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Scare the wits out of your foes and open up a phantasmal pharmacy with Battletome: Nighthaunt

Alongside the filthy carrion kingdoms bequeathed to the Mortarch of Delusion, Nagash is also loyally served by Lady Olynder, Mortarch of Grief, and the unquiet dead known as the Nighthaunt. These shrieking hordes are made up of spirits reshaped by the Supreme Lord of the Undead’s cruel humour into tormented souls that suffer in death an ironic reversal of their sins in life.

They sweep across the Mortal Realms to claim souls for their tyrannical master, chilling the blood of their foes with their ghastly appearance and cackling as blades and spells fail to find purchase on their incorporeal forms.

With new battle traits that say goodbye to Wave of Terror, the Nighthaunt have phased through the shackles of the capricious charge roll to receive an array of changes that let you create an unstoppable tide of terrifying gheists on the tabletop. 

They retain their Ethereal rule, but now they only ignore negative modifiers like Rend, so you can pop that crucial All-out Defence when needed.  As a result of this change, saves across the board have been reduced to 5+ for Heroes (and the Black Coach) while your hordes of spectres have gone down to 6+.*

In tandem though, every unit also gets a 5+ Ward save, up from 6+ in the faction pack. Grimghast Reapers, Bladegheist Revenants, Pyregheists, and other larger spirits are receiving one extra health per model to represent the difficulty of cutting down an incorporeal being.

Prolonged exposure to the Nighthaunt is guaranteed to send a chill up the spine of even the boldest and bravest warriors in the Mortal Realms, the constant reminder of Nagash’s ultimate plan for a cold Necrotopia causing Mounting Dread in their opponents. As the battle progresses, armies find their grip on sanity slipping, and their control score eroding over time.

For a command point, Ethereal Translocation lets you scoop a unit off the table and set them up elsewhere – an ability previously locked to a battle formation now made universal, much to the pleasure of scythe-wielding spirits around the realms. Rounding out the tableau is the Nexus of Grief, Sepulchral Apparitions that manifest on the battlefield, preventing nearby enemies from using commands and refashioning spirits into reinforcements for the Nighthaunt.**

Battle formations have also been updated, with Quicksilver Gheists now able to Vanish and Reappear, usually with their spectral blades aimed squarely at the backs of their foes, while the blood-curdling cores of the Shrieker Host prevent units in combat with a Nighthaunt Hero from retreating.

Death Stalkers retain their ability to flit out of combat before charging back in (or shooting their flummoxed assailants, and the Lethal Rancour of the Royal Procession gives two Nighthaunt units Anti-charge (+1 Rend) should their foes be able to close the distance on these baleful spectres.

The Nighthaunt can look forward to a revamped collection of heroic traits and artefacts, as well as a ghoulish new Lore of the Underworlds. Their undead Wizards can Wrench Souls with a gesture, letting a unit make a move or retreat as if it was the movement phase. They can also shackle an enemy Hero within 18” with the Chains of Death, burdening them with Strike-last for the rest of the turn.

Fell Blades is the Lore’s unlimited spell, empowering Nighthaunt weapons with macabre energies that subtract 1 from save rolls against subsequent attacks that target the unit the ensorcelled weapons have swung at – pairing perfectly with both the on-foot (or is that floating?) and mounted Knight of Shrouds, who invite their followers to fight immediately after them.

The alchemically minded Lord Vitriolic joins the morbid procession with this battletome, a wretched figure cursed by Nagash to fuss over tonics and potions with a care he never gave his craft in life. Spectral Alchemy allows him to unleash either a potent chemical perfectly fine-tuned to weaken his foe, or just hurl whatever he has at hand in a pique of rage.

In other words, on a dice roll of a 3+ you get to pick your poison, otherwise you roll two dice and get what you’re given. Phantasmal Solvent dissolves anything with a Move characteristic of ‘-’, Choking Vapours and Fear-laced Hallucinogens discombobulate Wizards and Priests, while an Unholy Prescription strips the target of its blessed Ward save.

You’ll be able to check out all the changes to your rules in Battletome: Nighthaunt, which is available for pre-order on Saturday, alongside the phantasmal potion-master and a brand new Spearhead. 

* With a 3+ save and 18 wounds, the Supreme Lord of the Undead is thankfully exempt from this rule… such is the power of Nagash.

** Rules for this terrain feature are currently available for download, if you’ve not checked them out yet.