith is the most widespread. It takes no scholar of the dead to know that the bite of its scythe can cut a man’s soul from his body to leave a cooling corpse behind, reaping the living in great swinging arcs should they gather en masse. Likewise, even the merest street urchin knows this creature’s cruel hand can pass through flesh and bone alike, reaching in to still the heart of its prey. As to their origin, some believe the Cairn Wraiths were once mass murderers or delvers into ancient lore who made pacts to extend their lifespans that went horribly wrong. The truth is that each has its own history of fell deeds and that they seek only to extend their sagas of slaughter. Solitary creatures, they can be bound to the service of a greater undead only through painstaking ritual – though given the bow wave of terror they can inspire in the living, such rites of binding are invariably time well spent.
NIGHTHAUNT WARSCROLL
Cairn Wraith
MELEE WEAPONS
AtkHitWndRndDmg
Cairnoch Scythe [Crit (Auto-wound)]
Cairnoch Scythe
Crit (Auto-wound)
64+3+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Cursed Soul.

Passive
EAGER DEATH-DEALERS: The enthusiasm with which this faceless monster swings its cairnoch scythe is such that it drives nearby Grimghast Reapers into an unholy whirlwind of death.

Effect: While this unit is in combat, add 1 to the Attacks characteristic of melee weapons used by friendly Grimghast Reapers while they are wholly within 12" of this unit.

KEYWORDS
HERO, INFANTRY, FLY, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Guardian of Souls
8"
5
4+
2
Should a traveller stray into a graveyard or mausoleum in the dead of night, they may see an unwholesome fire burning in the gloom. This is no will-o’-the-wisp or magical illusion but the lantern of a sorcerous Guardian of Souls. These drifting creatures are nexuses of undead energy, and they form the focal point of many a Nighthaunt host. They are guardians only in that they preserve the lesser gheists from banishment back to Shyish, for Nagash still has need of their hatred in the other realms. As mortals, these so-called guardians each dabbled in the dark arts of undeath, but after realising they trod a perilous downward spiral, they stepped away – a weakness of morality that the Great Necromancer neither forgot nor forgave. Upon their deaths, Nagash remade these former magic users as unliving conduits for the necromantic energy they once spurned. The ornate lanterns they carry invigorate the dead and gheists are drawn to them as a starving peasant is drawn to the window of a feast hall. These lesser undead are given new animus, bound into a host of ravening spirits ready to annihilate the living in the name of the Great Necromancer.
NIGHTHAUNT WARSCROLL
Guardian of Souls
MELEE WEAPONS
AtkHitWndRndDmg
Chill Blade [Crit (Auto-wound)]
Chill Blade
Crit (Auto-wound)
34+3+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY

Passive
NIGHTMARE LANTERN: The cursed light of Nagashizzar bound within a nightmare lantern invigorates the dark souls of any Nighthaunt it illuminates.

Effect: While this unit is in combat, add 1 to wound rolls for combat attacks made by friendly NIGHTHAUNT units while they are wholly within 12" of this unit.

KEYWORDS
HERO, WIZARD (1), INFANTRY, FLY, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Knight of Shrouds
8"
5
4+
2
Each Knight of Shrouds is a traitor-commander who chose to betray their people rather than face the inevitability of death. Breaking their oaths and damning their souls forever, they abandoned their people to Nagash’s justice – only to fall into the Great Necromancer’s clutches themselves. Nagash, for his part, interpreted their betrayal not as cowardice but as wisdom, seeing value in commanders who understood that to resist his will was madness. Seized upon death and remade into cloaked wraiths, the shroud-knights now lead the hosts of the Nighthaunt into battle, compounding the weakness in their soul with every mortal army they send to the grave. Traitors they might be, but a Knight of Shrouds still possesses a savvy understanding of military matters and a formidable talent for single combat. With the Sword of Stolen Hours that marks their rank, a Knight of Shrouds cuts down those heroes they once considered their peers and adds their siphoned vitality to their own. These wraith generals are consumed by self-hatred, of course, but when turned outwards, dark emotion can be a powerful motivator – a fact Nagash knows better than any other being in the realms.
NIGHTHAUNT WARSCROLL
Knight of Shrouds
MELEE WEAPONS
AtkHitWndRndDmg
Sword of Stolen Hours [Crit (Auto-wound)]
Sword of Stolen Hours
Crit (Auto-wound)
54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, 0-1 Black Coach, Any INFANTRY

Passive
STOLEN HOURS: The bearer of a Sword of Stolen Hours can steal vital energy from a foe and use it to increase their own power.

Effect: Each time this unit uses a FIGHT ability, after that Fight ability has been resolved, Heal (X) this unit, where X is the number of damage points allocated to enemy units by combat attacks made as part of that FIGHT ability.

Reaction: You declared a FIGHT ability for this unit
INFANTRY OVERSEER: Each Knight of Shrouds was a mighty general in mortal life and still retains the ability to spur their soldiery to great feats of arms.

Effect: Pick a friendly non-HERO NIGHTHAUNT INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
HERO, INFANTRY, FLY, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Krulghast Cruciator
8"
6
4+
2
The best course of action upon seeing a Krulghast is to run and never look back. These hideous, ethereal horrors are nightmarish even amongst the ranks of the undead, and their malice is distilled to an almost elemental sadism. They carry the torture racks that finally broke them upon their bent backs, for each Cruciator died during horrific bodily punishment and is keen to visit the same fate upon their foes. Yet they will not stop there. The art of the Cruciator is to torment the soul as much as the body, and as scholars of pain and suffering, they are highly adept at it. So skilled in the art of soul-torture are these horrors that those who fall into their clutches are kept between life and death for years, sometimes decades, in a state of permanent agony. While they prefer slowly peeling their prey apart, Cruciators wield various flensing knives and other razor-sharp implements that can swiftly eviscerate anyone foolish enough to challenge them in single combat. These fearsome gheists can even draw arcane power from the suffering of those around them, channelling this trauma into a beacon of death magic that strengthens nearby Nighthaunt, rendering them almost impossible to banish.
NIGHTHAUNT WARSCROLL
Krulghast Cruciator
RANGED WEAPONS
RngAtkHitWndRndDmg
Phantasmal Torture [Shoot in Combat]
Phantasmal Torture
Shoot in Combat
12"43+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Talons and Flensing Knives [Crit (Auto-wound)]
Talons and Flensing Knives
Crit (Auto-wound)
44+3+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY

Passive
EMPOWERED THROUGH EXCRUCIATION: Krulghast Cruciators draw power from the suffering of those around them, becoming beacons of death magic that make nearby Nighthaunt more difficult to banish.

Effect: Ignore the first damage point that would be allocated to each friendly NIGHTHAUNT unit wholly within 12" of this unit in each phase.

KEYWORDS
HERO, INFANTRY, FLY, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Kurdoss Valentian
The Craven King
8"
7
4+
5
The Craven King sits upon a grand throne and wears an imposing crown of dark iron, but these are nothing more than worthless trinkets; Kurdoss Valentian will never know a moment of true glory, for his reign is nothing more than a farce and his gestured commands can be disobeyed without consequence. The twin heralds who hover at their monarch’s side – the souls of two brothers Valentian had murdered in his pursuit of power – do not regale him with tales of his triumphs but instead mock and denigrate him eternally. Endlessly tormented by their words yet unable to lash out because of the sorceries that bind him, Kurdoss seeks an outlet for his immortal anguish in battle. In the press of combat, Valentian swings his enormous mace with skull-crushing force, finding some catharsis in every slain champion or butchered monster. Yet even this is tainted by the knowledge that he is little more than a crude implement to be wielded by his liege, Lady Olynder. He is unable even to speak without her permission, and nothing but grave-dust spills from his mouth when he tries to bellow an order or curse a foe. So powerful is Valentian’s aura of bitter silence that even enemy leaders find their commands dying on their lips. For if the Craven King cannot rule, then no mortal king may do so in his stead.
NIGHTHAUNT WARSCROLL
Kurdoss Valentian
The Craven King
MELEE WEAPONS
AtkHitWndRndDmg
Sepulchral Sceptre [Crit (Auto-wound)]
Sepulchral Sceptre
Crit (Auto-wound)
43+3+23
Wraith Heralds’ Spectral Claws [Companion, Crit (Auto-wound)]
Wraith Heralds’ Spectral Claws
Companion, Crit (Auto-wound)
64+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 200
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, Any NIGHTHAUNT

Once Per Turn, Reaction: Opponent declared a command for a unit within 12" of this unit
IF I CANNOT RULE, NONE SHALL RULE!: In the presence of Kurdoss Valentian’s all-consuming bitterness and the cruel malice of his heralds, the commands of enemy generals turn to dust in their mouths even as they issue them.

Effect: Roll a dice. On a 3+, unless your opponent spends 1 additional command point to use that command, the command has no effect, it still counts as having been used and the command points spent to use the command are still lost.

KEYWORDS
UNIQUE, HERO, INFANTRY, FLY, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Lady Olynder
Mortarch of Grief
8"
7
4+
2
The Mortarch of Grief is an avatar of misery and tragic fate, the dreadful result of Nagash’s experiments to see how much sorrow he could pour into a single soul. Once, she was a cruel mortal queen of the city-state Dolorum, disguising her murderous ambition behind a veil of false tears. Taken by Nagash and remade as a spectral monarch, she now feels everything she professed to and more. Sheer, entropic sorrow radiates from her like a crushing wave, causing plants to wither and warriors to collapse in paroxysms of horror. Unhurried, Lady Olynder drifts towards them, reaching for her funerary veil with pallid fingers. When she reveals her true face, all who look upon it perish in an instant of paralysing terror. Lady Olynder is accompanied at all times by a retinue of ghostly handmaidens, whose banshee screams combine with the Mortarch’s own malign presence to stop the hearts of the weak-willed. These attendants carry with them a cursed hourglass – a symbol of the fate that awaits all mortals. When shattered, this relic is able to stop the flow of time entirely, freezing Lady Olynder’s victims on the spot in a state of utmost horror.
NIGHTHAUNT WARSCROLL
Lady Olynder
Mortarch of Grief
RANGED WEAPONS
RngAtkHitWndRndDmg
Horrifying Visage [Crit (Auto-wound)]
Horrifying Visage
Crit (Auto-wound)
12"12+2+3D6
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Midnight [Crit (Auto-wound)]
Staff of Midnight
Crit (Auto-wound)
44+3+1D3
Handmaidens’ Spectral Claws [Companion, Crit (Auto-wound)]
Handmaidens’ Spectral Claws
Companion, Crit (Auto-wound)
64+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 300
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, Any NIGHTHAUNT

Once Per Battle, Your Hero Phase
NO REST FOR THE WICKED: Should the spectral forms of her minions be banished, Lady Olynder will wrench their souls back from the underworlds.

Declare: Pick any number of friendly NIGHTHAUNT units on the battlefield to be the targets.

Effect: For each target, you can return a number of slain models to that unit with a combined Health characteristic of up to D3+3.

Passive
MORTARCH OF GRIEF: Chosen by Nagash to serve as his Mortarch of Grief, Lady Olynder’s very presence serves as a psychological weapon of terrible potency.

Effect: Subtract 3 from the control scores of enemy units while they are within 12" of this unit.

Your Hero Phase
6
GRIEF-STRICKEN: Lady Olynder’s incantations can cause a pall of misery and utter desolation to descend upon her enemies.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Ignore positive modifiers to hit rolls, wound rolls and save rolls for the target for the rest of the turn.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, WIZARD (2), INFANTRY, FLY, WARD (4+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Lord Executioner
8"
5
4+
2
Bearing the headsman’s axe of their former trade, a Lord Executioner is a macabre killer. Sent to claim the lives of those who have escaped the cold justice of Shyish, the spirits of the wrongfully executed drift around them, crying out their anguish into the night even as they intercept blows meant to harm their slayer. Unusually amongst the ranks of the Nighthaunt, the Lord Executioner was once a deliverer of justice rather than a criminal who defied it. These figures were held in fear in life, for their calling was that of the headsman, their duty to decapitate or hang those who flouted the law. Theirs was a task attended to with diligent dedication, even relish. Some such executioners become enamoured with their craft. Towards the end of their tenures, they did not look too closely at the circumstances surrounding each kill, though they told themselves they were always acting in the name of civil stricture and order. Nagash has stripped away that pretence, and now they take head from neck without such mortal qualms. To look upon them is to know that one’s crimes have been judged by a pitiless arbiter, and all that awaits is the bitter embrace of the grave.
NIGHTHAUNT WARSCROLL
Lord Executioner
MELEE WEAPONS
AtkHitWndRndDmg
Decapitating Greataxe [Anti-HERO (+1 Rend), Crit (Auto-wound)]
Decapitating Greataxe
Anti-HERO (+1 Rend), Crit (Auto-wound)
53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Cursed Soul.

Once Per Turn, Any Combat Phase
STARING DEATH IN THE FACE: The unwavering stare of a Lord Executioner seems to penetrate the victim’s very soul.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 2+, subtract 1 from the Attacks characteristic of the target’s melee weapons for the rest of the turn. In addition, if the target is a HERO, subtract 5 from the target’s control score for the rest of the turn.

KEYWORDS
HERO, INFANTRY, FLY, WARD (5+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Scriptor Mortis
8"
6
4+
2
Where once they pledged to record only truth, now the Scriptors Mortis are cursed to extol the glory of the necrotopia. Endlessly they rewrite the scurrilous ‘lies’ of Sigmar’s glory – his liberation of Nagash in the Age of Myth foremost amongst them – and instead chronicle the victories of the Great Necromancer’s armies, penning a tableau of events far more to his liking. Yet Nagash has empowered the Scriptors to do more than observe. They are not only his propagandists but the arbiters of his grim truths, bidden to terminally censor any who would defy their place in his vision. Should they learn the true name of a troublesome mortal, these scribes will note it down, assigning their soul to an underworld judged a fitting punishment. Boisterous warriors expecting to feast alongside their ancestors are left stranded amidst endless tundra, while crusaders against the undead stand forever immobile amongst hellscapes filled with shuffling, stinking cadavers. By carrying out esoteric rites and snuffing out an enchanted candle, the Scriptors can bring such a marked mortal’s existence to a sudden close. Enemies may strive to banish a Scriptor before their sentence is carried out, but given the presence of the other Nighthaunt drawn to and empowered by their flickering wychlight candles, this is easier said than done.
NIGHTHAUNT WARSCROLL
Scriptor Mortis
MELEE WEAPONS
AtkHitWndRndDmg
Malicious Quill [Crit (Auto-wound)]
Malicious Quill
Crit (Auto-wound)
34+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Cursed Soul.

Once Per Turn (Army), Your Hero Phase
SENTENCED TO ETERNAL TORMENT: Once the true name of a judged enemy is recorded, their unending punishment is all but inescapable.

Declare: Pick a visible enemy unit within 18" of this unit to be the target.

Effect: Roll a dice. On a 3+, the target has the SENTENCED keyword for the rest of the battle.

Once Per Turn (Army), End of Your Turn
JUDGE, JURY AND EXECUTIONER: With a mere flick of a quill, sentenced souls are dragged to the underworlds.

Effect: Roll a dice for each SENTENCED enemy unit on the battlefield. On a 4+, inflict an amount of mortal damage equal to the current battle round number on that SENTENCED unit.

KEYWORDS
HERO, INFANTRY, FLY, WARD (6+)
DEATH, NIGHTHAUNT


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


NIGHTHAUNT WARSCROLL
Tomb Banshee
8"
5
4+
2
The scream of the banshee can burst eardrums, freeze the blood and age metal to rust. Those who hear the cry at close quarters turn white as alabaster, their spiritual essence ripped from their body by the intensity of that deathly howl. Only the bravest can shrug off its effects before it is too late. Even then, they are marked by it for evermore, hearing the echo of that chilling shriek whenever the nights are darkest. Banshees are created from the souls of those who faced the greatest betrayal in life. They find no release upon their deaths, for at the hand of Nagash, their torment is magnified a hundredfold until they can do nothing but give vent to it in the form of their signature scream. Their faces are distorted in a corpse’s rictus grimace, their hands are wiry-strong and their daggers can pass through steel breastplates to slash at the internal organs of those they catch. The strongest of their number gather baneful choirs of fellow banshees to their side, such as the Burning Scream of Aqshy, whose howls ignite the air itself. With their hellish voices joined as one, their aural onslaught can kill entire ranks of veteran soldiery.
NIGHTHAUNT WARSCROLL
Tomb Banshee
RANGED WEAPONS
RngAtkHitWndRndDmg
Piercing Scream [Shoot in Combat]
Piercing Scream
Shoot in Combat
12"D34+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Ancient Chill Dagger [Crit (Auto-wound)]
Ancient Chill Dagger
Crit (Auto-wound)
34+3+2D3
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY

Once Per Turn (Army), Any Shooting Phase
GHOSTLY HOWL: There is no describing the shrieking wail of the Banshee; it is so horrific that its sound alone can pierce the soul of any who hear it.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by attacks made with this unit’s Piercing Scream to be the target.

Effect: Roll a dice. On a 2+, the target cannot use commands until the start of your next turn.

Passive
CACOPHONY OF SORROW: The piercing scream of the Tomb Banshee amplifies the discordant shrieks of Myrmourn Banshees, breaking the resolve of even the bravest of soldiers.

Effect: While there are any friendly Myrmourn Banshees units wholly within 12" of this unit, ignore positive modifiers to the control scores of enemy units within 12" of this unit.

KEYWORDS
HERO, INFANTRY, FLY, WARD (6+)
DEATH, NIGHTHAUNT

Monster Hero


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Nagash
Supreme Lord of the Undead
10"
18
3+
10
All living beings dread the name of Nagash, the God of Undeath. Cruel and tyrannical, the overlord of Shyish intends to conquer the Mortal Realms and transform them into a lifeless Necrotopia, in which not a speck of dust moves unless it is by his will. Wielding Alakanash, the Staff of Power, the cursed blade Zefet-nebtar, and surrounded by the Nine Books of Nagash, the Great Necromancer commands the full, terrible power of Shyishan magic. With a contemptuous gesture, he tears the souls from the living, their last moments of agonising horror providing the fuel for his next arcane onslaught. When the Great Necromancer accompanies the Nighthaunt processions to war, the terror they bring to mortal lands is beyond comprehension. Gheists sweep forth in boiling tides, stirred to a frenzy of bitter rage by the presence of their master, while Nagash fills the skies with surging, crackling storms of amethyst arcana. Rare indeed are the mortals who would not flee in mindless panic at such a sight, throwing down their weapons and abandoning their vows – but this does not save their lives, for the living can never outrun death.
NIGHTHAUNT WARSCROLL
Nagash
Supreme Lord of the Undead
MELEE WEAPONS
AtkHitWndRndDmg
Alakanash
Alakanash43+3+2D6
Zefet-nebtar
Zefet-nebtar43+3+23
BATTLE PROFILE

Unit Size: 1      Points: 880
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, Any NIGHTHAUNT

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, subtract 3 from its power level.

Passive
THE STAFF OF POWER: Alakanash is capped with gems of purest grave-sand.

Effect: Add 2 to casting rolls for this unit while it has not miscast any spells this turn. If this unit miscasts a spell, ignore the restriction that would stop this unit from casting any more spells this turn.

Once Per Turn (Army), End of Any Turn
HAND OF DUST: Nagash’s touch can turn a foe to a pile of dusty bones in moments.

Declare: Pick a visible enemy HERO or MONSTER in combat with this unit to be the target.

Effect: Hide a dice in one of your hands or under one of two appropriate containers. Your opponent must pick one of your hands or containers. If they pick the one hiding the dice, this ability has no effect. If they pick the empty one, the target is automatically destroyed.
KEYWORDSRAMPAGE

Once Per Battle, Your Hero Phase
SUPREME LORD OF THE UNDEAD
Declare: Pick a friendly non-HERO non-UNIQUE DEATH unit that has been destroyed to be the target.

Effect: Set up a replacement unit identical to the target wholly within 12" of this unit and more than 9" from all enemy units.

Your Hero Phase
7
INVOCATION OF NAGASH: In a storm of morbid sorcery, Nagash blasts his foes’ souls or re-knits his minions’ bodies.

Declare: This unit can cast this spell more than once per phase. Pick a visible unit wholly within 18" of this unit that has not been picked to be the target of this spell this turn to be the target, then make a casting roll of 2D6.

Effect: If the target is an enemy unit, inflict D3 mortal damage on it. If the target is a friendly DEATH unit, pick 1 of the following effects:
  • Return a number of slain models to the target unit with a combined Health characteristic of up to 3.
  • The target has WARD (5+) until the start of your next turn.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (9), FLY, WARD (5+)
DEATH, NIGHTHAUNT

War Machine Hero


NIGHTHAUNT WARSCROLL
Awlrach the Drowner
10"
7
4+
2
A chorus of pitiful, gurgling cries heralds the coming of Awlrach the Drowner, a murderous wraith borne across the lands on a funeral barque. This spectral vessel trails the tormented spirits of those Awlrach betrayed and killed as a mortal, sending them to a briny death in the guise of a friendly boatman. Such cruel and needless murder was pleasing to Nagash, who remade Awlrach as a hunched and towering gheist. He ordered his new servant to row forever across the Mortal Realms, slaying mortals and delivering their souls to the underworlds. The Drowner is unusual amongst the Nighthaunt hordes, for he truly relishes his eternal duty. To look upon this faceless murderer is to gaze into a black abyss of evil – an entity that commits atrocity not because he is driven to by compulsion but simply because he enjoys it. Awlrach’s work is never done. Always there is more living prey to drown in deathly energy; always there are more spirits desperate to climb from the corpse-strewn soil onto his barque rather than dwindle to nothingness in the boiling ectoplasm of his wake.
NIGHTHAUNT WARSCROLL
Awlrach the Drowner
MELEE WEAPONS
AtkHitWndRndDmg
Deathwood Oar [Crit (Auto-wound)]
Deathwood Oar
Crit (Auto-wound)
44+3+2D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 80mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, Any NIGHTHAUNT

Once Per Turn (Army), Your Movement Phase
PASSAGE THROUGH THE UNDERWORLDS: A master of navigation, Awlrach can drift through the ethereal plane to new locations at will. By the time the foe has discovered his arrival, it is all too late to stop the spectral cargo that made the journey with him.

Declare: If this unit is not in combat, pick a friendly non-HERO NIGHTHAUNT unit that is not in combat and is wholly within 12" of this unit to be the target.

Effect: Remove this unit and the target from the battlefield, then set them up again on the battlefield wholly within 6" of each other and more than 7" from all enemy units.
KEYWORDSCORE

KEYWORDS
UNIQUE, HERO, WAR MACHINE, FLY, WARD (6+)
DEATH, NIGHTHAUNT

Cavalry


NIGHTHAUNT WARSCROLL
Dreadblade Harrows
12"
3
4+
1
There, glimpsed in the mist – a pale rider, shrouded and hunched. A sword glints in the darkness, the rider’s skeletal steed trailing blue-green flame. A clatter of bone breaks the silence, and it has reappeared behind the lines, riding hard towards some unseen target. In a swirl of dark energy, it is gone. There is a piercing scream as it reappears, charging at the observer and levelling its sword so it bursts right through their chest. As its victim slumps, dying, to the bloodsoaked ground, the Dreadblade Harrow discorporates with an eerie laugh. Once, these phantasmal entities were noble cavaliers in the service of an officer who would later become a Knight of Shrouds. Champions all, they stood by whilst their masters betrayed their office, their people, even life itself. By their silence they were damned, for to do nothing in the face of evil is a sin unto itself. Not a trace of honour can be found amongst them; if they find any gratification, it is in the most heinous and unchivalrous of deeds. Outriders and bodyguards for the monarchy of the dead, they have become the Knights of Regret, riding incorporeal on the winds of Shyish to slay, discorporate and slay again without the slightest remorse.
NIGHTHAUNT WARSCROLL
Dreadblade Harrows
MELEE WEAPONS
AtkHitWndRndDmg
Dreadblade [Crit (Auto-wound)]
Dreadblade
Crit (Auto-wound)
44+3+12
Ethereal Steed’s Ghostly Hooves and Teeth [Companion, Crit (Auto-wound)]
Ethereal Steed’s Ghostly Hooves and Teeth
Companion, Crit (Auto-wound)
35+3+-1
BATTLE PROFILE

Unit Size: 2      Points: 160
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
CURSE OF LOYALTY: Dreadblade Harrows are spectral knights who serve as cursed vassals for the commands of their masters.

Effect: If this unit charged this turn, add 3 to the control scores of friendly NIGHTHAUNT units while they are wholly within 12" of this unit.

Your Movement Phase
PHANTASMAL DISCORPORATION: Dreadblade Harrows are able to disappear in a spectral mist.

Effect: Remove this unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSCORE

KEYWORDS
CAVALRY, FLY, WARD (6+)
DEATH, NIGHTHAUNT


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Hexwraiths
12"
3
4+
1
Hexwraiths are phantasmal cavalrymen, able to pound through the air as easily as they traverse solid ground. They cross misty rivers and lakes of lava with daunting speed to fall upon those who thought themselves safe. Swathed in ragged shrouds alight with the deathly amethyst energy they cut from their foes, they swing enchanted scythes as they pass by. These weapons – wreathed in baleflame – sever the metaphysical cords that binds soul to body, leaving only senseless corpses slumping in the Hexwraiths’ wake. Hexwraiths were gifted horsemen in life. Their only crime was to delight in mounted battle above all else and fail to pay proper homage to the Great Necromancer. Their reward in death is for that love to be turned into an unstoppable weapon; they find themselves trapped atop a grotesque echo of their favoured steed for evermore. The Hexwraith can never rest, for the ride is eternal, and Nagash ensures that every moment in which they fail to please him with offerings of slain mortals is spent in burning agony.
NIGHTHAUNT WARSCROLL
Hexwraiths
MELEE WEAPONS
AtkHitWndRndDmg
Ethereal Steed’s Ghostly Hooves and Teeth [Companion, Crit (Auto-wound)]
Ethereal Steed’s Ghostly Hooves and Teeth
Companion, Crit (Auto-wound)
35+3+-1
Spectral Scythe [Charge (+1 Damage), Crit (Auto-wound)]
Spectral Scythe
Charge (+1 Damage), Crit (Auto-wound)
24+4+11
BATTLE PROFILE

Unit Size: 5      Points: 180
Base size: 60 × 35mm
Can be reinforced: Yes

Any Charge Phase
SPECTRAL HUNTERS: As the Hexwraiths ride down their chosen prey, their targets are subject to the phantasmal cavalry’s life-leeching powers.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
CAVALRY, CHAMPION, FLY, WARD (6+)
DEATH, NIGHTHAUNT

Infantry


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Bladegheist Revenants
8"
1
4+
1
To be trapped in the jaws of death is to find a spasming, animalistic strength. It is a frantic energy born of primal fear, usually accompanied by tight-throated screaming that seeks to deny oblivion with every iota of the sufferer’s soul. The beings known as Bladegheist Revenants are born of that terminal state; indeed, they are trapped in it, unable to leave the panic of those final moments. It is that panic that Nagash has turned into a weapon. These ill-fated spirits’ crime was nothing more than meeting especially tormenting fates. Some of their number died imprisoned inside spike-laden iron maidens; others were sealed into coffins and sank beneath the waves or walled up alive where none could find them. The thrashing desperation that overcame them in those last moments, the animal urge to cling onto life, needled Nagash’s petty temper. Working his fell magics, the Great Necromancer has eternally trapped the Bladegheists in their final moments of frenetic strength, lashing out in vain to save themselves without any conception of the damage they are wreaking. In truth, they swing razored greatswords back and forth, lopping off limbs and heads as they whirl like drunken dervishes in a futile attempt to escape their doom.
NIGHTHAUNT WARSCROLL
Bladegheist Revenants
MELEE WEAPONS
AtkHitWndRndDmg
Tomb Greatblade [Crit (Auto-wound)]
Tomb Greatblade
Crit (Auto-wound)
23+3+11
BATTLE PROFILE

Unit Size: 10      Points: 160
Base size: 32mm
Can be reinforced: Yes

Passive
THRASHING DESPERATION: Twisting and whirling with deadly sweeps of their swords, Bladegheist Revenants become a ghastly storm of violence against terrified enemies.

Effect: If this unit charged this turn, add 1 to the Attacks characteristic of this unit’s melee weapons for the rest of the turn.

KEYWORDS
INFANTRY, FLY, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Chainghasts
8"
3
4+
1
Chainghasts are the servants and enforcers of the Great Oubliette. They are wrought from the soul-stuff of those who beseeched the gods to free them from imprisonment, whether it was justified or otherwise, but did not include Nagash in their entreaties. Their punishment is to retain a dim sliver of awareness, just enough to desire their liberty, yet be bound to obey and assist more powerful gheists such as Spirit Torments in the capturing of mortal souls. All Chainghasts are masked in iron and bound in an endless state of misery at their personal incarceration. They are clad in heavy chains of cursed blackiron, these fetters alloyed with the most despairing of emotions. Known to the sepulchre-keepers and deathseers of Shyish as ghastflails, these dread weapons are the means by which the Chainghasts reap more souls for their masters. When whirled with sufficient force, these flails build up a charge of purest misery – an amethyst aura that is then unleashed to fly outwards as spectral bolts of flame. These are no normal fires, for they can burn the target’s very soul. Even those who survive are left catatonic and broken, easy prey for the Nighthaunt to overwhelm.
NIGHTHAUNT WARSCROLL
Chainghasts
RANGED WEAPONS
RngAtkHitWndRndDmg
Ghastflails
Ghastflails12"24+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Ghastflails [Crit (Auto-wound)]
Ghastflails
Crit (Auto-wound)
24+3+21
BATTLE PROFILE

Unit Size: 2      Points: 100
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Your Combat Phase
ANOTHER LINK IN THE CHAIN: Chainghasts act as conduits for Spirit Torments, ensuring all nearby Nighthaunt are invigorated by deathly energies.

Effect: Roll a dice. Add 1 to the roll if this unit is wholly within 12" of any friendly Spirit Torments. On a 3+, for the rest of the turn, add 1 to hit rolls for combat attacks made by friendly NIGHTHAUNT units while they are wholly within 12" of this unit.

KEYWORDS
INFANTRY, FLY, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Chainrasps
8"
1
5+
1
On they come in the dark of night, a tide of moaning, rattling curse-gheists each with a history as black as a rotten tooth. The greater portion of Nagash’s spectral legions, Chainrasps are the twisted spirits of criminal souls who, towards the ends of their lives, believed that death would at least be a respite. Some lived out their last months locked in stocks or bound by chain and padlock; others had cruel metal masks nailed to their skulls or heavy weights tied to their limbs. Regardless, they all went to their deaths sure of a longed-for change – only to find the ruler of Shyish would alter only their form and not their curse. Remade as gheists, these unfortunate souls were bound eternally to the trappings of their disgrace. Now Chainrasps have only their hatred and envy of the living to call their own, for all hope is denied to them. In times of war, they swarm in great ectoplasmic hosts; they can drag down even the hardiest soldiers in sufficient numbers. With claws and spectral blades, they hack and tear at their prey, finding the briefest flicker of respite in every mortal being they send screaming into the afterlife.
NIGHTHAUNT WARSCROLL
Chainrasps
MELEE WEAPONS
AtkHitWndRndDmg
Malignant Weapon [Crit (Auto-wound)]
Malignant Weapon
Crit (Auto-wound)
24+5+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 25mm
Can be reinforced: Yes

Passive
CHILLING HORDE: When the enemy is frozen in fear, the Chainrasps effortlessly drag any who withstand their assault into the underworlds.

Effect: Add 1 to wound rolls for this unit’s combat attacks if it charged in the same turn.

KEYWORDS
INFANTRY, CHAMPION, FLY, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Craventhrone Guard
8"
1
4+
1
Beneath banners fluttering in an ethereal wind, the Craventhrone Guard rain down killing bolts. In life as in death, these murderous spirits served at the behest of Kurdoss Valentian. Their ranks were filled with those low-born peasants possessing a keen eye and finely tuned lack of morals. Many times did King Kurdoss bid them stalk worthy foes in the night, slaying their targets in hails of crossbow bolts or hacking their heads off to place before his throne. But as Valentian was cursed, so were his favoured killers. The Craventhrone Guard are potent sharpshooters, their projectiles agonisingly drawn from their own essence. Their bolts always seem to find their targets, manifesting in flashes of spectral energy to strike down unsuspecting enemies. This is often to the disadvantage of their master who, denied the chance to rule, takes satisfaction only from combat. Though they loathe him for dragging them into a nightmare, they are forced to obey Valentian in every other respect. Because of this, the Craventhrone Guard take a mocking satisfaction in striking down their targets mere seconds before the Craven King can crush them beneath his heavy mace.
NIGHTHAUNT WARSCROLL
Craventhrone Guard
RANGED WEAPONS
RngAtkHitWndRndDmg
Soulhunter’s Crossbow [Crit (Auto-wound)]
Soulhunter’s Crossbow
Crit (Auto-wound)
16"24+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Wicked Sidearm [Crit (Auto-wound)]
Wicked Sidearm
Crit (Auto-wound)
24+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 100
Base size: 32mm
Can be reinforced: Yes

Passive
SPECTRAL BOLTS: These bolts flicker between the domains of life and death, passing through stone and steel effortlessly until they reach their target.

Effect: This unit can pick enemy units to be the targets of shooting attacks even if they are not visible to this unit. In addition, ignore negative modifiers to hit rolls for this unit’s shooting attacks.

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/5), FLY, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Dreadscythe Harridans
8"
1
4+
1
In every nation, there are those kind and empathic givers of life who labour to save the injured, to give alms to the starving and to salve those whose minds are no longer sound. The act of healing the wounded is oft born of nothing more than compassion. Nagash sees it as an unforgivable crime, for in nursing the fallen back to health, the healer robs the Great Necromancer of his due, denying him a soul he considers rightfully his. Upon their deaths, those altruistic souls who fall into Nagash’s clutches find themselves trapped in gheist-forms hideously changed, their healing hands turned into wicked scythes and razored sickles that lacerate and maim the mortal flesh that they once carefully stitched and soothed. Crowds of these Dreadscythe Harridans thrash and scream as they fall upon the living. Outwardly, they are the most unsettling of killers; though they wear roses in their hair and trail once-fine robes behind them, their skull-like faces are locked in a rictus of deathly glee as they slash and stab, welters of blood bursting out from each blow. Inwardly, these creatures are still gentle and kind, but Nagash has ensured they are trapped and forced to witness the rampage of their new incarnation with mounting despair.
NIGHTHAUNT WARSCROLL
Dreadscythe Harridans
MELEE WEAPONS
AtkHitWndRndDmg
Scythed Limbs [Crit (Auto-wound)]
Scythed Limbs
Crit (Auto-wound)
34+4+11
BATTLE PROFILE

Unit Size: 10      Points: 160
Base size: 32mm
Can be reinforced: Yes

Passive
MURDEROUS BLOODLUST: The more blood that flows, the more aggressive the Dreadscythe Harridans become, recklessly slashing and stabbing in a flurry of violence.

Effect: Add 1 to hit rolls and wound rolls for this unit’s combat attacks while it is in combat with any damaged enemy units or while it is in combat with any enemy units that had any models slain in the same turn.

Passive
HARROWING SHRIEK: Even the bravest might quail upon hearing the unnerving shriek issued by the bloodthirsty Dreadscythe Harridans.

Effect: If this unit charged in the same turn, subtract 1 from wound rolls for attacks made by enemy units while they are in combat with this unit.

KEYWORDS
INFANTRY, CHAMPION, FLY, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Glaivewraith Stalkers
8"
1
4+
1
No creature embodies the slow, inevitable terror of death better than the Glaivewraith Stalker. Its long blade is drawn towards the beating heart of its intended victim, just as the needle of an arcane compass is drawn to the highest concentration of magic. Once Nagash or one of his commanders selects a Glaivewraith’s quarry, it is inevitable that the entity’s glaive will one day pierce the chest of its prey. These creatures need not move too swiftly, for to them, time is all but immaterial. They were once hunters of men, joyful and magnificent upon their swift steeds, relishing the heart pounding thrill of the chase. The fact that their quarry was often innocent of any crime was of no import to them. When the killers met their final ends, they found themselves given a new hunt to partake in. Now they drift steadily in packs, pursuing their given prey to the heartbeat thump of a drum made from human skin. No glory do they take in this morbid hunt, for their sense of enjoyment or predatory glee is replaced by a cold and steady surety. Once it has its target, a Glaivewraith Stalker will never relent until it slides its blade through its luckless victim’s chest.
NIGHTHAUNT WARSCROLL
Glaivewraith Stalkers
MELEE WEAPONS
AtkHitWndRndDmg
Hunter’s Glaive [Charge (+1 Damage), Crit (Auto-wound)]
Hunter’s Glaive
Charge (+1 Damage), Crit (Auto-wound)
24+3+11
BATTLE PROFILE

Unit Size: 4      Points: 80
Base size: 32mm
Can be reinforced: Yes

Once Per Battle (Army), Deployment Phase
THE POINT OF DEATH: The glaives wielded by these long-dead warriors always point compass-like towards their prey.

Declare: Pick an enemy unit to be the target.

Effect: The target has the STALKED keyword for the rest of the battle.

Reaction: You declared a CHARGE ability for this unit and a STALKED enemy unit is within 12" of it
UNERRING HUNTERS: These spectral hunters will hound their prey until the very end of existence itself.

Effect: Add 2 to charge rolls for this unit made as part of that ability, but this unit must end the move in combat with the STALKED enemy unit.

KEYWORDS
INFANTRY, MUSICIAN (1/4), FLY, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Grimghast Reapers
8"
1
4+
1
Arch-plotters and cautious schemers in life, Grimghast Reapers are cursed in undeath to kill indiscriminately. Whether those foolish enough to stand before a Grimghast Reaper do so out of bravery, stupidity or petrifying fear matters little – they are all hacked apart into chunks of meat. Unlike their Cairn Wraith cousins, Grimghast Reapers do not kill purposefully and deliberately but scythe down those before them with unnatural vigour. As mortals, they sought to eliminate both rivals and friends without getting a drop of blood on their hands. As wraiths, they spend eternity spilling torrents of gore, little more than ethereal weapons doing the Great Necromancer’s butcher-work. Grimghast Reapers are blindfolded or bound so that even the pale witchsight of the undead is denied to them. Their cogent thought is shattered by the peals of the bell rung by the pack’s Extoller, one who spoke against Nagash in life and is condemned to sing his praises in death. Driven into a murderous fugue state by Nagash’s will, the reapers are set loose upon those they once called kin – for the Great Necromancer reasons that if they so enjoy killing their allies, they should be given the chance to do so on a far wider scale.
NIGHTHAUNT WARSCROLL
Grimghast Reapers
MELEE WEAPONS
AtkHitWndRndDmg
Slasher Scythe [Anti-INFANTRY (+1 Rend), Crit (Auto-wound)]
Slasher Scythe
Anti-INFANTRY (+1 Rend), Crit (Auto-wound)
24+3+11
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 32mm
Can be reinforced: Yes

Passive
REAPED LIKE CORN: The scythes wielded by these ghostly warriors can be swung in great sweeping arcs, cutting down whole enemy ranks.

Effect: This unit’s combat attacks score critical hits on unmodified hit rolls of 5+ while the target unit has 5 or more models.

KEYWORDS
INFANTRY, CHAMPION, FLY, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Myrmourn Banshees
8"
2
4+
1
In life, the Myrmourn Banshees sought arcane power for their own ends, failing to pay proper respect to the Great Necromancer. In death, they are cursed to consume magic with a horrible hunger, yet they can never use it themselves nor ever be sated. Wherever such energy blooms, the Myrmourn Banshees are drawn in like carrion feasters. Each of these spirits is burdened with a fiendish appetite for the arcane; they devour mystical energies as a starving mortal does a platter of fresh meat, but it is never enough for them. Blind to all but the glow of aetheric power, flights of Myrmourn Banshees hurtle through the skies while shrieking their bitter torment. They are all but immune to arrows, bolts and sword blows, but when an enemy commander eventually uses magical energy to deal with them, they laugh in hideous glee and stretch their jaws wide to devour it. Upon doing so, a Myrmourn Banshee’s attacks become more frenzied and violent, fuelled by the tantalising power of the spell they consumed. Such exhilaration burns out quickly, driving them onward to seek out their next feast.
NIGHTHAUNT WARSCROLL
Myrmourn Banshees
MELEE WEAPONS
AtkHitWndRndDmg
Chill Dagger [Crit (Auto-wound)]
Chill Dagger
Crit (Auto-wound)
24+3+2D3
BATTLE PROFILE

Unit Size: 4      Points: 120
Base size: 32mm
Can be reinforced: Yes

Reaction: Opponent declared a SPELL ability
SPELL-EATERS: These spirits were once wizards, but they failed to pay proper respect to Nagash and are now cursed to agonisingly withstand the magic of others.

Effect: If a friendly NIGHTHAUNT unit wholly within 12" of this unit was picked to be the target of that spell, this unit can use the ‘Unbind’ ability as if it had WIZARD (1). Add 1 to the unbinding roll for that ability. If the spell is unbound, inflict D3 mortal damage on the caster.

KEYWORDS
INFANTRY, FLY, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Pyregheists
8"
1
4+
1
Pyregheists are malevolent spectres obsessed with committing mortal prey to the flames. They represent Nagash’s spite at its most cruel and twisted, for each of these wraiths was in life an embalmer or crematorium-priest who sought to preserve the flesh or souls of mortals against the Great Necromancer’s judgement. There can be no greater crime in Nagash’s eyes, and thus he transformed these holy men into pyromaniac nightmares, forcing them to burn eternally alongside graverobbers and corpse-stealers while kindling soul-devouring infernos of balefire to engulf the lands of mortals. Through inflicting such suffering, they can, for the briefest of moments, forget the horror of their own existence. The leader of a Pyregheist coterie is known as a Deacon of Flames, a fallen priest clad in a mockery of the panoply they wore in life, now dedicated to delivering as many souls to the unholy flames as possible. These dread figures are protected by the flame-wreathed weapons of the cloaked horrors known as Balefire Guard, while Flamewraiths and Torchwraiths surge forth to ignite enemies and the environment alike, slashing wildly with daggers and swinging scorching brands to overwhelm their burning, screaming prey.
NIGHTHAUNT WARSCROLL
Pyregheists
RANGED WEAPONS
RngAtkHitWndRndDmg
Gout of Balefire [Shoot in Combat, Crit (Auto-wound)]
Gout of Balefire
Shoot in Combat, Crit (Auto-wound)
10"24+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Flaming Weapons [Crit (Auto-wound)]
Flaming Weapons
Crit (Auto-wound)
24+4+-1
BATTLE PROFILE

Unit Size: 8      Points: 120
MODELBASE SIZE
Deacon of Flames40mm
2 x Balefire Guard32mm
2 x Flamewraiths32mm
3 x Torchwraiths28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

End of Any Turn
LIGHT A PYRE: Arcane loci are set ablaze by the Pyregheists, who direct those deadly witchfires with terrible efficacy.

Declare: If this unit is contesting an objective, pick a visible enemy unit within 6" of this unit to be the target.

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll.
  • Add a number equal to the roll to this unit’s control score for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION (1/8), FLY, WARD (6+)
DEATH, NIGHTHAUNT


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


NIGHTHAUNT WARSCROLL
The Headsmen’s Curse
8"
3
4+
1
Condemned by Nagash to wield the dread sword Terminus, the Wielder of the Blade seeks out those mortals that the Great Necromancer has determined to be guilty. No matter their crime, the sentence is always the same – a swift and brutal death. These pitiless gheists accompany the bearer of the sentient blade Terminus on their quest to punish those who have wronged Nagash. There are always three: one to sharpen the sword’s edge, one to bear the headsman’s block and a scriptor to sentence the condemned.
NIGHTHAUNT WARSCROLL
The Headsmen’s Curse
MELEE WEAPONS
AtkHitWndRndDmg
Terminus [Crit (Auto-wound)]
Terminus
Crit (Auto-wound)
33+3+2D6
Tool of Judgement
Tool of Judgement34+4+-1
BATTLE PROFILE

Unit Size: 4      Points: 150
MODELBASE SIZE
Scriptor of the Sentence and Bearer of the Block32mm
Sharpener of the Blade25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:
  • The Wielder of the Blade (armed with Terminus)
  • The Scriptor of the Sentence (armed with a Tool of Judgement)
  • The Bearer of the Block (armed with a Tool of Judgement)
  • The Sharpener of the Blade (armed with a Tool of Judgement)

Your Hero Phase
FURIOUS INDICTMENT: The Scriptor of the Sentence howls crimes and secrets long thought buried – and none are immune to the harrowing charges brought against them

Declare: Pick an enemy unit within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, the target is condemned until the start of your next turn.

While a unit is condemned:
  • Halve that unit’s Move characteristic.
  • That unit cannot use RETREAT abilities.
  • Subtract 1 from the number of dice rolled when making charge rolls for that unit, to a minimum of 1.

KEYWORDS
UNIQUE, INFANTRY, FLY, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Thorns of the Briar Queen
8"
2
5+
1
The Briar Queen was once incarcerated in the vaults of the Shyishan city of Shadespire, locked away for crimes too horrendous to mention. Since the coming of the Necroquake, she has been set loose upon the living, her remit to bring madness and terror to all who would evade Nagash’s punishments. The forsaken entities that trail in the Briar Queen’s wake have become infamous in Shadespire and beyond. Amongst them are the eldritch jailer known as Varclav the Cruel, the noose-throttled Ever-hanged and a ragtag group of evil-hearted Chainrasps.
NIGHTHAUNT WARSCROLL
Thorns of the Briar Queen
RANGED WEAPONS
RngAtkHitWndRndDmg
Piercing Scream [Shoot in Combat]
Piercing Scream
Shoot in Combat
12"D34+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Ancient Chill Dagger [Crit (Auto-wound)]
Ancient Chill Dagger
Crit (Auto-wound)
34+3+2D3
Malignant Weapon [Crit (Auto-wound)]
Malignant Weapon
Crit (Auto-wound)
24+5+-1
BATTLE PROFILE

Unit Size: 7      Points: 140
Base size: 25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:

• The Briar Queen (armed with an Ancient Chill Dagger and a Piercing Scream)
• Varclav the Cruel (armed with a Malignant Weapon)
• The Ever-hanged (armed with a Malignant Weapon)
• The Ironwretch (armed with a Malignant Weapon)
• The Exhumed (armed with a Malignant Weapon)
• The Silenced (armed with a Malignant Weapon)
• The Uncrowned (armed with a Malignant Weapon)

Once Per Turn (Army), Any Shooting Phase
GHOSTLY HOWL: There is no describing the shrieking wail of the Banshee; it is so horrific that its sound alone can pierce the soul of any who hear it.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by attacks made with this unit’s Piercing Scream to be the target.

Effect: Roll a dice. On a 2+, the target cannot use commands until the start of your next turn.

Passive
THE BRIAR QUEEN: The Briar Queen and her lieutenants once ruled the criminal underworld of Shadespire with a magical fist.

Effect: While this unit’s Briar Queen is on the battlefield, it has Wizard (1).

KEYWORDS
UNIQUE, INFANTRY, FLY, WARD (6+)
DEATH, NIGHTHAUNT

War Machine


NIGHTHAUNT WARSCROLL
Black Coach
10"
12
4+
5
Thundering through the darkening gloom, a Black Coach goes where its wraithlike steersman wills it, the team of undead horses at the fore galloping at uncanny speed but never tiring. The coach can cross chasms and battle lines alike, for it is held aloft as often by the spirit energy surrounding it as it is by metal-bound wheels. At will, its driver can shift the carriage’s form from the ectoplasmic to the physical; when the coach slams into the enemy, it hurls them broken to the ground, the sheer impact of its hurtling mass enough to kill even before the spirit host bound to it claws and stabs at the survivors. A Black Coach is a hearse of sorts, yet it is far more than a conveyance for the cursed entity entombed within. The coach is a lodestone for unnatural magic, and the coffin inside is bathed in Shyishan energy wherever it roams. The more people it kills, the more these ending magics intensify. The energies that thrum through the coach’s chassis have a powerful debilitating effect on the living and are focused like light through a prism until the sarcophagus inside is awash with baleful magic. The artefacts precious to the creature within are borne alongside it by spectral relic bearers, ghostly forms awaiting that fateful night when their master rises to claim them once more.
NIGHTHAUNT WARSCROLL
Black Coach
RANGED WEAPONS
RngAtkHitWndRndDmg
Soulreach Grasp [Shoot in Combat, Crit (Auto-wound)]
Soulreach Grasp
Shoot in Combat, Crit (Auto-wound)
10"24+3+22
MELEE WEAPONS
AtkHitWndRndDmg
Ethereal Steeds’ Ghostly Hooves and Teeth [Companion, Crit (Auto-wound)]
Ethereal Steeds’ Ghostly Hooves and Teeth
Companion, Crit (Auto-wound)
85+3+-1
Relic Bearers’ Spectral Claws [Companion, Crit (Auto-wound)]
Relic Bearers’ Spectral Claws
Companion, Crit (Auto-wound)
64+4+-1
Wraith Weapons [Crit (Auto-wound)]
Wraith Weapons
Crit (Auto-wound)
53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 170 × 105mm
Can be reinforced: No

Any Charge Phase
RUNAWAY COACH: This nightmare‑drawn carriage crushes any who attempt to withstand its momentum.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage equal on the target equal to the roll.

Your Movement Phase
NIMBUS OF POWER: Dark magic lends the vehicle blurring speed that allows it to disappear, only to reappear in a more advantageous position.

Effect: If this unit is not in combat, remove it from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSCORE

End of Any Turn
EVOCATION OF DEATH: The dormant occupant feeds upon the energies of death and uses them to bring spectral champions back from the underworlds.

Declare: If this unit destroyed any enemy units this turn, pick a friendly non-UNIQUE NIGHTHAUNT HERO that has been destroyed.

Effect: Set up a replacement unit wholly within 12" of this unit. The replacement unit can only be set up in combat with enemy units that are in combat with this unit.

KEYWORDS
WAR MACHINE, FLY, WARD (6+)
DEATH, NIGHTHAUNT

Endless Spell


NIGHTHAUNT WARSCROLL
Mortalis Terminexus
-
6
4+
7+
The hourglass is a symbol of utmost importance to the people of Shyish, for it symbolises the impermanence of mortality and the ultimate fate that awaits all living beings. It should be no surprise that the Nighthaunt take spiteful satisfaction in turning this icon from a sombre reminder into an image of looming dread. The Mortalis Terminexus is a gigantic hourglass of fate that is conjured into being ahead of a Nighthaunt procession, announcing their coming and distorting the passage of time. The shimmering form of a Mortalis Terminexus can hasten death or restore energy to the Nighthaunt legions, depending upon which side it is turned. Its mere presence can quicken the pace of Death’s armies, allowing this conjuration to absorb slivers of energy from those recently deceased left in the Nighthaunt’s wake. Conversely, the Terminexus can invert with a grinding creak at the whim of its spectral caster, reversing the flow of time and undoing any damage nearby gheists may have sustained.
NIGHTHAUNT WARSCROLL
Mortalis Terminexus
Your Hero Phase
KEEPER OF MORTALITY: A Mortalis Terminexus is a catalyst of deathly magic that invigorates surrounding Nighthaunt.

Declare: Pick a visible friendly NIGHTHAUNT unit within 3" of this MANIFESTATION to be the target.

Effect: Roll a dice. On a 2+, pick 1 of the following effects:
  • Add 1 to run rolls and charge rolls for target for the rest of the turn.
  • Heal (3) the target.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Shyish Reaper
8"
7
4+
7+
The soul-hungering Shyish Reaper is the ultimate manifestation of finality and death. This is no lingering premonition of far-off doom but a screaming scytheblade that arcs towards its victims with terrifying speed, hewing through their physical form and spirit alike. Summoned into being by Nighthaunt spellcasters to harvest their living prey in the swiftest and most brutal manner, Shyish Reapers possess a malignant sentience and a hunger for soul-matter that sees them swing straight for the greatest concentrations of mortalkind. When they strike home, the results are horrendous to behold. Armour counts for naught in the face of such a weapon, which is shaped from the purest energies of death. Moreover, a Shyish Reaper can strike from any angle at any time, sometimes emerging beneath a targeted formation of warriors to slice upwards through them. As the bisected bodies of its victims collapse, their souls are torn loose and sent screaming into the underworlds, there to be judged and punished at the Great Necromancer’s leisure.
NIGHTHAUNT WARSCROLL
Shyish Reaper
MELEE WEAPONS
AtkHitWndRndDmg
Almighty Reap
Almighty Reap13+2+24
Passive
SOUL REAPER: A Shyish Reaper is always on the hunt for souls, sweeping through its prey to cleave flesh and rip away the spirit, sending it screaming into the underworlds.

Effect: Add 2 to the Attacks characteristic of this MANIFESTATION’S Almighty Reap if it charged in the same turn.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
DEATH, NIGHTHAUNT


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

Regiment of Renown


REGIMENT OF RENOWN
Big Drogg Fort-Kicka
Of all of Behemat’s spawn, Gatebreakers are the most sinister, filled with the need to destroy. More specifically, these gargants harbour considerable ill will towards the metropolises raised by Sigmar’s folk. The sight of a glorious city, with its proud spires and resolute walls, awakens a bitter fury within these creatures. With a bellow of hate, a Gatebreaker advances on an enemy settlement without fear, shrugging off panicked arrows and cannon fire with little more than a malicious chuckle. Across the Prime Innerlands of Shyish, the name Big Drogg Fort-kicka is dreaded. Admittedly, this is as much for the Gatebreaker’s grievous halitosis – a side effect of eating decomposing corpses – as his skill at destroying cities. Drogg is known to many undead tyrants, who willingly offer him a portion of their servants to consume in return for his aid. Yet Drogg’s true goal has always been to get close enough to Nagash to clobber him in a show of strength. The Great Necromancer’s shattering at the hands of the Lumineth has set this plan back. Taking this as a personal insult, Drogg has vowed revenge. He eagerly hires his services out to any undead wishing to fight the aelves – and he has no shortage of clients.
REGIMENT OF RENOWN
Big Drogg Fort-Kicka

BATTLE PROFILE

Points: 480

Once Per Turn (Army), Any Combat Phase
GRIEVOUS HAILTOSIS: Drogg has dined well on the spoils of war, having smashed and eaten the contents of many a fortified town – yet he has never picked his teeth clean. His breath is so foul that it can stun an ox at ten paces.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice for each model in the target unit. For each 6, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Neferata’s Royal Echelon
As the Queen of Nulahmia and first of the vampires, Neferata can call on many servants to do her sinister work. Yet there are times when the Mortarch must personally attend to a battle in order to ensure some delicate manipulation reaches its desired outcome. She is accompanied by skeletal warriors bearing the livery of her city, a manifest display of Nulahmian might
REGIMENT OF RENOWN
Neferata’s Royal Echelon
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 760

Your Hero Phase
7
SOULPIKE: The caster places a hex on a group of foes so that, should they move too hastily or aggressively, they risk impaling their own souls on a shimmering forest of purple-black spears.

Declare: Pick the Neferata in this Regiment of Renown to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, each time the target uses a CHARGE ability, immediately after that ability has been resolved, roll a number of dice equal to the unmodified charge roll for that ability. For each 4+, inflict 1 mortal damage on the target.
KEYWORDSSPELL, UNLIMITED

Once Per Battle (Army), End of Any Turn
THE BLOOD QUEEN’S WILL: When Neferata takes to the field, she does so only to ensure the completion of plans long since spun.

Declare: Pick an enemy unit contesting an objective that the Neferata in this Regiment of Renown is contesting to be the target.

Effect: Roll a dice. On a 2-5, subtract 10 from the control score of the target for the rest of the turn. On a 6, the target has a maximum control score of 1 for the rest of the turn.

Once Per Turn (Army), Your Hero Phase
PREMEDITATED DEMISE: Neferata’s guile has already ensured that her foe’s defences will falter at a critical point.

Declare: Pick an enemy unit within 12" of the Neferata in this Regiment of Renown to be the target.

Effect: Until the start of your next turn, ward rolls cannot be made for damage points inflicted on the target by attacks made by units in this Regiment of Renown.


REGIMENT OF RENOWN
The Sternieste Garrison
Mannfred von Carstein is an often unlooked-for and unwelcome presence amongst his fellow undead, for his self-serving nature is infamous. Yet the Mortarch of Night can tip the balance of an engagement, both through personal might and by leading bloodthirsty Fell Bats and the wights of his own Castle Sternieste in devious ambushes. The only question is what ulterior motive Mannfred serves by offering aid...
REGIMENT OF RENOWN
The Sternieste Garrison
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 700

Your Hero Phase
7
STALKING BLADES: The enemy’s minds are filled with doubts as to their allies’ true loyalties, which manifest as tenebrous shades that stalk among their ranks. As soon as the victims’ backs are turned, these gheists dart forth to plunge spectral daggers between the shoulders of those overcome with paranoia.

Declare: Pick the Mannfred von Carstein in this Regiment of Renown to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Inflict 1 mortal damage on the target for each other enemy unit within 3" of the target.
KEYWORDSSPELL, UNLIMITED

Passive
ENGULFING SHADOWS: Those who serve Mannfred von Carstein excel in the unforeseen strike.

Effect: Each time a unit in this Regiment of Renown is set up, add 1 to the Attacks characteristic of that unit’s melee weapons for the rest of the turn.

Once Per Turn (Army), Your Hero Phase
COVER OF NIGHT: Mannfred is a master of misdirection; few can predict where his hosts will strike from next.

Declare: Pick 1 friendly unit in this Regiment of Renown that is not in combat to be the target.

Effect: Remove that unit from the battlefield and set it up again more than 6" from all enemy units.


REGIMENT OF RENOWN
The Summerking’s Entourage
Many undead rue the coming of the mad Summerking and his jubilant, devoted throngs. Yet those who dismiss Ushoran as merely a beast often find themselves swept up into his delusion – and their lands falling into the Mortarch’s growing domain.
REGIMENT OF RENOWN
The Summerking’s Entourage
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 700

Your Hero Phase
7
DERANGED TRANSFORMATION: The spellcaster causes the limbs of a nearby pack to bulge and lengthen, allowing the creatures to charge forwards at a furious pace and imbuing them with greater strength.

Declare: Pick the Ushoran in this Regiment of Renown to cast this spell, pick another visible unit in this Regiment of Renown wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • Add 2" to the target’s Move characteristic.
  • Add 1 to wound rolls for the target’s combat attacks.
KEYWORDSSPELL, UNLIMITED

Passive
MADDENING RADIANCE: The very presence of Ushoran sends his devoted subjects into a feeding frenzy.

Effect: Add 1 to the Attacks characteristic of melee weapons used by units in this Regiment of Renown while they are wholly within 12" of the Ushoran in this Regiment of Renown.

Once Per Battle (Army), Your Movement Phase
SUMMON DELUDED THRONGS: Ushoran travels with a seething entourage of cannibals, all of whom wait upon his howled summons.

Declare: Pick the Ushoran in this Regiment of Renown to use this ability, then pick another unit in this Regiment of Renown that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 6" of a battlefield edge and more than 9" from all enemy units. The replacement unit is part of this Regiment of Renown.


REGIMENT OF RENOWN
Veremord’s Shamblers
Crypt-keepers dread the coming of Veremord. This student of necromancy is a master at breaking wards set around tombs and corpse-pits, pilfering the bodies within for his growing horde. Key to Veremord’s success is the arcane smoke that billows from his Corpse Cart, vapours that eat through magical defences.
REGIMENT OF RENOWN
Veremord’s Shamblers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 240

Passive
VITIATING VAPOURS: By burning grains of grave-sand in his brazier, Veremord creates smoke that can corrode eldritch defences.

Effect: Subtract 1 from ward rolls for enemy units while they are within 12" of the Corpse Cart in this Regiment of Renown.

End of Any Turn
LEGEND AMONG GRAVEROBBERS: Veremord’s reputation as a graverobber is unsurpassed.

Declare: Pick the Corpse Cart in this Regiment of Renown to use this ability if it is within 3" of the Deadwalker Zombies unit in this Regiment of Renown. Then, pick each enemy INFANTRY, CAVALRY and BEAST unit within 12" of the Corpse Cart to be the targets.

Effect: For each target that had any models slain this turn, you can return D3 slain models to the Deadwalker Zombies unit in this Regiment of Renown.


REGIMENT OF RENOWN
Jerrion’s Delegation
The noble Sir Jerrion and his followers believe themselves to be following commandments from the Summerking, travelling the realms and rallying the peasantry against evil. In truth, the Marrowscroll Herald spreads the curse of his liege’s madness, and does so with fanatical abandon.
REGIMENT OF RENOWN
Jerrion’s Delegation
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 520

Passive
URGENT MISSIVE: Sir Jerrion and his retainers are devoted to their holy duty, which sees them lope and scrabble across the battlefield with terrifying haste.

Effect: Units in this Regiment of Renown can use CHARGE abilities even if they used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on units in this Regiment of Renown by RETREAT abilities.
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.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Cursed Soul.

Infantry Hero

The CAVALRY keyword is used in the following Nighthaunt warscrolls:

13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
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).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

The non-HERO NIGHTHAUNT and CAVALRY keywords are used in the following Nighthaunt warscrolls:

The WAR MACHINE keyword is used in the following Nighthaunt warscrolls:

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.

The CAVALRY keyword is used in the following Nighthaunt warscrolls:

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.

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

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.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The WIZARD keyword is used in the following Nighthaunt warscrolls:

The non-HERO NIGHTHAUNT and INFANTRY keywords are used in the following Nighthaunt warscrolls:

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

The WARMASTER keyword is used in the following Nighthaunt warscrolls:

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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.

The WAR MACHINE keyword is used in the following Nighthaunt warscrolls:

Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

The CHAMPION keyword is used in the following Nighthaunt warscrolls:

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.

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

The non-UNIQUE NIGHTHAUNT and HERO keywords are used in the following Nighthaunt warscrolls:

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
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.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

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
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.

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