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Nighthaunt

Even the boldest warrior might lose his nerve when confronted by the Nighthaunt, for these ethereal horrors are every dark folk tale and lingering nightmare made manifest. With phantom blades and icy, spectral claws, they tear the living asunder, sending their souls screaming to Shyish to face Nagash’s judgement.

Nighthaunt by sneakystabbinz

Reaction

RunemarkReaction
NighthauntFlickering Form: A fighter can make this reaction when an enemy fighter finishes a move action within 3" of them. Note the distance between this fighter and the enemy fighter that made the move action. Remove this fighter from the battlefield and then set this fighter up on a platform or the battlefield floor no further from the enemy fighter that made the move action.

Abilities

Fighter Abilities

RunemarkAbility
Nighthaunt[Double] Aura of Dread: Pick a visible enemy fighter within a number of inches of this fighter equal to the value of this ability. Until the end of the battle round, subtract 1 from the Strength characteristic (to a minimum of 1) of attack actions made by that fighter. A fighter can only be targeted once per battle round by this ability.
NighthauntMinion[Double] Chilling Horde: A fighter can only use this ability if there is a visible friendly fighter with the Minion (Minion) runemark within 3" of them. Until the end of this fighter’s activation, add 1 to the Attacks and Strength characteristics of attack actions made by this fighter.
NighthauntElite[Double] Soul-marked Prey: Pick a visible enemy fighter within 3" of this fighter with 1 or more damage points allocated to them. Until the end of the battle round, add 1 to the Strength characteristic of melee attack actions made by friendly fighters that target that fighter. A fighter can only be targeted once per battle round by this ability.
NighthauntTerrifying[Triple] Harrowing Shriek: Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability and roll a dice. On a roll of 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
NighthauntDestroyer[Triple] Frightful Touch: Until the end of this fighter’s activation, count each hit from melee attack actions made by them as a critical hit instead.
NighthauntElite[Quad] Reaped Like Corn: Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 3" of this fighter.

Hero Abilities

RunemarkAbility
NighthauntHeroChampion[Double] Stolen Hours: At the end of this fighter’s activation, heal a number of damage points allocated to this fighter up to the number of damage points allocated to enemy fighters this activation.
NighthauntHeroMystic[Triple] Unholy Light: Remove up to D3 damage points allocated to each friendly fighter within 6" of this fighter (roll for each).
NighthauntHeroBerserker[Triple] Phantasmal Discorporation: A fighter can only use this ability if they are not within 3" of any enemy fighters. Remove this fighter from the battlefield, then set this fighter up on a platform or the battlefield floor, more than 5" from all enemy fighters.
NighthauntHeroSentience[Triple] Sentenced to Eternal Torment: Pick a visible enemy fighter. Roll a dice for that fighter. If the roll is equal to or less than the number of the current battle round, allocate 6 damage points to that fighter.
NighthauntHero[Triple] Spectral Summon: Pick a friendly fighter that has been taken down. Set that fighter up on a platform or the battlefield floor, wholly within 3" of this fighter. The fighter set up on the battlefield no longer counts as being taken down. Remove a number of damage points allocated to that fighter equal to the value of this ability.
NighthauntHeroTrapper[Quad] Captured Soul-energy: A fighter can only use this ability if an enemy fighter has been taken down by an attack action made by them this activation. Remove a number of damage points from all visible friendly fighters within 6" of this fighter up to the value of this ability.

Thorns of the Briar Queen Ability

RunemarkAbility
Thorns of the Briar QueenHero[Triple] Howling Vortex: Pick a visile enemy fighter within 9" of this fighter and roll a number of dice equal to the value of this ability. For each 4+, allocate 3 damage points to that fighter. In addition, for each 4+, subtract 1 from the Move characteristic (to a minimum of 1) of that fighter until the end of the battle round.

The Headsmen's Curse Abilities

RunemarkAbility
The Headsmen's Curse[Double] Swift Judgement: This fighter makes a bonus move action of up to a number of inches equal to the value of this ability and must finish closer to the closest visible enemy fighter than they were at the start of that move action.
The Headsmen's CurseAgile[Double] Sharpen: Pick a friendly fighter with the Hero (Hero) runemark and The Headsmen’s Curse (The Headsmen's Curse) runemark within 3" of this fighter. Add 2 to the damage points allocated to enemy fighters by each critical hit from the next melee attack action made by that fighter.
The Headsmen's Curse[Triple] Hold Them Still: Pick an enemy fighter within 1" of this fighter. That fighter cannot make disengage actions until the end of the battle round. In addition, subtract the value of this ability from that fighter’s Move characteristic until the end of the battle round (to a minimum of 0).
The Headsmen's CurseHero[Quad] The Court Sentences You... To Death!: This fighter makes a bonus move action. Add x to the Attacks characteristic of the next melee attack action made by this fighter in this activation and add x to the damage points allocated to enemy fighters by each critical hit from that attack action, where x is the number of friendly fighters with The Headsmen’s Curse (The Headsmen's Curse) runemark within 3" of the target.

Nighthaunt Gheistgales

Heroes

Knight of Shrouds on Ethereal Steed

Sword
Range
1
Attacks
4
Strength
4
Damage (normal/crit)
2/4
Nighthaunt
270
Move
10
Toughness
4
Wounds
28
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Dreadblade Harrow

Sword
Range
1
Attacks
4
Strength
4
Damage (normal/crit)
2/4
Nighthaunt
235
Move
10
Toughness
4
Wounds
25
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Krulghast Cruciator

Blast
Range
10
Attacks
4
Strength
4
Damage (normal/crit)
1/4
Nighthaunt
205
Move
6
Toughness
4
Wounds
25
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Hellwraith

Scythe
Range
2
Attacks
4
Strength
3
Damage (normal/crit)
1/4
Nighthaunt
200
Move
10
Toughness
4
Wounds
25
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Spirit Torment

Bolas
Range
2
Attacks
2
Strength
5
Damage (normal/crit)
3/5
Nighthaunt
195
Move
6
Toughness
4
Wounds
25
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Knight of Shrouds

Sword
Range
1
Attacks
4
Strength
4
Damage (normal/crit)
2/4
Nighthaunt
190
Move
6
Toughness
4
Wounds
20
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Cairn Wraith

Scythe
Range
2
Attacks
3
Strength
4
Damage (normal/crit)
2/5
Nighthaunt
180
Move
6
Toughness
4
Wounds
18
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Guardian of Souls

Sword
Range
1
Attacks
2
Strength
3
Damage (normal/crit)
1/4
Blast
Range
3/7
Attacks
2
Strength
3
Damage (normal/crit)
3/6
Nighthaunt
175
Move
6
Toughness
4
Wounds
20
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Lord Executioner

Axe
Range
1
Attacks
2
Strength
5
Damage (normal/crit)
3/6
Nighthaunt
175
Move
6
Toughness
4
Wounds
20
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Tomb Banshee

Dagger
Range
1
Attacks
4
Strength
3
Damage (normal/crit)
1/4
Blast
Range
10
Attacks
2
Strength
4
Damage (normal/crit)
2/5
Nighthaunt
175
Move
6
Toughness
4
Wounds
18
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Slasher Crone

Scythe
Range
1
Attacks
5
Strength
3
Damage (normal/crit)
2/4
Nighthaunt
165
Move
6
Toughness
4
Wounds
15
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Scriptor Mortis

Unarmed
Range
1
Attacks
3
Strength
4
Damage (normal/crit)
1/4
Nighthaunt
155
Move
6
Toughness
4
Wounds
22
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Craven Huntmaster

Axe
Range
1
Attacks
2
Strength
3
Damage (normal/crit)
1/3
Ranged
Range
3/10
Attacks
2
Strength
4
Damage (normal/crit)
1/3
Nighthaunt
135
Move
6
Toughness
4
Wounds
15
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Extoller of Shyish

Scythe
Range
2
Attacks
3
Strength
3
Damage (normal/crit)
2/4
Nighthaunt
135
Move
6
Toughness
4
Wounds
15
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Dreadwarden

Sword
Range
1
Attacks
3
Strength
3
Damage (normal/crit)
2/4
Nighthaunt
125
Move
6
Toughness
4
Wounds
12
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Fighters

Spirit Host

Dagger
Range
1
Attacks
6
Strength
3
Damage (normal/crit)
1/3
Nighthaunt
170
Move
6
Toughness
4
Wounds
28
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Hexwraith

Scythe
Range
2
Attacks
4
Strength
3
Damage (normal/crit)
1/3
Nighthaunt
160
Move
10
Toughness
4
Wounds
20
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Chainghast

Blast
Range
12
Attacks
2
Strength
4
Damage (normal/crit)
1/4
Nighthaunt
130
Move
6
Toughness
4
Wounds
15
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Myrmourn Banshee

Dagger
Range
1
Attacks
3
Strength
4
Damage (normal/crit)
2/4
Nighthaunt
120
Move
6
Toughness
4
Wounds
10
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Grimghast Reaper

Scythe
Range
2
Attacks
3
Strength
3
Damage (normal/crit)
1/4
Nighthaunt
105
Move
6
Toughness
4
Wounds
10
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Dreadscythe Harridan

Scythe
Range
1
Attacks
5
Strength
3
Damage (normal/crit)
1/3
Nighthaunt
105
Move
6
Toughness
4
Wounds
10
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Craventhrone Guard

Axe
Range
1
Attacks
2
Strength
3
Damage (normal/crit)
1/2
Ranged
Range
3/10
Attacks
2
Strength
4
Damage (normal/crit)
1/3
Nighthaunt
105
Move
6
Toughness
4
Wounds
10
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Bladegheist Revenant

Sword
Range
1
Attacks
3
Strength
4
Damage (normal/crit)
1/4
Nighthaunt
100
Move
6
Toughness
4
Wounds
10
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Glaivewraith Stalker

Spear
Range
2
Attacks
3
Strength
3
Damage (normal/crit)
1/3
Nighthaunt
90
Move
6
Toughness
4
Wounds
10
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Chainrasp

Club
Range
1
Attacks
3
Strength
3
Damage (normal/crit)
1/2
Nighthaunt
85
Move
6
Toughness
4
Wounds
8
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Thorns of the Briar Queen

This horde of Chainrasps is bound eternally to the will of the Briar Queen. At her wailed command they either flock to her side or surge outwards in search of new victims upon whom she can sate her malice.

Bladeborn fighters

The Thorns of the Briar Queen are from Warhammer Underworlds, so adhere to Bladeborn rules.

Hero

Briar Queen

Dagger
Range
1
Attacks
3
Strength
3
Damage (normal/crit)
1/4
Blast
Range
3/9
Attacks
2
Strength
3
Damage (normal/crit)
2/5
Nighthaunt
200
Move
5
Toughness
5
Wounds
22
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Fighters

Varclav the Cruel

Sword
Range
1
Attacks
3
Strength
3
Damage (normal/crit)
2/4
Nighthaunt
130
Move
5
Toughness
4
Wounds
16
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The Ever-hanged

Sword
Range
1
Attacks
3
Strength
3
Damage (normal/crit)
1/4
Nighthaunt
105
Move
5
Toughness
4
Wounds
10
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Thorns of the Briar Queen Chainrasp

Club
Range
1
Attacks
3
Strength
3
Damage (normal/crit)
1/3
Nighthaunt
90
Move
5
Toughness
4
Wounds
8
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Special Rule

You can include Thorns of the Briar Queen Chainrasp up to 4 times in your warband or warband roster, instead of only once.

The Headsmen's Curse

The Headsmen’s Curse has come. Nothing shall stay the bite of the dread blade Terminus, for it was fashioned long ago by Nagash himself, and has a vile sentience of its own. Damned souls surround it, bound to serve as judge, jury and executioner. Their former identities are subsumed into the greatsword’s necromantic magic; always there is one to wield the blade, one to sharpen its edge, one to bear the headsman’s block, and a scriptor to sentence the condemned. No matter the crime against the Supreme Necromancer, the sentence is always the same – Death!

Bladeborn fighters

The Headsmen's Curse are from Warhammer Underworlds, so adhere to Bladeborn rules.

Hero

Wielder of the Blade

Sword
Range
1
Attacks
2
Strength
5
Damage (normal/crit)
3/6
Nighthaunt
175
Move
6
Toughness
4
Wounds
20
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Fighters

Bearer of the Block

Club
Range
1
Attacks
3
Strength
4
Damage (normal/crit)
2/4
Nighthaunt
135
Move
6
Toughness
4
Wounds
16
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Scriptor of the Sentence

Unarmed
Range
1
Attacks
3
Strength
3
Damage (normal/crit)
1/3
Blast
Range
3/9
Attacks
2
Strength
4
Damage (normal/crit)
1/3
Nighthaunt
115
Move
6
Toughness
4
Wounds
14
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Sharpener of the Blade

Dagger
Range
1
Attacks
1
Strength
3
Damage (normal/crit)
1/6
Nighthaunt
80
Move
6
Toughness
4
Wounds
8
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