The forces of Death are mustering – reinforcements approach for the vengeful gheists of the Nighthaunt and the noble knights of the Flesh-eater Courts. Alongside new battletomes, new faction mechanics, and new heroes, they’re also getting new Spearheads.
These are armies in a box that can form the core of a larger force for Warhammer Age of Sigmar – but they’re also complete formations for use in Spearhead, with fresh and innovative mechanics.

The Charnel Watch ride to meet trespassers on their borders, baffled by Delusions and Madness. Just like when you play the full army, you will be able to pick between Delusions in the first battle round, while in subsequent rounds you’ll be rolling a dice. On 1-3 the mania will fracture and shift, on a 4+ you must stick with your existing belief.
You’ll have access to the Delusion of the Great Feast and the Delusion of the Knightly Host. The former has your ghouls drink deep on the gore of the fallen, each unit recovering one Health, with your Royal Beastflayers able to return D3 models. The latter has your virtuous Abhorrant Gorewarden and his upstanding Knights add one to their hit rolls in combat if their charge roll was eight or higher.

BATTLE TRAIT
Passive
DELUSION OF THE KNIGHTLY HOST
The earth shakes and the sky screams as the ghouls charge.
Effect: While you believe this DELUSION, if the unmodified charge roll for a friendly HERO or KNIGHTS unit is 8+, add 1 to hit rolls for that unit’s combat attacks for the rest of the turn.
Keywords: DELUSION

REGIMENT ABILITY
Passive
DELUSION OF THE SENTINEL
Convinced that they are the last line of defence, the ghouls fight on with a shrieking grit.
Effect: While you believe this DELUSION, add 1 to ward rolls for friendly units while each model in the unit is contesting an objective.
Keywords: DELUSION
As with every Spearhead, you have a choice of regiment abilities and enhancements, as well as two Delusions. Do you go with the Delusion of the Hunter, and add one to your wound rolls for combat attacks if you aren’t contesting objectives – or Delusion of the Sentinel, which adds one to a unit’s ward rolls when its models are contesting an objective.

The Nighthaunt of the Cursed Shacklehorde are tasked with swelling the ranks of spirits for Lady Olynder. This Spectral Procession will hold back one unit of five Bladegheist Revenants and one unit of five Dreadscythe Harridans, so they’re ready to make a Cackling Arrival from the second battle round onwards.* They also receive the benefit of the Ethereal rule, ignoring negative modifiers to save rolls for friendly units.
With regiment abilities, you can grant your Spearhead the ability to Discorporate in any hero phase, adding one to their save rolls on the successful roll of a 2+. The Mounting Dread your force exudes obliges enemy units to subtract the number of the battle round from their control score while in combat – though you’ll need to score a 2+ at the end of the turn to trigger the terror.

BATTLE TRAIT
Once Per Turn (Army), Your Movement Phase
CACKLING ARRIVAL
Whether diving from the skies or rising suddenly from the very ground, a host of gheists catches the foe unaware.
Declare: Pick 1 of your units in reserve.
Effect: Set up that unit anywhere on the battlefield more than 6" from all enemy units.

REGIMENT ABILITY
Passive
DISCORPORATE
If given the order, the Nighthaunt can flicker between the realms of the living and dead.
Declare: Pick a friendly unit to be the target.
Effect: Roll a dice. On a 2+, add 1 to save rolls for that unit until the start of your next turn.
Both Spearheads are available to pre-order on Saturday. Rules are found in their respective battletomes, but they’ll also be available to download for free shortly after release. Both will feel right at home in the morbid, Shyishan Sand and Bone box.
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* Spearhead unit sizes are often smaller than those in larger games, with bigger units split in two.