Nighthaunt

A fell wind is rising. From the darkest pits of Shyish, the Realm of Death, comes a storm of ethereal figures. An eerie mist spreads before them, blotting out the sun. They muster upon corpse-strewn battlefields or ancient burial grounds, a ghostly army of phantoms. They are the supernatural, the dead, the damned – the Nighthaunts.

This page contains all of the rules you need to field your Nighthaunt miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Nighthaunt
  NighthauntBattletome4August 2025
  Flesh-eater Courts
  Flesh-eater CourtsBattletome4August 2025
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4August 2025
  Scourge of Ghyran - Nighthaunt
  Scourge of Ghyran - NighthauntExpansion4May 2025
  Legends compendium
  Legends compendiumWarscroll4April 2025
  Soulblight Gravelords
  Soulblight GravelordsBattletome4April 2025
  Sons of Behemat
  Sons of BehematFaction Pack4January 2025
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4December 2024
  Regiments of Renown
  Regiments of RenownWarscroll4November 2024

Designers’ Commentary

Battletome: Nighthaunt

Q:When using the ‘Wave of Terror’ ability, can all friendly NIGHTHAUNT units that are in combat use CHARGE abilities or only one?
A:
All of them (the ability affects ‘friendly Nighthaunt units’).

Faction Rules


Battle Traits

Nighthaunt armies can use the following abilities:

Passive
ETHEREAL: Nighthaunt spirits can rarely be harmed by blows delivered by those caught in the grip of a spiritual terror.

Effect: Ignore negative modifiers to save rolls for friendly NIGHTHAUNT units, excluding Nagash.

Once Per Turn (Army), Your Movement Phase
1
ETHEREAL TRANSLOCATION: The Nighthaunt appear and disappear from sight to torment their prey.

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

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

Passive
MOUNTING DREAD: The keening wails and harrowing shrieks of the Nighthaunt are a continuous assault on the courage of those who face them in battle, until their will to fight has all but crumbled.

Effect: Subtract the current battle round number from the control scores of enemy units while they are in combat with any friendly NIGHTHAUNT units.

Once Per Battle (Army), Deployment Phase
SEPULCHRAL APPARITIONS: Like sinister visions intruding upon reality, the haunted crypts of the Nighthaunt shimmer into existence wherever there are souls to be captured and tortured.

Effect: If there is a friendly Nexus of Grief on the battlefield, you can set up up to 2 additional Nexuses of Grief on the battlefield. Each must be set up wholly outside enemy territory, more than 3" from all objectives and other terrain features, and more than 12" from all other friendly Nexuses of Grief.

Designer’s Note: The original Nexus of Grief is set up in Step 1 of the deployment phase using the ‘Deploy Faction Terrain’ ability. This ability allows you to set up a second and third such terrain feature and is used in Step 3 of the deployment phase, after armies have been deployed.

Battle Formations

You can pick 1 of the following battle formations for a Nighthaunt army. Each battle formation grants a different ability you can use in the battle.

BATTLE PROFILE
NamePoints
Quicksilver Gheists40
Shrieker Host0
Death Stalkers0
Royal Procession0
Hungry Nexus0
Deathrust Gheists0

Quicksilver Gheists

Once Per Turn (Army), Your Movement Phase
VANISH AND REAPPEAR: These mercurial spirits are feared for their ability to dissolve into nothingness before suddenly reappearing elsewhere - often right behind their next targets' backs.

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

Effect: Roll a dice. The unit using this ability can move a distance up to its Move characteristic added to the roll. It can pass through other models and the combat ranges of enemy units, and it can end that move in combat.
KEYWORDSCORE, MOVE


Shrieker Host

Once Per Turn (Army), Enemy Hero Phase
PETRIFY: The screams and wails of this procession's bloodthirsty champions are so terrifying that their foes often become rooted in place, ripe for the slaughter.

Declare: Pick a friendly NIGHTHAUNT HERO to be the target.

Effect: For the rest of the turn, enemy units cannot use RETREAT abilities while they are in combat with the target.


Death Stalkers

Once Per Turn (Army), Your Movement Phase
THERE IS NO ESCAPE: Death Stalkers are spectral killers that relentlessly hunt down a chosen enemy. They are constantly on the move in pursuit of their quarry and nigh impossible to pin down.

Declare: Pick a friendly NIGHTHAUNT unit to be the target.

Effect: For the rest of the turn:
  • The target can use CHARGE and SHOOT abilities even if it has used a RETREAT ability in the same turn.
  • The target can use the ’Retreat’ ability without any mortal damage being inflicted on it.


Royal Procession

Once Per Turn (Army), Enemy Hero Phase
LETHAL RANCOUR: The gheists of this horde are drawn from haughty nobles and obsequious courtiers who refused to admit fault even at the very end. They rail constantly at their kingdom's doom, and their undying bitterness renders their spectral touch even more deadly against those they perceive as interlopers.

Declare: Pick up to 2 friendly NIGHTHAUNT units to be the targets.

Effect: The targets’ melee weapons have Anti-charge (+1 Rend) for the rest of the turn.


Hungry Nexus

Once Per Turn (Army), End of Enemy Turn
GREEDY FOR SOULS: A Nexus of Grief’s bricks fly apart and its metal rails extend outwards like a grasping claw, dragging it ever nearer to living, breathing victims.

Declare: Pick a friendly Nexus of Grief to be the target.

Effect: For the rest of the turn, the target has a Move characteristic of 3". It can immediately move up to 3" and can move into combat but cannot end that move on a terrain feature or within 3" of an objective.


Deathrust Gheists

Once Per Turn (Army), Enemy Hero Phase
BLADES OF ETERNAL RUST: The weapons of these Nighthaunt constantly shed flakes of spectral rust that cause whatever physical substance they come to rest upon to corrode in moments.

Declare: Pick an enemy unit that is in combat with any friendly NIGHTHAUNT units to be the target.

Effect: Subtract 1 from save rolls for the target for the rest of the turn.

Heroic Traits

Shades of Death

HERO only

BATTLE PROFILE
NamePoints
RULER OF THE SPECTRAL HOSTS20
DEATHLY POSSESSOR0
SHADOWY AURA0
Once Per Turn (Army), Your Hero Phase
RULER OF THE SPECTRAL HOSTS: The deathly power of this spirit is like a siren call, an unseen signal that beckons to those who have passed beyond the grave.

Declare: Pick up to 3 friendly non-HERO NIGHTHAUNT units wholly within 12" of this unit to be the targets.

Effect: Roll a D3 for each target. On a 2+:
  • If the target is damaged, Heal (X) the target, where X is an amount equal to the roll.
  • If the target is not damaged, return a number of slain models to it with a combined Health characteristic of up to X, where X is an amount equal to the roll.

Any Combat Phase
DEATHLY POSSESSOR: In a flash ofbalefire, the Nighthaunt vanishes. An instant later, a nearby foe's eyes glow with spectral power and they lash out at their allies, cackling in a voice not their own.

Declare: Pick an enemy HERO in combat with this unit to be the target, then pick another enemy unit within the target’s combat range to be the victim.

Effect: Roll a dice. On a 3+, pick 1 of the target’s melee weapons. Immediately resolve combat attacks for the target with that weapon against the victim.

Reaction: You declared the ’Redeploy’ command for a friendly NIGHTHAUNT unit wholly within 12" of this unit
SHADOWY AURA: A pall of gloom hangs over this champion, concealing the movements of nearby gheists and allowing them to ambush their victims.

Effect: For the rest of the turn, subtract 1 from hit rolls for attacks that target this unit.

Artefacts of Power

Relics of the Underworlds

HERO only

BATTLE PROFILE
NamePoints
BRAZIER OF NAGASHIZZAR0
LIGHTSHARD OF THE HARVEST MOON20
MIRROR OF ECHOING FAILURES0
Reaction: You declared the ’Redeploy’ command for a friendly NIGHTHAUNT INFANTRY unit wholly within 12" of this unit
BRAZIER OF NAGASHIZZAR: Green flames billow from this brazier, lashing at nearby gheists and ensuring that there is no rest for the wicked.

Effect: If you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.

Once Per Battle, Any Combat Phase
LIGHTSHARD OF THE HARVEST MOON: This lightshard is filled with a baleful gloom that, upon release, casts the battlefield in an eerie glow, readying the enemy for the reaping.

Effect: If this unit is in combat, add 1 to the Attacks characteristic of melee weapons used by friendly NIGHTHAUNT units while they are wholly within 12" of this unit for the rest of the turn.

Reaction: Opponent declared a SPELL or PRAYER ability for a WIZARD or PRIEST within 12" of this unit
MIRROR OF ECHOING FAILURES: To fail in front of this awful artefact is to have those miseries echoed in excruciating detail by a caterwauling reflection of your own face deriding your futile efforts.

Declare: Pick each enemy WIZARD and PRIEST within 12" of this unit to be the targets.

Effect: Roll a D3. On a 2+, for the rest of the phase:
  • Subtract 1 from casting rolls and chanting rolls for the targets.
  • Each time any of the targets fails to cast a spell or chant a prayer, inflict 1 mortal damage on that target.


Relics of Dolorum

HERO only

BATTLE PROFILE
NamePoints
STAVE OF SUFFERING0
TOMBSTONE OF THE PENITENT0
AMULET OF WAKING NIGHTMARES0
Passive
STAVE OF SUFFERING: This staff drinks in the misery and pain of nearby living things and converts it into powerful magic that can be harnessed by Nighthaunt spellcasters.

Effect: While this unit is within 12" of any damaged enemy units or enemy units that have had any models slain, add 1 to casting rolls for friendly NIGHTHAUNT units while they are wholly within 12" of this unit.

Passive
TOMBSTONE OF THE PENITENT: This tombstone, chained to the gheist cursed to bear it, begins to burn with spectral flames as the land around them is suffused with deathly energies.

Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons for each non-FACTION TERRAIN terrain feature that is being contested by friendly units, to a maximum of 8.

Your Hero Phase
AMULET OF WAKING NIGHTMARES: This loathsome amulet afflicts harrowing visions on a chosen victim, whose subsequent throat- rending screams allow Nighthaunt marksmen to locate their target no matter where they hide.

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

Effect: Roll a dice. On a 3+, for the rest of the turn, the target cannot be affected by the ‘Guarded Hero’ ability or the ‘Obscuring’ terrain ability.

Spell Lore

BATTLE PROFILE
NamePoints
Lore of the Underworlds0

Lore of the Underworlds

Your Hero Phase
6
FELL BLADES: A malignant curse screeched to blackened skies coalesces on spectral blades, causing the weapons to glow with the magics of ending.

Declare: Pick a friendly NIGHTHAUNT WIZARD to cast this spell, pick a visible friendly NIGHTHAUNT unit wholly within 12" 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 FIGHT ability, if all of its attacks targeted the same enemy unit, after that ability has been resolved, subtract 1 from save rolls for that enemy unit for the rest of the turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
WRENCH SOULS: With a clasped fist and a horrible twist, the caster drags a horde of gheists to their desired location.

Declare: Pick a friendly NIGHTHAUNT WIZARD to cast this spell, pick a visible friendly non-HERO NIGHTHAUNT INFANTRY unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target can immediately use the ’Normal Move’ or ’Retreat’ ability as if it were your movement phase.
KEYWORDSSPELL

Your Hero Phase
7
CHAINS OF DEATH: With an unearthly howl, hundreds of spectral chains burst from the caster's billowing form, ensnaring their straining victim from head to foot.

Declare: Pick a friendly NIGHTHAUNT WIZARD to cast this spell, pick a visible enemy HERO within 18" of them to be the target, then make a casting roll of 2D6.

Effect: The target has STRIKE-LAST for the rest of the turn.
KEYWORDSSPELL

Manifestation Lore

BATTLE PROFILE
NamePoints
Infernal Sorceries0

Infernal Sorceries

Your Hero Phase
6
SUMMON SHYISH REAPER: The wizard sweeps down their arm as they utter this spell’s final incantation, and a fearsome scythe formed of purest amethyst magic tears through their foes with unstoppable force.

Declare: If there is not a friendly Shyish Reaper on the battlefield, pick a friendly NIGHTHAUNT WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Shyish Reaper wholly within 9" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON MORTALIS TERMINEXUS: A spectral hourglass filled with shifting grave-sand takes shape, promising temporal grace or doom to mortal and immortal alike.

Declare: If there is not a friendly Mortalis Terminexus on the battlefield, pick a friendly NIGHTHAUNT WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Mortalis Terminexus wholly within 18" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON VAULT OF SOULS: This summoned chest siphons souls, filling itself to overflowing with the rich spirits of mortalkind.

Declare: If there is not a friendly Vault of Souls on the battlefield, pick a friendly NIGHTHAUNT WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Vault of Souls wholly within 18" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Army of Renown

The Clattering Procession

When you pick the Nighthaunt faction for your army, you can choose for it to be a Clattering Procession Army of Renown. If you do so, use the faction rules in this section instead of the Nighthaunt faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the CLATTERING PROCESSION keyword. You can give 1 Black Coach in your army the HERO keyword; if you do so, any non-HERO NIGHTHAUNT CAVALRY units can be added to its regiment.

ROSTER OPTIONS

Battle Traits

Passive
ETHEREAL: Nighthaunt spirits can rarely be harmed by blows delivered by those caught in the grip of a spiritual terror.

Effect: Ignore negative modifiers to save rolls for friendly NIGHTHAUNT units.

Once Per Turn (Army), End of Your Turn
THE SPEED OF DEATH: With terrifying speed, the ethereal steeds of the Clattering Procession climb into darkened skies, leaving a steep trail of burning spectral hoofprints in the air.

Declare: Pick a friendly CLATTERING PROCESSION unit that used a CHARGE or RETREAT ability this turn, is not in combat and is wholly within 9" of a battlefield edge to use this ability.

Effect: Remove that unit from the battlefield and set it up again wholly within 9" of a battlefield edge and more than 3" from all enemy units.

Once Per Turn (Army), Your Movement Phase
SPECTRAL SWIFTNESS: The incorporeal cavalry of the Clattering Procession are impossible to surround and pin down.

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

Effect: That unit can move a distance up to its Move characteristic. It can pass through other models and the combat ranges of enemy units, but it cannot end that move in combat.
KEYWORDSCORE, MOVE, RETREAT

Once Per Turn (Army), Your Movement Phase
PITILESS REAPERS: The chill blades of the Clattering Procession flash down and reap a deadly harvest as they pass through the enemy ranks.

Declare: Pick a friendly CLATTERING PROCESSION unit that passed across any enemy units this phase to use this ability, then pick 1 of those enemy units to be the target.

Effect: Roll a dice for each model in the CLATTERING PROCESSION unit that passed across the target. Add 1 to the roll if any friendly CLATTERING PROCESSION Black Coaches passed across the target this phase. For each 6+, inflict 1 mortal damage on the target.


Heroic Traits

HERO only
Your Charge Phase
SILENT OVERSEER: With a gesture of a translucent finger, this gheist orders those spirits who have fled from their enemies to charge again, heedless of the cost.

Declare: Pick up to 3 friendly CLATTERING PROCESSION units wholly within 12" of this unit to be the targets.

Effect: For the rest of the turn, the targets can use CHARGE abilities even if they used a RETREAT ability in the same turn.


Artefacts of Power

HERO only
Reaction: Opponent declared a SPELL ability
TALISMAN OF THE NADIR: A tiny, spell-eating mote of the Shyish Nadir rages in this ornate hourglass, devouring enemy magics with eager abandon.

Effect: If a friendly CLATTERING PROCESSION 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.


Spell Lore

Your Hero Phase
4
SPECTRAL LASHES: With a rattling shriek, the caster causes spectral lashes to manifest around the ethereal steeds of the Clattering Procession, driving them forward with pitiless blows.

Declare: Pick a friendly CLATTERING PROCESSION WIZARD to cast this spell, pick a visible friendly CLATTERING PROCESSION unit wholly within 12" of them and that has not been picked to be the target of this ability this turn to be the target, then make a casting roll of 2D6.

Effect: Add 2" to the target’s Move characteristic for the rest of the turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
FELL RIDERS: Words of power twist the air and ghostly green flames explode from the hooves of the Clattering Procession's steeds, giving them a deadly burst of speed.

Declare: Pick a friendly CLATTERING PROCESSION WIZARD to cast this spell, pick the caster and up to 1 other visible friendly CLATTERING PROCESSION unit wholly within 12" of them to be the targets, then make a casting roll of 2D6.

Effect: You can re-roll run rolls and charge rolls for the targets for the rest of the turn.
KEYWORDSSPELL


Manifestation Lore

Your Hero Phase
6
SUMMON SHYISH REAPER: The wizard sweeps down their arm as they utter this spell's final incantation, and a fearsome scythe formed of purest amethyst magic tears through their foes with unstoppable force.

Declare: If there is not a friendly Shyish Reaper on the battlefield, pick a friendly CLATTERING PROCESSION WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Shyish Reaper wholly within 9" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Army of Renown

The Eternal Nightmare

When you pick the Nighthaunt faction for your army, you can choose for it to be a The Eternal Nightmare Army of Renown. If you do so, use the faction rules in this section instead of the Nighthaunt faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the ETERNAL NIGHTMARE keyword.

ROSTER OPTIONS

Battle Traits

Passive
ETHEREAL: Nighthaunt spirits can rarely be harmed by blows delivered by those caught in the grip of a spiritual terror.

Effect: Ignore negative modifiers to save rolls for friendly NIGHTHAUNT units, excluding Nagash.

Passive
GATHER POWER: Nagash's formidable will gathers magical power to reinvest his divine spirit with corporeal raiment once more. During his unholy resurrection, there is a brief window where he is at his most vulnerable.

Effect: The following effects apply to the friendly Nagash during the first and second battle rounds, as shown:

Battle Round 1:
  • His Move characteristic is ’-’ and he cannot make pile-in moves.
  • He has WARD (3+).
  • He has a Control characteristic of 1.
  • Alakanash and Zefet-nebtar each have an Attacks characteristic of 2 instead of 4.

Battle Round 2:
  • His Move characteristic is 6".
  • He cannot end a move more than 6" from the ritual site.
  • He has WARD (4+).
  • He has a Control characteristic of 5.
  • Alakanash and Zefet-nebtar each have an Attacks characteristic of 2 instead of 4.

Deployment Phase
THE RITUAL BEGINS: Nagash's potent spirit anchors itself to a nearby Nexus of Grief, and it is from here that his form shall be remade once more in all its macabre glory.

Declare: You must use this ability to set up the friendly Nagash. Pick a friendly Nexus of Grief wholly within friendly territory to be the ritual site.

Effect: Set up the friendly Nagash within 1" of the ritual site and wholly within friendly territory. After you have done so, he has been deployed. That Nexus of Grief is the ritual site for the rest of the battle.
KEYWORDSDEPLOY

Passive
UNHOLY VESSEL: As Nagash gathers his power, a tiny portion of his godly might is invested in the Nexus of Grief that plays host to his disembodied spirit.

Effect: The ritual site has WARD (4+) and cannot use the ’Hungry Crypts’ ability.


Heroic Traits

HERO only
Reaction: You declared a SPELL ability for a friendly Nagash within 18" of this unit
DAMNED VESSEL: With a wretched wail, a gheist's will is temporarily eclipsed as Nagash channels his power through their ragged shape.

Effect: Measure the range and visibility of that SPELL ability from this unit instead of that Nagash.


Artefacts of Power

HERO only
Once Per Battle, Your Hero Phase
THE SEAL OF NAGASH: This sigil, magically seared into this gheist's spectral form, binds them to Nagash so that he may readily drain their power to sustain himself at a moment's notice.

Effect: Allocate 3 damage points to this unit (ward rolls cannot be made for those damage points). Then, Heal (3) the friendly Nagash.


Spell Lore

Your Hero Phase
5
DIVINE TERROR: The inevitability of Nagash's return inspires utter dread, and it is a matter of little effort for the wizard to magnify that fear tenfold.

Declare: Pick a friendly ETERNAL NIGHTMARE WIZARD 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: Subtract 3 from the target’s control score for the rest of the turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
8
THE WILL OF NAGASH: Eye sockets flaring with power, the wizard renders nearby gheists almost invulnerable to enemy attacks.

Declare: Pick a friendly ETERNAL NIGHTMARE WIZARD to cast this spell, pick a visible friendly ETERNAL NIGHTMARE INFANTRY unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, if the unmodified hit roll or unmodified wound roll for an attack that targets the target unit is 1-3, the attack fails and the attack sequence ends.
KEYWORDSSPELL


Manifestation Lore

Your Hero Phase
6
SUMMON SHYISH REAPER: The wizard sweeps down their arm as they utter this spell's final incantation, and a fearsome scythe formed of purest amethyst magic tears through their foes with unstoppable force.

Declare: If there is not a friendly Shyish Reaper on the battlefield, pick a friendly ETERNAL NIGHTMARE WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Shyish Reaper wholly within 9" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON MORTALIS TERMINEXUS: A spectral hourglass filled with shifting grave-sand takes shape, promising temporal grace or doom to mortal and immortal alike.

Declare: If there is not a friendly Mortalis Terminexus on the battlefield, pick a friendly ETERNAL NIGHTMARE WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Mortalis Terminexus wholly within 18" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON VAULT OF SOULS: This summoned chest siphons souls, filling itself to overflowing with the rich spirits of mortalkind.

Declare: If there is not a friendly Vault of Souls on the battlefield, pick a friendly ETERNAL NIGHTMARE WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Vault of Souls wholly within 18" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

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.
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.
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.
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.
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within ½" of an enemy faction terrain feature as if it were a unit.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics etc.).
  • Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘ShootCORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
Deployment Phase
DEPLOY FACTION TERRAIN: The army has taken to the field surrounding an important and powerful landmark.

Declare: Pick a friendly faction terrain feature that has not been deployed to be the target.

Effect: Set up the target faction terrain feature wholly within friendly territory, more than 3" from all objectives and other terrain features. After you have done so, it has been deployed.
KEYWORDSDEPLOY TERRAIN
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).
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

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.
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).
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.
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.
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

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

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
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).
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.
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.

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

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

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).
Passive
GUARDED HERO: The leader is shielded by their warriors, who close ranks around them to protect them from harm.

Effect: If this HERO is within the combat range of a friendly unit that is not a HERO:
  • Subtract 1 from hit rolls for shooting attacks that target this HERO.
  • If this HERO is INFANTRY, they cannot be picked as the target of shooting attacks made by models more than 12" from them.
Obscuring
While every model in a non-MONSTER unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit's weapons is halved (rounding down to the nearest inch).
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 NIGHTHAUNT and WIZARD keywords are used in the following Nighthaunt warscrolls:

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

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

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

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.

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

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.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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 CLATTERING PROCESSION.

Cavalry Hero
War Machine
Cavalry

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

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.
Those HEROES can join an eligible regiment as a HERO.

Cavalry Hero
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

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.
This HERO can join an eligible regiment as a CLATTERING PROCESSION WIZARD.

Cavalry Hero
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

3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
Those HEROES can join an eligible regiment as a ETERNAL NIGHTMARE WIZARD.

Infantry Hero
Monster Hero
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.

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