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Army Special Rules

Spectral:
All units with the Spectral special rules are Unbreakable, Unstable and cause
Terror, as described in the Warhammer rulebook. In addition, units with the Spectral
special rule cannot make march moves unless they are within 12” of the Army General in
which case they can march as normal. Lastly when a unit with the Spectral special rule is
charged, it can only elect to hold.

The Generals of the spectral host:


Every Spectral Host is drawn to and anchored in the mortal realm by the sorcery of
it's General. Your army's general must have the special rule Spirit Anchor. If able to choose
a spell lore, they must use the Lore of the Veil.

Slain General:
If the General of a Nighthaunt army is destroyed, the magical anchoring drawing the
army together begins to dissipate, and the ranks of warriors bleed back to the otherworld.
However, the complete dispersal of the army can be prevented if another model with the
Spirit Anchor rule is present to sustain the horde.

At the end of the phase in which the General is removed as a casualty, and at the start
of every friendly turn thereafter, all friendly Spectral units on the battlefield that are not
within 12” of a model with the Spirit Anchor special rule must take a Leadership test. If the
test is failed, the unit immediately suffers a number of Wounds equal to the amount by
which it failed the Leadership test, with no saves of any kind allowed. These wounds are
distributed as if from a shooting attack.

If at the start of any of your turns following the death of the General, there is one or
more friendly models with the Spirit Anchor special rule on the table, no unit in the army
need to take the Leadership test, they sustain the spectral host.

Spirit Anchor:
Though spirits thrive upon Dark Magic, they are ephemeral creatures that require
being anchored to a dominating will lest they leak back to the Realm of the Dead.

Models with the Spirit Anchor rule never suffer Wounds because of a destroyed
General. Additionally, any Spectral unit within 6” of a Spirit Anchor is also immune to
losses from Wounds of the destroyed General.

Incorporeal:
Being mostly formed from the spirit realm, incorporeal creatures are hard to damage
as swords and arrows often pass through them harmlessly. Incorporeal units are immune to
poison (roll to wound as normal). Any non-magical attacks always require a '6' to wound.
Conversely, any attack from an Incorporeal unit ignores armour saves if the 'to wound' roll
is a '6'.
Lady Olynder (Lord)

M WS BS S T W I A Ld
Lady Mylenia Olynder 6 3 3 3 4 4 3 4 8
Banshee Handmaiden - 3 3 3 3 - 3 1 -

Troop Type: Monstrous Infantry, (Special Character, Spectre), 2 x Banshee


Handmaidens

Magic: Lady Olynder is a level 2 Wizard. She may take spells from either the
Lore of the Veil or the Lore of Death.

Special Rules: Spectre, Terror, Incorporeal, Hover, Aura of Despair, Veil of


Misery, Wail of the Damned, Spirit Anchor.

Aura of Despair: All enemy units within 12” may not use Hold Your Ground or
Inspiring Presence. Units that are immune to psychology do not suffer this
penalty.

Wail of the Damned: Lady Olynder has a Hellshriek. She adds 2 to her roll for her
Banshee Handmaidens.

Reikenor the Grimhailer (Lord)

M WS BS S T W I A Ld
Reikenor the Grimhiler 6 5 4 4 4 3 4 4 8
Kyallaron 8 3 - 4 4 - 3 1 -

Troop Type: Monstrous Beast (Character, Spectre)

Magic Items: Fellreaper, Iron Armour of Relentless Misery.

Special Rules: Spectre, Incorporeal, Spirit Anchor (Reikenor Only), Fly (Kyallaron
Only).
Chainrasp Horde (Core)

M WS BS S T W I A Ld
Chainrasp Horde 6 3 3 3 3 1 3 1 7
Dreadwarden 6 3 3 3 3 1 3 2 7

Troop Type: Infantry (Spectre) Equipment: Hand weapon

Special Rules: Spectre, Incorporeal, Earthly Bonds.

Earthly Bonds: The chains keep the Chainrasp spirits to the mortal realm. They suffer
1 less casualty from unstable than normal if they lose a round of combat. This
is in addition to other modifiers (BSB, etc).

Dreadscythe Harridans (Core)

M WS BS S T W I A Ld
Dreadscythe Harridan 6 3 3 3 3 1 3 2 7
Slasher Crone 6 3 3 3 3 1 3 3 7

Troop Type: Infantry (Spectre) Equipment: Hand weapon

Special Rules: Spectre, Incorporeal, Frenzy.

Glaivewraith Stalkers (Core)

M WS BS S T W I A Ld
Glaivewraith 6 3 3 3 3 1 3 2 7
Glavewarden 6 3 3 3 3 1 3 3 7

Troop Type: Infantry (Spectre) Equipment: Glaive (Halberd)

Special Rules: Spectre, Incorporeal, Swiftstride.


Grimghast Reapers (Special)

M WS BS S T W I A Ld
Grimghast Reapers 6 3 3 3 3 1 3 1 7
Extoller of Shyish 6 3 3 3 3 1 3 2 7

Troop Type: Infantry (Spectre) Equipment: Reaper Scythe (great weapon)

Special Rules: Spectre, Incorporeal, Skirmish.

Special Rules:

Reaper Scythe: Any model with a Reaper Scythe may choose to swap all their attacks
for a 'Sweep Attack'. This attack is directed against every model in base to
base contact with the attacker. All special rules apply to this attack (ASL and
+2S for example).

Death Knell: This counts as both a banner and a musician.

Bladegheist Revenants (Special)

M WS BS S T W I A Ld
Bladegheist Revenants 6 4 3 3 3 1 3 1 7
Bladegheist Haunter 6 4 3 3 3 1 3 2 7

Troop Type: Infantry (Spectre) Equipment: Hand and a half sword

Special Rules: Spectre, Incorporeal.

Hand and a half sword: At the start of a round of combat, a model equipped with a
hand and a half sword may choose whether to count their weapon as a hand
weapon or two handed weapon. If they are part of a unit, every model in the
unit must fight in the same way.
Dreadblade Harows (Special)

M WS BS S T W I A Ld
Dreadblade Harrows - 4 3 4 3 1 3 1 7
Spectral Steed 9 3 - 3 3 1 3 1 7

Troop Type: Cavalry (Spectre) Equipment: Hand and a half sword

Special Rules: Spectre, Incorporeal, Fast Cavalry.

Special Rules:

Hand and a half sword: At the start of a round of combat, a model equipped with a
hand and a half sword may choose whether to count their weapon as a hand
weapon or two handed weapon. If they are part of a unit, every model in the
unit must fight in the same way.

Hexwraiths (Special)

M WS BS S T W I A Ld
Hexwraith - 4 3 3 3 1 3 1 7
Spectral Steed 9 3 - 3 3 1 3 1 5

Troop Type: Cavalry (Spectre) Equipment: Scythe (Great Weapon)

Special Rules: Spectre, Incorporeal, Fast Cavalry, Soul Reapers, Soul Striders,
Spectral Hunters.

Cairn Wraith (Rare)

M WS BS S T W I A Ld
Cairn Wraith 6 3 0 3 3 2 3 3 7

Unit Size: 1 Equipment: Scythe (Great Weapon)

Troop Type: Chariot (Spectre) Drawn by: 2 Spectral Steeds

Special Rules: Spectre, Incorporeal, Chill Grasp (Wraith only), Evocation of


Death.
Black Coach (Rare)

M WS BS S T W I A Ld
Black Coach - - - 5 6 6 3 1 7
Cairn Wraith - 3 0 3 - - 3 3 7
Spectral Steed 9 3 - 3 3 1 3 1 5

Unit Size: 1 Equipment: Scythe (Great Weapon)

Troop Type: Chariot (Spectre) Drawn by: 2 Spectral Steeds

Special Rules: Spectre, Incorporeal, Chill Grasp (Wraith only), Evocation of Death.

Lore of the Veil

Lore Attribute: As the casters of the Spirit Host manipulate the winds of magic, the bonds
keep the spirits on the mortal plain strengthen. Every time a spell from the Lore of the Veil
is cast, choose a character or unit within 12” of the model that cast the spell. They gain the
special rule Magic Resistance 2.

0: Absorb Spirits: Cast on 7+ This is an Augment spell with a range of 6”. The target unit
loses D6 Wounds with no saves of any kind, the caster gains the same number of wounds.
This can take the caster above their original wounds, to a maximum of 10.

1: Soul Syphon: Cast on 7+. This is a direct damage spell that causes D6 S4 hits on the
enemy. If this spell causes any unsaved wounds nominate a unit within 12” of the caster.
That unit regains the number of wounds inflicted.

2: Marked for Death: Cast on 8+ This is a Hex spell with a range of 18”. Any failed to
wound rolls against the target unit in the Close Combat phase must be re-rolled. The caster
may cast a more powerful version of the spell, cast on a 14+. If they do any failed to hit
rolls must be re-rolled as well.

3: Death Screech: Cast on an 8+ This is a direct damage spell with a range of 8”. The caster
may make a Hellshriek attack with all the special rules of that attack.

4: Call Spirits: Cast on 9+ Summon a new unit of 2D6+2 either Dreadscythe Harridans or
Chainrasps (declare which before rolling) wholly within 18”. The caster may declare they
are summoning 2D6+2 Chainghast Revenants instead. If they do, the casting value is
increased to 14+

5: Soul Rend: Cast on a 12+

6: Call of the Grave: Cast on 15+

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