Contents Cavalry Hero Infantry Hero Monster Hero War Machine Hero Cavalry Infantry War Machine Faction Terrain Regiment of Renown | ||
12" 7 5+ 2 5+ Many a Knight of Shrouds takes to the battlefield atop an ethereal steed, favouring the speed and killing power of such a baleful creature. They cut a fearsome sight as they order their procession forward in a gushing tide of ectoplasm, spurring them on to take their vengeance against the living. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Sword of Stolen Hours [Crit (Auto-wound)] | |||||||
Sword of Stolen Hours Crit (Auto-wound) | 5 | 4+ | 3+ | 1 | 2 | ||
Ethereal Steed’s Ghostly Hooves and Teeth [Companion, Crit (Auto-wound)] | |||||||
Ethereal Steed’s Ghostly Hooves and Teeth Companion, Crit (Auto-wound) | 3 | 5+ | 3+ | - | 1 |
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KEYWORDS | HERO, CAVALRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
12" 7 5+ 2 5+ Soaring through the night atop his cadaverous winged steed Kyllaron, the Grimhailer tracks down those who would use magic to extend their mortal lifespans. He is the reaper of souls, but his necrotically empowered scythe is not his deadliest weapon: with a pinch of his bony fingers, the Grimhailer 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Fellreaper [Charge (+1 Damage), Crit (Auto-wound)] | |||||||
Fellreaper Charge (+1 Damage), Crit (Auto-wound) | 5 | 3+ | 3+ | 2 | 2 | ||
Kyllaron’s Ghostly Hooves and Teeth [Companion, Crit (Auto-wound)] | |||||||
Kyllaron’s Ghostly Hooves and Teeth Companion, Crit (Auto-wound) | 3 | 5+ | 3+ | - | 1 |
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KEYWORDS | SPELL |
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KEYWORDS | UNIQUE, HERO, WIZARD (1), CAVALRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 5 5+ 2 5+ The scythe-wielding horrors known as Cairn Wraiths were once mass murderers or cruel executioners, mortals who developed such a taste for killing that upon death their unquiet spirits rose from the underworlds to continue their spree of terror and eager butchery. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Cairnoch Scythe [Crit (Auto-wound)] | |||||||
Cairnoch Scythe Crit (Auto-wound) | 5 | 4+ | 3+ | 2 | 2 |
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KEYWORDS | HERO, INFANTRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 5 5+ 2 5+ As mortals, the Guardians of Souls 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Chill Blade [Crit (Auto-wound)] | |||||||
Chill Blade Crit (Auto-wound) | 3 | 4+ | 3+ | 1 | 2 |
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KEYWORDS | HERO, WIZARD (1), INFANTRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 5 5+ 2 5+ In life, each Knight of Shrouds was an arch traitor who chose to betray their people in order to delay their own inevitable doom. Nagash interpreted their treason not as cowardice, but as wisdom, seeing value in commanders who understand 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Sword of Stolen Hours [Crit (Auto-wound)] | |||||||
Sword of Stolen Hours Crit (Auto-wound) | 5 | 4+ | 3+ | 1 | 2 |
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KEYWORDS | HERO, INFANTRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 6 5+ 2 5+ The Krulghast Cruciators are nightmarish even amongst the ranks of the undead, and their malice is distilled to an almost elemental sadism. Upon their bent backs, they carry the torture racks that finally broke them, for each Cruciator died during horrific bodily punishment and is keen to visit the same fate upon their foes. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Phantasmal Torture [Crit (Auto-wound), Shoot in Combat] | ||||||||
Phantasmal Torture Crit (Auto-wound), Shoot in Combat | 12" | 4 | 3+ | 3+ | 2 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Talons and Flensing Knives [Crit (Auto-wound)] | ||||||||
Talons and Flensing Knives Crit (Auto-wound) | 4 | 4+ | 3+ | 1 | 2 |
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KEYWORDS | HERO, INFANTRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 7 5+ 5 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 do not regale him with tales of his triumphs but instead mock and denigrate him. 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Sepulchral Sceptre [Crit (Auto-wound)] | |||||||
Sepulchral Sceptre Crit (Auto-wound) | 5 | 3+ | 3+ | 2 | 3 |
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KEYWORDS | UNIQUE, HERO, INFANTRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 7 5+ 2 5+ 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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Horrifying Visage [Crit (Auto-wound), Shoot in Combat] | ||||||||
Horrifying Visage Crit (Auto-wound), Shoot in Combat | 12" | 1 | 2+ | 2+ | 3 | D6 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Staff of Midnight [Crit (Auto-wound)] | ||||||||
Staff of Midnight Crit (Auto-wound) | 6 | 4+ | 3+ | 1 | D3 |
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KEYWORDS | SPELL |
KEYWORDS | WARMASTER, UNIQUE, HERO, WIZARD (2), INFANTRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 5 5+ 2 5+ Bearing the notched axes of their former trade, the Lord Executioners are sent to claim the lives of those who have escaped the justice of Nagash. The spirits of the wrongfully executed drift around these gheists, crying out their anguish even as they intercept blows meant to harm their slayer. Even in life these figures were held in fear, for their calling was that of the headsman, a role they performed with sadistic relish. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Decapitating Greataxe [Anti-HERO (+1 Rend), Crit (Auto-wound)] | |||||||
Decapitating Greataxe Anti-HERO (+1 Rend), Crit (Auto-wound) | 5 | 3+ | 3+ | 2 | 2 |
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KEYWORDS | HERO, INFANTRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 5 5+ 2 5+ An arch poisoner, a Lord Vitriolic creates all manner of potions that they hurl at their foes. Fear-inducing gases, scorching acids and spirit-withering elixirs are all part of their deadly alchemical arsenal each baleful concoction blighting the soul as well as the flesh. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Hurled Vial [Crit (Auto-wound)] | ||||||||
Hurled Vial Crit (Auto-wound) | 10" | 1 | 3+ | 3+ | 2 | D6 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Culler’s Sickle [Crit (Auto-wound)] | ||||||||
Culler’s Sickle Crit (Auto-wound) | 3 | 4+ | 3+ | 1 | D3 |
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KEYWORDS | HERO, INFANTRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 5 5+ 2 5+ Should a Scriptor Mortis learn the name of a one who has slighted Nagash, they will note it down, assigning the offender's soul to a fitting underworld. With a final flourish of their quill, the Scriptor can bring their target's existence to a sudden end. The condemned may strive to banish their sinister judge before the sentence is carried out, but given the presence of the other Nighthaunt drawn to the gheist's flickering witchlight candles, this is easier said than done. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Malicious Quill [Crit (Auto-wound)] | |||||||
Malicious Quill Crit (Auto-wound) | 3 | 4+ | 4+ | - | 1 |
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KEYWORDS | HERO, INFANTRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 5 5+ 2 5+ Spirit Torments are Nagash’s spectral gaolers. Lords of the Great Oubliette, a continent-sized underworld honeycombed with freezing dungeons and pitch-black cells, they trammel the life force of the slain into the massive padlocks they bear. Escape from these eldritch clasps 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Shacklegheist Chains [Crit (Auto-wound)] | |||||||
Shacklegheist Chains Crit (Auto-wound) | 5 | 4+ | 3+ | 1 | 2 |
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KEYWORDS | HERO, INFANTRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 5 5+ 2 5+ Tomb Banshees are apparitions of revenge who have dwelt long upon the dark deed that robbed them of their life, love or contentment. A single hate-filled scream from a Tomb Banshee can freeze the life from even the bravest warrior. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Piercing Scream [Shoot in Combat] | ||||||||
Piercing Scream Shoot in Combat | 10" | 2 | 4+ | 3+ | 2 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Ancient Chill Dagger [Crit (Auto-wound)] | ||||||||
Ancient Chill Dagger Crit (Auto-wound) | 3 | 4+ | 3+ | 2 | D3 |
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KEYWORDS | HERO, INFANTRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 7 4+ 5 6+ Kurdoss Valentian is a malevolent spirit known to all as the Craven King. This mocking epithet belies a cunning mind, for few can rival Valentian’s grasp of strategy and ruthless will to win. His mistress, Lady Olynder, has demanded that Ghyran be drowned in terror and her word is Valentian’s command. Brandishing his great sceptre, he orders his gheist armies into battle, his traitorous legacy inspiring them to commit fell deeds of their own. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Sepulchral Sceptre [Crit (Auto-wound)] | |||||||
Sepulchral Sceptre Crit (Auto-wound) | 5 | 3+ | 3+ | 2 | 3 |
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KEYWORDS | UNIQUE, HERO, INFANTRY, FLY, WARD (6+) |
DEATH, NIGHTHAUNT |
10" 18 3+ 10 5+ 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Zefet-nebtar, the Mortis Blade | |||||||
Zefet-nebtar, the Mortis Blade | 4 | 3+ | 3+ | 2 | 3 | ||
Alakanash, the Staff of Power | |||||||
Alakanash, the Staff of Power | 4 | 3+ | 3+ | 2 | D6 |
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KEYWORDS | RAMPAGE |
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KEYWORDS | SPELL |
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KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (9), FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
10" 7 5+ 2 5+ 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Deathwood Oar [Crit (Auto-wound)] | |||||||
Deathwood Oar Crit (Auto-wound) | 4 | 4+ | 3+ | - | D3 |
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KEYWORDS | UNIQUE, HERO, WAR MACHINE, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
12" 3 6+ 1 5+ Dreadblade Harrows were once noble cavaliers in the service of an officer destined to become a Knight of Shrouds. They stood by whilst their masters betrayed their office, their people, even life itself. 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Dreadblade [Crit (Auto-wound)] | |||||||
Dreadblade Crit (Auto-wound) | 4 | 4+ | 3+ | 1 | 2 | ||
Ethereal Steed’s Ghostly Hooves and Teeth [Companion, Crit (Auto-wound)] | |||||||
Ethereal Steed’s Ghostly Hooves and Teeth Companion, Crit (Auto-wound) | 3 | 5+ | 3+ | - | 1 |
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KEYWORDS | CORE |
KEYWORDS | CAVALRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
12" 3 6+ 1 5+ Upon ghostly steeds, the Hexwraiths ride straight through their foes, turning blood to ice and snatching souls from screaming warriors. Once knights both proud and cruel, these ethereal killers are bound by Nagash to ride eternally, visiting pain and death upon the living in his name. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Ethereal Steed’s Ghostly Hooves and Teeth [Crit (Auto-wound), Companion] | |||||||
Ethereal Steed’s Ghostly Hooves and Teeth Crit (Auto-wound), Companion | 2 | 5+ | 3+ | - | 1 | ||
Spectral Scythe [Charge (+1 Damage), Crit (Auto-wound)] | |||||||
Spectral Scythe Charge (+1 Damage), Crit (Auto-wound) | 2 | 4+ | 4+ | 1 | 1 |
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KEYWORDS | CAVALRY, CHAMPION, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 2 6+ 1 5+ To be trapped in the jaws of death is to find a frantic, animalistic strength. It is a wild 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 escape those final moments. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Tomb Greatblade [Crit (Auto-wound)] | |||||||
Tomb Greatblade Crit (Auto-wound) | 2 | 3+ | 3+ | 1 | 1 |
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KEYWORDS | INFANTRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 3 6+ 2 5+ 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 in the capturing of mortal souls. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Ghastflails [Crit (Auto-wound)] | ||||||||
Ghastflails Crit (Auto-wound) | 12" | 2 | 4+ | 3+ | 2 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Ghastflails [Crit (Auto-wound)] | ||||||||
Ghastflails Crit (Auto-wound) | 2 | 4+ | 3+ | 2 | 1 |
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KEYWORDS | INFANTRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 1 6+ 1 5+ Chainrasps are the twisted spirits of transgressors who lived 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 longed-for oblivion – only to find the ruler of Shyish would alter only their form and not their fate. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Malignant Weapon [Crit (Auto-wound)] | |||||||
Malignant Weapon Crit (Auto-wound) | 2 | 4+ | 5+ | - | 1 |
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KEYWORDS | INFANTRY, CHAMPION, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 2 6+ 1 5+ 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 impotent fury of their master, Kurdoss Valentian, who, denied the chance to rule, takes satisfaction only from combat. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Soulhunter’s Crossbow [Crit (Auto-wound)] | ||||||||
Soulhunter’s Crossbow Crit (Auto-wound) | 16" | 2 | 4+ | 3+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Wicked Sidearm [Crit (Auto-wound)] | ||||||||
Wicked Sidearm Crit (Auto-wound) | 1 | 4+ | 4+ | - | 1 |
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KEYWORDS | INFANTRY, CHAMPION, STANDARD BEARER (1/5), FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 2 6+ 1 5+ Dreadscythe Harridans were healers and alms-givers in life. Upon their deaths, the Great Necromancer wrought a horrific transformation upon them, turning their hands into wicked scythe-blades that would instead lacerate and maim the flesh that they may once have sought to carefully stitch and soothe. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Scythed Limbs [Crit (Auto-wound)] | |||||||
Scythed Limbs Crit (Auto-wound) | 3 | 4+ | 4+ | 1 | 1 |
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KEYWORDS | INFANTRY, CHAMPION, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 2 6+ 1 5+ A Glaivewraith Stalker is an unstoppable force. Its long blade always points at the beating heart of its intended victim. Though it drifts slowly towards its quarry, it is inevitable that the hunter’s glaive will one day pierce the chest of its prey. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Hunter’s Glaive [Charge (+1 Damage), Crit (Auto-wound)] | |||||||
Hunter’s Glaive Charge (+1 Damage), Crit (Auto-wound) | 2 | 4+ | 3+ | 2 | 1 |
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KEYWORDS | INFANTRY, MUSICIAN (1/4), FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 2 6+ 1 5+ In life, Grimghast Reapers were arch-plotters and cautious schemers who sought to eliminate both rivals and friends without getting a drop of blood on their hands. As wraiths, they have been cursed to kill indiscriminately, reduced to little more than mindless weapons doing the Great Necromancer’s butcher-work. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Slasher Scythe [Anti-INFANTRY (+1 Rend), Crit (Auto-wound)] | |||||||
Slasher Scythe Anti-INFANTRY (+1 Rend), Crit (Auto-wound) | 2 | 4+ | 3+ | 1 | 1 |
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KEYWORDS | INFANTRY, CHAMPION, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 2 6+ 1 5+ 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 to a corpse. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Chill Dagger [Anti-WIZARD (+1 Rend), Crit (Auto-wound)] | |||||||
Chill Dagger Anti-WIZARD (+1 Rend), Crit (Auto-wound) | 2 | 4+ | 3+ | 1 | D3 |
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KEYWORDS | INFANTRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 2 6+ 1 5+ Pyregheists are malevolent spectres obsessed with committing the living to the flames. They represent Nagash’s judgement at its most twisted, for each was in life an embalmer or cremator who sought to preserve the souls of mortals from the Great Necromancer. There can be no greater crime in Nagash’s eyes, and thus he transformed these holy men and women into pyromaniac nightmares. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Gout of Balefire [Crit (Auto-wound), Shoot in Combat] | ||||||||
Gout of Balefire Crit (Auto-wound), Shoot in Combat | 10" | 2 | 2+ | 4+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Flaming Weapons [Crit (Auto-wound)] | ||||||||
Flaming Weapons Crit (Auto-wound) | 2 | 4+ | 4+ | - | 1 |
MODEL | BASE SIZE |
Deacon of Flames | 40mm |
2 x Balefire Guard | 32mm |
2 x Flamewraiths | 32mm |
3 x Torchwraiths | 28.5mm |
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KEYWORDS | INFANTRY, CHAMPION, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 3 6+ 1 5+ Spirit Hosts have but wisps of sentience. They are agglomerations of tormented souls that gather thick around locations or individuals redolent with Shyishan energy. 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Spectral Claws and Daggers [Crit (Auto-wound)] | |||||||
Spectral Claws and Daggers Crit (Auto-wound) | 6 | 4+ | 4+ | - | 1 |
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KEYWORDS | INFANTRY, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
8" 3 4+ 1 6+ 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Terminus [Crit (Auto-wound)] | |||||||
Terminus Crit (Auto-wound) | 3 | 3+ | 3+ | 2 | D6 | ||
Tool of Judgement | |||||||
Tool of Judgement | 3 | 4+ | 4+ | - | 1 |
MODEL | BASE SIZE |
The Wielder of the Blade | 40mm |
Scriptor of the Sentence and Bearer of the Block | 32mm |
Sharpener of the Blade | 25mm |
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KEYWORDS | UNIQUE, INFANTRY, FLY, WARD (6+) |
DEATH, NIGHTHAUNT |
8" 2 5+ 1 6+ 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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Piercing Scream [Shoot in Combat] | ||||||||
Piercing Scream Shoot in Combat | 12" | D3 | 4+ | 3+ | 2 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Ancient Chill Dagger [Crit (Auto-wound)] | ||||||||
Ancient Chill Dagger Crit (Auto-wound) | 3 | 4+ | 3+ | 2 | D3 | |||
Malignant Weapon [Crit (Auto-wound)] | ||||||||
Malignant Weapon Crit (Auto-wound) | 2 | 4+ | 5+ | - | 1 |
MODEL | BASE SIZE |
The Briar Queen | 32mm |
Varclav the Cruel, The Ever-hanged, The Ironwretch, The Exhumed, The Silenced and The Uncrowned | 25mm |
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KEYWORDS | UNIQUE, INFANTRY, FLY, WARD (6+) |
DEATH, NIGHTHAUNT |
10" 12 5+ 5 5+ Driven by a wraith and with the remains of a powerful necromantic being borne in its hearse-like carriage, the Black Coach seeks out sites of great slaughter and suffering. It swells with dark energies as it runs down its targets in explosions of gore, becoming a thrumming locus of Shyishian magic that draws ever more Nighthaunt to the battle. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Soulreach Grasp [Crit (Auto-wound), Shoot in Combat] | ||||||||
Soulreach Grasp Crit (Auto-wound), Shoot in Combat | 10" | 2 | 4+ | 3+ | 2 | 2 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Relic Bearers’ Claws and Ethereal Steeds’ Hooves [Crit (Auto-wound), Companion] | ||||||||
Relic Bearers’ Claws and Ethereal Steeds’ Hooves Crit (Auto-wound), Companion | 14 | 4+ | 4+ | - | 1 | |||
Wraith’s Spectral Weapons [Anti-INFANTRY (+1 Rend), Crit (Auto-wound)] | ||||||||
Wraith’s Spectral Weapons Anti-INFANTRY (+1 Rend), Crit (Auto-wound) | 5 | 3+ | 3+ | 1 | 2 |
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KEYWORDS | CORE |
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KEYWORDS | WAR MACHINE, FLY, WARD (5+) |
DEATH, NIGHTHAUNT |
10" 12 4+ 5 6+ Thundering through the Ghyranite forests and leaving a screaming trail of ectoplasm in its wake, a Black Coach is both bone-shattering war machine and unholy shrine. Its ghostly attendants screech blood-curdling threats as they brandish swords, tomes and necromantic relics – possessions of the undead tyrant who lies dormant within a coffin atop the great hearse. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Wraith’s Spectral Weapons [Charge (+1 Damage), Crit (Auto-wound)] | |||||||
Wraith’s Spectral Weapons Charge (+1 Damage), Crit (Auto-wound) | 5 | 3+ | 3+ | 2 | 2 | ||
Black Coach’s Iron-shod Wheels [Crit (Auto-wound), Companion] | |||||||
Black Coach’s Iron-shod Wheels Crit (Auto-wound), Companion | 8 | 4+ | 3+ | 2 | 2 |
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KEYWORDS | WAR MACHINE, FLY, WARD (6+) |
DEATH, NIGHTHAUNT |
- 8 5+ - 5+ This dread crypt is possessed of a malign sentience and drenched in amethyst magic. Its stones collapse and reconfigure as it haunts the enemies of Nagash inexorably across lonely moors and hillsides. Appearing as if at will out of the mist and shadow, it is a baleful silhouette in the darkness. Tortured spirits are harboured within its sepulchral confines, emanating grief-stricken malice. Their cries deeply unsettle living foes within earshot or act as a salve to embolden nearby Nighthaunt. | ||
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KEYWORDS | FACTION TERRAIN, WARD (5+) |
DEATH, NIGHTHAUNT |
- 6 4+ 7+ 6+ A looming, phantasmal hourglass, the Mortalis Terminexus can distort the very passage of time, its mere presence hastening the advance of the Nighthaunt processions. Should its flow be reversed, it can even undo harm done to the spectral forms of nearby gheists, much to the horror of their enemies. | ||
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KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
DEATH, NIGHTHAUNT |
8" 7 4+ 7+ 6+ 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 scythe that arcs towards its victims with terrifying speed, hewing through their physical form and spirit alike. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Almighty Reap [Crit (Auto-wound)] | |||||||
Almighty Reap Crit (Auto-wound) | 1 | 3+ | 2+ | 2 | 4 |
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KEYWORDS | MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+) |
DEATH, NIGHTHAUNT |
- 6 4+ 8+ 6+ The Vault of Souls is a spectral chest that hungrily draws into itself the spirits of those slain in its vicinity. Filled to overflowing and ever greedy for more, it eventually burst, violently expelling a storm of frenzied, harrowed gheists. | ||
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KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
DEATH, NIGHTHAUNT |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
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KEYWORDS | RAMPAGE |
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Cado Ezechiar is an outcast and exile, and his destiny leads him on a path drenched with blood. Two companions accompany him on this dark odyssey. The first is the vampire warrior Sissendra, a ruthless and graceful killer who shares none of Cado’s self-restraint. The second is the Nulahmian death-priest Aurelias, a trusted servant of her majesty Neferata. There are few foes this trio cannot overcome. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Ezechiarian Greatsword [Crit (Auto-wound)] | |||||||
Ezechiarian Greatsword Crit (Auto-wound) | 5 | 3+ | 3+ | 2 | 2 | ||
Sissendra’s Twin Blades [Crit (Mortal)] | |||||||
Sissendra’s Twin Blades Crit (Mortal) | 8 | 3+ | 3+ | 1 | 1 | ||
Kennistrix’s Fangs [Companion] | |||||||
Kennistrix’s Fangs Companion | 2 | 4+ | 2+ | 3 | D3 |
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Dreadful are the stories of the death-titan that makes its lair atop the spires of Castle Sternieste, a draconic fiend enslaved to the will of Mannfred von Carstein. When the Beast of Sternieste flies forth to prey upon the living, it does so with the blessings of its master. It will fight alongside any of Nagash’s hosts, so long as it can fill its gullet with warm flesh and rend terrified mortals with its monstrous talons. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
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The monstrous spawn of Morbheg lurk wherever light cannot reach. One such place is the ruin of Hallow’s Watch, deep in the Nightlands of Shyish. Here, a most ravenous Terrorgheist lurks, devouring any who try to bind it. The tunnels under Hallow’s Watch are strange and, under the right moon, lead to many places across the realms. On those fell nights, the beast crawls out from the darkness, screaming its hunger… | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
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None may escape Ushoran’s justice; to ensure this, one must occasionally ally with uncouth outsiders. Such is the belief of Grand Justice Gormayne, who can be found travelling the realms with his pack of ‘jurors’. Those who understand the nature of the ghouls’ affliction may play along, taking advantage of the chance to direct their frenzy in battle. Plus, Gormayne can be surprisingly reasonable – at least some of the time… | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
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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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
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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 | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
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KEYWORDS | SPELL, UNLIMITED |
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Though Katakros is a master of orchestrating numerous campaigns at once, sometimes the Mortarch of the Necropolis deems he must oversee a battle in person. He is accompanied by echelons of the Scions Praetoris, his elite bodyguard and the embodiment of his relentless will. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
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The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way… | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions:
ORGANISATION | ||
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KEYWORDS | RAMPAGE |
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KEYWORDS | RAMPAGE |
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KEYWORDS | RAMPAGE |
Arkhan the Black is Nagash’s most loyal and long-serving servant. Though supposedly destroyed by the Light of Eltharion, there are whispers of the ancient liche and his Morghast bodyguard being spied in the far lands of the realms, exploiting or snuffing out sources of magic. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
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KEYWORDS | SPELL, UNLIMITED |
Natives of the morbid isle of Decrepita, the Sylvaneth of the Lost-Song Forest have become deafened to the spirit-song. They hear only the mournful cries of wayward souls, which has driven them to cruelty and madness. Followed by the chilling fogs of their homeland, these Outcasts follow the dead and the half-souled, hoping to vent their own bitterness. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
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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... | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
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KEYWORDS | SPELL, UNLIMITED |
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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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
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KEYWORDS | SPELL, UNLIMITED |
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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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
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Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The NIGHTHAUNT keyword is used in the following Nighthaunt warscrolls:
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The non-HERO NIGHTHAUNT and CAVALRY keywords are used in the following Nighthaunt warscrolls:
The non-HERO WAR MACHINE keyword is used in the following Nighthaunt warscrolls:
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The HERO keyword is used in the following Nighthaunt warscrolls:
The CAVALRY keyword is used in the following Nighthaunt warscrolls:
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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! | ||
The FLY keyword is used in the following Nighthaunt warscrolls:
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The WARD keyword is used in the following Nighthaunt warscrolls:
The DEATH keyword is used in the following Nighthaunt warscrolls:
The NIGHTHAUNT keyword is used in the following Nighthaunt warscrolls:
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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. | ||
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KEYWORDS | SPELL |
The UNIQUE keyword is used in the following Nighthaunt warscrolls:
The WIZARD keyword is used in the following Nighthaunt warscrolls:
The INFANTRY keyword is used in the following Nighthaunt warscrolls:
The INFANTRY keyword is used in the following Nighthaunt warscrolls:
The non-HERO NIGHTHAUNT and INFANTRY keywords are used in the following Nighthaunt warscrolls:
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KEYWORDS | CORE, MOVE, CHARGE |
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:
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KEYWORDS | PRAYER, UNLIMITED |
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KEYWORDS | PRAYER |
The NIGHTHAUNT and INFANTRY keywords are used in the following Nighthaunt warscrolls:
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The non-HERO and UNIQUE DEATH keyword is used in the following Nighthaunt warscrolls:
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. | ||
The non-HERO NIGHTHAUNT keyword is used in the following Nighthaunt warscrolls:
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KEYWORDS | CORE, MOVE |
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KEYWORDS | CORE, MOVE, RUN |
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KEYWORDS | CORE, MOVE, RETREAT |
The WAR MACHINE keyword is used in the following Nighthaunt warscrolls:
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The CHAMPION keyword is used in the following Nighthaunt warscrolls:
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KEYWORDS | CORE, MOVE, CHARGE |
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KEYWORDS | UNBIND |
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:
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KEYWORDS | CORE, ATTACK, SHOOT |
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KEYWORDS | CORE, ATTACK, FIGHT |
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The MANIFESTATION keyword is used in the following Nighthaunt warscrolls:
The ENDLESS SPELL keyword is used in the following Nighthaunt warscrolls:
The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:
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