Nighthaunt – Warscrolls


Cavalry Hero


NIGHTHAUNT WARSCROLL
Knight of Shrouds
on Ethereal Steed
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.
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: 170
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, Any NIGHTHAUNT

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 non-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 (5+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Reikenor the Grimhailer
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.
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: 240
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, Any NIGHTHAUNT

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 as a result of this ability, inflict a further D3 mortal damage on the target.
KEYWORDSSPELL

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: If you picked this unit, allocate 1 damage point to this unit and add 1 to casting rolls for this unit for the rest of the turn (ward rolls cannot be made for that damage point).

If you picked an enemy unit, roll a dice. On a 3+, inflict 1 mortal damage on that enemy unit and for the rest of the turn:
  • Add 1 to casting rolls for this unit.
  • Add 1 to this unit’s power level.

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 WIZARD or a PRIEST.

KEYWORDS
UNIQUE, HERO, WIZARD (1), CAVALRY, FLY, WARD (5+)
DEATH, NIGHTHAUNT

Infantry Hero


NIGHTHAUNT WARSCROLL
Cairn Wraith
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.
NIGHTHAUNT WARSCROLL
Cairn Wraith
MELEE WEAPONS
AtkHitWndRndDmg
Cairnoch Scythe [Crit (Auto-wound)]
Cairnoch Scythe
Crit (Auto-wound)
54+3+22
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY, 0-1 Scourge of Ghyran Black Coach
Notes: This unit will move to Warhammer Legends on 1 June 2026.
This HERO can join an eligible regiment as a Cursed Soul.

Once Per Battle (Army), Any Combat Phase
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.

Declare: Pick a visible friendly Grimghast Reapers unit wholly within 12" of this unit to be the target.

Effect: Add 1 to wound rolls for the target’s combat attacks for the rest of the turn.

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


NIGHTHAUNT WARSCROLL
Guardian of Souls
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.
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: 150
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY, 0-1 Scourge of Ghyran Black Coach

Once Per Turn (Army), Any Combat Phase
NIGHTMARE LANTERN: The cursed light of Nagashizzar bound within a nightmare lantern invigorates the dark souls of any Nighthaunt it illuminates.

Declare: Pick a visible friendly NIGHTHAUNT unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to wound rolls for the target’s attacks for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY, FLY, WARD (5+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Knight of Shrouds
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.
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: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, Any NIGHTHAUNT

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 (5+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Krulghast Cruciator
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.
NIGHTHAUNT WARSCROLL
Krulghast Cruciator
RANGED WEAPONS
RngAtkHitWndRndDmg
Phantasmal Torture [Crit (Auto-wound), Shoot in Combat]
Phantasmal Torture
Crit (Auto-wound), 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: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY, 0-1 Scourge of Ghyran Black Coach

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 (5+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Kurdoss Valentian
The Craven King
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.
NIGHTHAUNT WARSCROLL
Kurdoss Valentian
The Craven King
MELEE WEAPONS
AtkHitWndRndDmg
Sepulchral Sceptre [Crit (Auto-wound)]
Sepulchral Sceptre
Crit (Auto-wound)
53+3+23
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, Any NIGHTHAUNT

Your Charge Phase
HAIL KURDOSS! KING OF NOTHING!: Forever bitter at their liege for being dragged into eternal torment alongside him, the Craventhrone Guard will attempt to deny Valentian even the minuscule solace he derives from crushing foes with his mace.

Declare: If this unit charged this phase, pick a friendly Craventhrone Guard unit that is not in combat to be the target.

Effect: The target can immediately use a SHOOT ability as if it were your shooting phase, but all of its attacks must target an enemy unit in combat with this unit. The target cannot use CHARGE abilities for the rest of the turn.

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 (5+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Lady Olynder
Mortarch of Grief
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.
NIGHTHAUNT WARSCROLL
Lady Olynder
Mortarch of Grief
RANGED WEAPONS
RngAtkHitWndRndDmg
Horrifying Visage [Crit (Auto-wound), Shoot in Combat]
Horrifying Visage
Crit (Auto-wound), Shoot in Combat
12"12+2+3D6
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Midnight [Crit (Auto-wound)]
Staff of Midnight
Crit (Auto-wound)
64+3+1D3
BATTLE PROFILE

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

Passive
MORTARCH OF GRIEF: Those foolish enough to confront Lady Olynder soon find their will to fight faltering, replaced with an all-consuming sorrow and despair at the futility of their defiance.

Effect: If the unmodified hit roll or unmodified wound roll for an attack that targets this unit is 1-4, the attack fails and the attack sequence ends.

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 it with a combined Health characteristic of up to D3+3.

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 the target’s control score and 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 (5+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Lord Executioner
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.
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: 170
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY, 0-1 Scourge of Ghyran Black Coach
Notes: This HERO can join an eligible regiment as a Cursed Soul.

Once Per Turn (Army), 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.

End of Any Turn
GHASTLY DESCENT: The axe of a Lord Executioner descends pitilessly on all foolish enough to commit the crime of standing against Nagash's dark justice.

Declare: Pick an enemy INFANTRY or CAVALRY HERO that had any damage points allocated to it this turn by this unit’s attacks to be the target.

Effect: Roll a dice. Add 1 to the roll if the target is a SENTENCED unit. On a 5+, the target is automatically destroyed.

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


NIGHTHAUNT WARSCROLL
Lord Vitriolic
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.
NIGHTHAUNT WARSCROLL
Lord Vitriolic
RANGED WEAPONS
RngAtkHitWndRndDmg
Hurled Vial [Crit (Auto-wound)]
Hurled Vial
Crit (Auto-wound)
10"13+3+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Culler’s Sickle [Crit (Auto-wound)]
Culler’s Sickle
Crit (Auto-wound)
34+3+1D3
BATTLE PROFILE

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

Once Per Turn (Army), Your Shooting Phase
SPECTRAL ALCHEMY: With a chilling cackle, the Lord Vitriolic prepares a specifically abominable elixir to inflict on their unwilling victims, or they spitefully hurl whatever is to hand into the ranks of their foes.

Declare: Pick an enemy unit within 10" of this unit to be the target.

Effect: Roll a dice. On a 3+, pick 1 of the following effects or roll two dice and apply both corresponding effects in an order of your choosing, including duplicate effects:

1 Phantasmal Solvent: If the target has a Move characteristic of’-’, inflict 6 mortal damage on the target.
2 Acidic Fug: Inflict D3 mortal damage on the target.
3 Fling Concoctions: Add 1 to the Attacks characteristic of this unit’s Hurled Vial this phase but all attacks made by this unit this phase must target that enemy unit.
4 Choking Vapours: If the target is a WIZARD, subtract 1 from its power level until the start of your next turn.
5 Fear-laced Hallucinogen: If the target is a PRIEST, remove D3 ritual points from it.
6 Unholy Prescription: Ward rolls cannot be made for the target for the rest of the turn.

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


NIGHTHAUNT WARSCROLL
Scriptor Mortis
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.
NIGHTHAUNT WARSCROLL
Scriptor Mortis
MELEE WEAPONS
AtkHitWndRndDmg
Malicious Quill [Crit (Auto-wound)]
Malicious Quill
Crit (Auto-wound)
34+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: Any INFANTRY, 0-1 Black Coach, 0-1 Scourge of Ghyran Black Coach
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+, inflict 1 mortal damage on the target and the target has the SENTENCED keyword until the start of your next turn.

Passive
JUDGE, JURY AND EXECUTIONER: With a mere flick of a quill, sentenced souls are doomed to be dragged to the underworlds by gheists hungry for vengeance.

Effect: Each time a friendly NIGHTHAUNT INFANTRY unit uses a FIGHT ability, if all of its attacks target the same SENTENCED enemy unit, that friendly unit’s melee weapons have Crit (Mortal) for that FIGHT ability.

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


NIGHTHAUNT WARSCROLL
Spirit Torment
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.
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: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY, 0-1 Scourge of Ghyran Black Coach
Notes: This HERO can join an eligible regiment as a Cursed Soul.

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 (5+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Tomb Banshee
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.
NIGHTHAUNT WARSCROLL
Tomb Banshee
RANGED WEAPONS
RngAtkHitWndRndDmg
Piercing Scream [Shoot in Combat]
Piercing Scream
Shoot in Combat
10"24+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: 130
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 Black Coach, Any INFANTRY, 0-1 Scourge of Ghyran Black Coach
Notes: This unit will move to Warhammer Legends on 1 June 2026.
This HERO can join an eligible regiment as a Cursed Soul.

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 visible friendly Myrmourn Banshees units within this unit’s combat range, ignore positive modifiers to the control scores of enemy units within 12" of this unit.

Once Per Battle (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 in combat with this unit to be the target.

Effect: Inflict D3 mortal damage on the target. If any models in the target unit are slain by this ability, the target cannot use commands for the rest of the turn.

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


NIGHTHAUNT WARSCROLL
Scourge of Ghyran Kurdoss Valentian
the Craven King
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.
NIGHTHAUNT WARSCROLL
Scourge of Ghyran Kurdoss Valentian
the Craven King
MELEE WEAPONS
AtkHitWndRndDmg
Sepulchral Sceptre [Crit (Auto-wound)]
Sepulchral Sceptre
Crit (Auto-wound)
53+3+23
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, Any NIGHTHAUNT
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
INESCAPABLE MOCKERY: There is no respite from the unrelenting harassment afforded to Kurdoss by his hated attendants. The only satisfaction that remains to this embittered conqueror is the spectacularly petty obliteration of any lesser enemies he finds himself face-to-mask with.

Effect: Add 1 to hit rolls and wound rolls for this unit’s combat attacks that target an enemy unit that has a lower Control characteristic than this unit.

Any Combat Phase
A TRAITOR’S LEGACY: The continued declaration of Valentian’s horrifically wicked deeds in life can often give nearby gheists particularly grim inspiration of what horrors to inflict upon the living.

Declare: If this unit is in combat, pick a visible friendly NIGHTHAUNT unit wholly within 12" of this unit to be the target.

Effect: Pick 1 of the following to apply for the rest of the turn:

Regicide and Kinslaying: The target’s melee weapons have Anti‐HERO (+1 Rend).

Usurpation and Larceny: Add 5 to the target’s control score.

Sedition and Betrayal: Enemy units cannot use commands while they are in combat with the target.

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

Monster Hero


NIGHTHAUNT WARSCROLL
Nagash
Supreme Lord of the Undead
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.
NIGHTHAUNT WARSCROLL
Nagash
Supreme Lord of the Undead
MELEE WEAPONS
AtkHitWndRndDmg
Zefet-nebtar, the Mortis Blade
Zefet-nebtar, the Mortis Blade43+3+23
Alakanash, the Staff of Power
Alakanash, the Staff of Power43+3+2D6
BATTLE PROFILE

Unit Size: 1      Points: 840
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

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.
  • If the target was not set up this turn and is not in combat, it can move up to 3". It cannot move into combat.
KEYWORDSSPELL

Once Per Battle, Your Hero Phase
SUPREME LORD OF THE UNDEAD: Nagash is the undisputed master of all undead creatures.

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.

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

War Machine Hero


NIGHTHAUNT WARSCROLL
Awlrach the Drowner
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.
NIGHTHAUNT WARSCROLL
Awlrach the Drowner
MELEE WEAPONS
AtkHitWndRndDmg
Deathwood Oar [Crit (Auto-wound)]
Deathwood Oar
Crit (Auto-wound)
44+3+-D3
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 80mm
Can be reinforced: No
Regiment Options: 0-1 Cursed Soul, Any NIGHTHAUNT

Once Per Battle, 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.

End of Any Turn
DRIFTING ON SPECTRAL TIDES: Little can prevent the Drowner's passage as he drifts throughout the Mortal Realms, seeking fresh victims.

Effect: Roll a dice. On a 3+, this unit can immediately use the ’Normal Move’ or the ’Retreat’ ability as if it were your movement phase.

KEYWORDS
UNIQUE, HERO, WAR MACHINE, FLY, WARD (5+)
DEATH, NIGHTHAUNT

Cavalry


NIGHTHAUNT WARSCROLL
Dreadblade Harrows
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.
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.

Once Per Turn (Army), 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 (5+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Hexwraiths
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.
NIGHTHAUNT WARSCROLL
Hexwraiths
MELEE WEAPONS
AtkHitWndRndDmg
Ethereal Steed’s Ghostly Hooves and Teeth [Crit (Auto-wound), Companion]
Ethereal Steed’s Ghostly Hooves and Teeth
Crit (Auto-wound), Companion
25+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: 200
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 (5+)
DEATH, NIGHTHAUNT

Infantry


NIGHTHAUNT WARSCROLL
Bladegheist Revenants
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.
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: 210
Base size: 32mm
Can be reinforced: Yes

Passive
THRASHING DESPERATION: Only the bravest and most determined of charges can get within striking range of the veritable wall of thrashing blades that are the Bladegheist Revenants.

Effect: While this unit contests an objective you control, enemy units cannot finish a charge move within ½" of a model in this unit unless the unmodified charge roll was 7 or more.

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


NIGHTHAUNT WARSCROLL
Chainghasts
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.
NIGHTHAUNT WARSCROLL
Chainghasts
RANGED WEAPONS
RngAtkHitWndRndDmg
Ghastflails [Crit (Auto-wound)]
Ghastflails
Crit (Auto-wound)
12"24+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Ghastflails [Crit (Auto-wound)]
Ghastflails
Crit (Auto-wound)
24+3+21
BATTLE PROFILE

Unit Size: 2      Points: 90
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 (5+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Chainrasps
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.
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

Once Per Battle (Army), Deployment Phase
CHILLING HORDE: Surging forward in a shrieking, wailing mass, Chainrasps are often the first wave of Nighthaunt to assail the foe.

Declare: Pick up to 3 friendly Chainrasps units to be the targets.

Effect: Each target can move 6" but cannot end that move in combat.

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


NIGHTHAUNT WARSCROLL
Craventhrone Guard
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.
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)
14+4+-1
BATTLE PROFILE

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

Once Per Turn (Army), Your Movement Phase
BLACK-HEARTED LACKEYS: These villainous souls unleash a volley of close-range spectral bolts, forcing their opponents backwards as they slink away from combat in good order.

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

Effect: Roll a D3. On a 2+, this unit immediately uses the ’Retreat’ ability without any mortal damage being inflicted on it. Then, inflict an amount of mortal damage on the target equal to the roll.

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


NIGHTHAUNT WARSCROLL
Dreadscythe Harridans
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.
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: 210
Base size: 32mm
Can be reinforced: Yes

Passive
HARROWING SHRIEKS: The chilling cries of the Dreadscythe Harridans drive all hope from the hearts of their foes.

Effect: Enemy units cannot be healed or have slain models returned to them while they are in combat with this unit.

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


NIGHTHAUNT WARSCROLL
Glaivewraith Stalkers
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.
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+21
BATTLE PROFILE

Unit Size: 4      Points: 80
Base size: 32mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2026.

Reaction: Passive
UNERRING HUNTERS: These spectral hunters will hound their prey until the very end of existence itself.

Effect: Each time this unit makes a pile-in move, add 3" to the distance it can move.

KEYWORDS
INFANTRY, MUSICIAN (1/4), FLY, WARD (5+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Grimghast Reapers
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.
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: 210
Base size: 32mm
Can be reinforced: Yes

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

Declare: Pick an enemy unit that is within the combat ranges of 5 or more models in this unit to be the target.

Effect: Roll a number of dice equal to the number of models in the target unit. For each 6, inflict 1 mortal damage on the target. If the target unit has 20 or more models, inflict 1 mortal damage on the target for each 5+ instead.

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


NIGHTHAUNT WARSCROLL
Myrmourn Banshees
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.
NIGHTHAUNT WARSCROLL
Myrmourn Banshees
MELEE WEAPONS
AtkHitWndRndDmg
Chill Dagger [Anti-WIZARD (+1 Rend), Crit (Auto-wound)]
Chill Dagger
Anti-WIZARD (+1 Rend), Crit (Auto-wound)
24+3+1D3
BATTLE PROFILE

Unit Size: 4      Points: 100
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 (5+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Pyregheists
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.
NIGHTHAUNT WARSCROLL
Pyregheists
RANGED WEAPONS
RngAtkHitWndRndDmg
Gout of Balefire [Crit (Auto-wound), Shoot in Combat]
Gout of Balefire
Crit (Auto-wound), Shoot in Combat
10"22+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Flaming Weapons [Crit (Auto-wound)]
Flaming Weapons
Crit (Auto-wound)
24+4+-1
BATTLE PROFILE

Unit Size: 8      Points: 130
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, FLY, WARD (5+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Spirit Hosts
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.
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: 120
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 (5+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
The Headsmen’s Curse
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.
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
The Wielder of the Blade40mm
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
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.
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
MODELBASE SIZE
The Briar Queen32mm
Varclav the Cruel, The Ever-hanged, The Ironwretch, The Exhumed, The Silenced and The Uncrowned25mm
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
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.
NIGHTHAUNT WARSCROLL
Black Coach
RANGED WEAPONS
RngAtkHitWndRndDmg
Soulreach Grasp [Crit (Auto-wound), Shoot in Combat]
Soulreach Grasp
Crit (Auto-wound), Shoot in Combat
10"24+3+22
MELEE WEAPONS
AtkHitWndRndDmg
Relic Bearers’ Claws and Ethereal Steeds’ Hooves [Crit (Auto-wound), Companion]
Relic Bearers’ Claws and Ethereal Steeds’ Hooves
Crit (Auto-wound), Companion
144+4+-1
Wraith’s Spectral Weapons [Anti-INFANTRY (+1 Rend), Crit (Auto-wound)]
Wraith’s Spectral Weapons
Anti-INFANTRY (+1 Rend), Crit (Auto-wound)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 230
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.

Once Per Turn (Army), 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 any damage points were allocated to an enemy unit by this unit’s combat attacks this turn and that enemy unit was destroyed 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 (5+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Scourge of Ghyran Black Coach
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.
NIGHTHAUNT WARSCROLL
Scourge of Ghyran Black Coach
MELEE WEAPONS
AtkHitWndRndDmg
Wraith’s Spectral Weapons [Charge (+1 Damage), Crit (Auto-wound)]
Wraith’s Spectral Weapons
Charge (+1 Damage), Crit (Auto-wound)
53+3+22
Black Coach’s Iron-shod Wheels [Crit (Auto-wound), Companion]
Black Coach’s Iron-shod Wheels
Crit (Auto-wound), Companion
84+3+22
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 170 × 105mm
Can be reinforced: No
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Once Per Turn (Army), Any Hero Phase
SPECTRAL ATTENDANTS: The spectral attendants of the Black Coach bear potent artefacts, usually the possessions with which the occupant was interred. These can greatly empower the coach itself or imbue it with an aura of death magic that invigorates nearby Nighthaunt.

Effect: Pick 1 of the following to apply for the rest of the turn:

Noble Blade: This unit’s melee weapons, including Companion weapons, have Crit (Mortal) instead of Crit (Auto-wound).

Unholy Grail: Pick a friendly NIGHTHAUNT unit wholly within 12" of this unit. Each time that unit uses the ‘Rally’ command, you receive 3 additional rally points.

Tome of Undead Lore: This unit has WIZARD (1).

Once Per Turn (Army), Any Hero Phase
ONE STOP, NO RETURN: A Black Coach bears down upon its target at the appointed hour, flaming hoofprints burning the skies. Where it arrives, soul-numbing terror is brought with it.

Declare: Pick an objective you do not control to be the target.

Effect: For the rest of the turn, while enemy units are contesting the target objective, they cannot score critical hits while this unit is also contesting it (hit rolls that would be critical hits score hits instead).

Any Charge Phase
SPECTRAL CARRIAGE: Unimpeded by physical obstacles due to its phantasmal form and carried upon spectral winds, a Black Coach hurtles towards its victims with horrifying swiftness.

Effect: For the rest of the phase, add 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3.

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

Faction Terrain


NIGHTHAUNT WARSCROLL
Nexus of Grief
-
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.
NIGHTHAUNT WARSCROLL
Nexus of Grief
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: Use model
Can be reinforced: No

The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

Once Per Turn (Army), Your Movement Phase
HUNGRY CRYPTS: The haunted crypt tears itself apart, only to reassemble itself moments later.

Effect: Remove this terrain feature from the battlefield and set it up again on the battlefield within 3" of a friendly NIGHTHAUNT unit, more than 3" from all objectives and enemy units, more than 1" from all terrain features and more than 12" from all other friendly Nexuses of Grief.

Passive
SCREAMS OF THE PENITENT: The agony inflicted on the souls trapped in a Nexus of Grief is awful to bear witness to.

Effect: Enemy units cannot use commands while they are within 3" of this terrain feature.

Once Per Turn (Army), End of Any Turn
AWFUL REFASHIONING: The spirits locked within the Nexus of Grief are agonisingly transformed into cackling gheists, their dreadful wails a brief and bitter balm for nearby Nighthaunt.

Declare: Pick a friendly Nexus of Grief, then pick up to 3 friendly NIGHTHAUNT units wholly within 12" of it to be the targets. You cannot pick the same unit to be a target of this ability more than once per phase.

Effect: For each target:
  • If the target is damaged, Heal (D3) the target.
  • If the target is not damaged, return a number of slain models to it with a combined Health characteristic of up to D3.

KEYWORDS
FACTION TERRAIN, WARD (5+)
DEATH, NIGHTHAUNT

Endless Spell


NIGHTHAUNT WARSCROLL
Mortalis Terminexus
-
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.
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, WARD (6+)
DEATH, NIGHTHAUNT


NIGHTHAUNT WARSCROLL
Shyish Reaper
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.
NIGHTHAUNT WARSCROLL
Shyish Reaper
MELEE WEAPONS
AtkHitWndRndDmg
Almighty Reap [Crit (Auto-wound)]
Almighty Reap
Crit (Auto-wound)
13+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+
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.
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 from a friendly or enemy unit 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 MANIFESTATION to be the targets.

Effect: Roll 6 dice for each target. For each 4+, inflict 1 mortal damage on the target. Then, reset this MANIFESTATION’s soul points to 0.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, 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: 450

Once Per Turn (Army), Any Combat Phase
GRIEVOUS HALITOSIS: 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
Blades of the Hollow King
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.
REGIMENT OF RENOWN
Blades of the Hollow King
INCLUSION

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

MELEE WEAPONS
AtkHitWndRndDmg
Ezechiarian Greatsword [Crit (Auto-wound)]
Ezechiarian Greatsword
Crit (Auto-wound)
53+3+22
Sissendra’s Twin Blades [Crit (Mortal)]
Sissendra’s Twin Blades
Crit (Mortal)
83+3+11
Kennistrix’s Fangs [Companion]
Kennistrix’s Fangs
Companion
24+2+3D3
BATTLE PROFILE

Points: 280

Once Per Turn (Army), End of Any Turn
THE HUNGER: Those who bear the Soulblight curse constantly crave blood and are empowered by feasting upon their foes.

Effect: If this unit used a FIGHT ability this turn, Heal (D3) this unit. Heal (2D3) this unit instead if it destroyed an enemy unit this turn using a FIGHT ability.


REGIMENT OF RENOWN
The Beast of Castle Sternieste
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.
REGIMENT OF RENOWN
The Beast of Castle Sternieste
INCLUSION

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

BATTLE PROFILE

Points: 240

Once Per Turn (Army), Your Hero Phase
DEATHLESS MONSTROSITY: Mannfred von Carstein has ever been a deathmage of terrifying power. This risen Draconith, which resides among the highest spires of Castle Sternieste, is a masterwork of his arcane talent and almost impossible to vanquish.

Effect: Heal (3) this unit


REGIMENT OF RENOWN
The Horror of Hallow’s Watch
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…
REGIMENT OF RENOWN
The Horror of Hallow’s Watch
INCLUSION

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

BATTLE PROFILE

Points: 230

Passive
DARK HUNT: A dire animus clings to this beast.

Effect: In your charge phase, if this unit is not in combat and has not used a RUN or RETREAT ability in the same turn, it must use the ‘Charge’ ability, and if the charge roll would allow it to end the move within ½" of a visible enemy unit, it must do so.

Passive
RAVENOUS SHRIEKS: The power of this Terrorgheist’s sonic shrieks seems to magnify the more vigorously it feeds on flesh.

Effect: Each time an enemy unit is destroyed by this unit’s shooting attacks, add 1 to the Attacks characteristic of this unit’s Death Shriek for the rest of the battle (this effect is cumulative).


REGIMENT OF RENOWN
The Scarlet Jury
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…
REGIMENT OF RENOWN
The Scarlet Jury

BATTLE PROFILE

Points: 300

Passive
PUNISHMENT FITS THE CRIME: For Gormayne, the practice of law is quite simple. The crime is always life; the sentence is always death.

Effect: You believe the ‘Accusations of Regicide’ DELUSION (see Grand Justice Gormayne’s warscroll).


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: 480

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.


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

Neferata, Mortarch of Blood


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 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.

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.


REGIMENT OF RENOWN
Scions of the Necropolis
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.
REGIMENT OF RENOWN
Scions of the Necropolis
INCLUSION

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

BATTLE PROFILE

Points: 810

End of Any Turn
BULWARK OF THE NECROPOLIS: No meagre foe may exert their will over the warriors of Katakros’s elite guard, the Scions Praetoris.

Declare: Pick an enemy unit in combat with a unit in this Regiment of Renown to be the target.

Effect: Subtract 2D6 from the target’s control score for the rest of the turn.


REGIMENT OF RENOWN
Stumblefoot Gargant
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…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 140

Once Per Turn (Army), Any Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

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

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE


REGIMENT OF RENOWN
The Liche’s Hand
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.
REGIMENT OF RENOWN
The Liche’s Hand
INCLUSION

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

BATTLE PROFILE

Points: 830

Passive
UNHOLY SACRAMENTS: Such is Arkhan’s command of necromancy that even magic withers in his presence.

Effect: Add 1 to the number of dice rolled when making banishment rolls for the Arkhan the Black in this Regiment of Renown, to a maximum of 3.

Your Hero Phase
8
SKELETAL SPLINTERING: The magics weaved by the caster calcify the bones of their enemies, causing them to break as they try to move.

Declare: This spell can be cast by the same WIZARD more than once per phase. Pick the Arkhan the Black in this Regiment of Renown to cast this spell, pick a visible enemy unit within 18" of them 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: Roll a number of dice equal to the number of models in the target unit. For each 5+, inflict 1 mortal damage on that unit.
KEYWORDSSPELL, UNLIMITED


REGIMENT OF RENOWN
The Lost-Song Spirits
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.
REGIMENT OF RENOWN
The Lost-Song Spirits
INCLUSION

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

BATTLE PROFILE

Points: 430

Once Per Turn (Army), Enemy Hero Phase
ENDLESS WANDERING: The spirits of the Lost-Song Forest are ever in motion, desperately seeking the ancestral harmonies denied to them.

Declare: Pick a unit in this Regiment of Renown that is not in combat to use this ability.

Effect: That unit can use the ‘Normal Move’ ability as if it were your movement phase.

Passive
OMINOUS FOG: A thick fog follows the Lost- Song Spirits, making them difficult to identify until it is too late.

Effect: Units in this Regiment of Renown are not visible to enemy units more than 12" from them while they are wholly within 9" of the Treelord 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

Ushoran, Mortarch of Delusion


BATTLE PROFILE

Points: 640

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: 220

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.
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.
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.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (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 may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES can join an eligible regiment as a Cursed Soul.

Infantry Hero
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 non-HERO 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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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

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).
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
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.
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

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.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number of ritual points to the PRIEST equal to the chanting roll.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
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.
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.
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 WAR MACHINE keyword is used in the following Nighthaunt warscrolls:

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:

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.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
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

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. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
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.

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
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

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

Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.
18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • 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.

  • 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).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
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.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

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 one 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.
  • 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.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

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.
Once Per Turn (Army), Start of Any Turn
A KINGDOM DELUDED: The mass delusions suffered by these cannibals are volatile but intense.

Declare: You must use this ability at the start of each turn. If it is the first turn of the battle, pick a DELUSION from these battle traits or, unless otherwise specified, from the warscroll of a friendly unit on the battlefield. If it is not the first turn, make a delusion roll of D6.

Effect: On a delusion roll of 1-2, you must pick a different DELUSION to the one you picked last turn. On a 3-4, you must pick the same DELUSION as the one you picked last turn, even if it is on the warscroll of a unit that has been destroyed. On a 5-6, you must pick a DELUSION like you did in the first turn. For the rest of the turn, you believe the DELUSION you picked.

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