They crave battle and seek power through bloodshed, honouring their deity with every kill. Even their closest allies shudder to witness the gory rituals that renew and reinvigorate these graceful murderers. They are the Daughters of Khaine, and to cross blades with them is to invite death.

This page contains all of the rules you need to field your Daughters of Khaine miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionVersionLast update
  Daughters of Khaine
  Daughters of KhaineBattletome21.0March 2021

Designers’ Commentary

Battletome: Daughters of Khaine

 Q: Does the Hagg Nar command trait ‘Devoted Disciple’ negate mortal wounds allocated to a friendly HAGG NAR DAUGHTERS OF KHAINE model on a 5+?
A:
No.
 Q: If I use the Witchbrew ability, do I roll 1 dice for battleshock immunity and 1 dice to re-roll wound rolls or do I roll 1 dice in total?
A:
1 dice in total.
 Q: Is an Invocation of Khaine a prayer?
A:
No.
 Q: Does the Hagg Nar ‘Daughters of the First Temple’ ability prevent HAGG NAR units from gaining the Quickening Bloodlust ability in the first battle round?
A:
No.

Allies

ORDERALLIES
Daughters of KhaineCities of Sigmar, Idoneth Deepkin

Battle Traits

Blood Rites

Before battle, the Daughters of Khaine are led by their priestesses in holy rites of bloodletting. With each gory sacrifice, the faithful are imbued with a fraction of their god’s furious power.

Friendly DAUGHTERS OF KHAINE units gain an ability each battle round, as shown below. Note that the abilities are cumulative: units have the abilities of the current battle round and each previous battle round.
BATTLE ROUNDABILITY
1

Quickening Bloodlust

As battlelines are drawn, the hearts of Khaine’s followers thump harder and their strides grow longer as they anticipate the battle to come.

You can re-roll run rolls of 1 for this unit.

2

Headlong Fury

Reciting the catechism of Crimson Hate, the Khainites rush forwards in their eagerness to begin the slaughter.

You can re-roll rolls of 1 when making charge rolls for this unit.

3

Zealot’s Rage

The faithful chant the seventeen secret names of Khaine as they vent their rage, drawing the spirit of their murderous god to the battlefield.

You can re-roll hit rolls of 1 for attacks made with melee weapons by this unit. In addition, friendly AVATARS OF KHAINE are automatically animated (see the model’s warscroll).

4

Slaughterer’s Strength

Having anointed their blades with the foe’s blood, Khaine’s flock are imbued with shocking strength.

You can re-roll wound rolls of 1 for attacks made with melee weapons by this unit.

5

Unquenchable Fervour

With due sacrifice offered, the faithful are gripped by a vision that banishes mortal fears and pain instantly.

You can re-roll save rolls of 1 for attacks that target this unit. In addition, do not take battleshock tests for this unit.


Fanatical Faith

Their belief that their god will protect them is so powerful that the Daughters of Khaine can seemingly ignore mortal injuries.

Roll a dice each time a wound or mortal wound is allocated to a friendly DAUGHTERS OF KHAINE model. On a 6, that wound or mortal wound is negated.

Temples of Khaine

There are a number of different sects dedicated to Khaine, each fixated on a different aspect of their patron and each maintaining its own great temple. All bow before Morathi, but as each sect strives to hold the greater part of their god’s favour, rivalries are inevitable.

When you choose a Daughters of Khaine army, you can give it a Temple of Khaine keyword from the list below. All DAUGHTERS OF KHAINE units in your army gain that keyword, and you can use the allegiance abilities listed for that Temple of Khaine.

HAGG NAR
DRAICHI GANETH
KRAITH
KHAILEBRON
KHELT NAR
ZAINTHAR KAI

If a unit already has a Temple of Khaine keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its Temple of Khaine.

Command Traits

Paragons of Murder

DAUGHTERS OF KHAINE AELF general only.

D6COMMAND TRAIT
1

Bathed in Blood

This general bathes in sacrificial blood before battle, rejuvenating her and granting her healing powers.

Add 1 to this general’s Wounds characteristic. In addition, at the start of your hero phase, you can heal 1 wound allocated to this general.

2

Zealous Orator

This general is a skilled demagogue whose fiery oratory and utter disdain for weakness inspires her followers to fight on in the face of impossible odds.

Add 2 to the Bravery characteristic of friendly DAUGHTERS OF KHAINE units while they are wholly within 12" of this general.

3

Sacrificial Overseer

This general has sacrificed countless victims upon the altars of her temple, and she is just as adept at offering lives to Khaine on the battlefield.

Add 1 to hit rolls for attacks made with melee weapons by this general.

4

Terrifying Beauty

This general is possessed of a supernatural beauty that both enchants and terrifies her foes.

Subtract 1 from hit rolls for attacks that target this general.

5

Master of Poisons

This general has intimate knowledge of all poisons and coats her blades in an elixir that can kill a warrior with the merest scratch.

Add 1 to the damage inflicted by each successful attack made by this general.

6

True Believer

This general truly believes that she has been chosen for greatness, a conceit from which she draws great strength.

Add 1 to the number of the current battle round when determining the abilities gained by this general from the Blood Rites battle trait. This ability and other similar abilities are cumulative.


Masters of Blood Magic

BLOODWRACK MEDUSA general only.

D3COMMAND TRAIT
1

Arcane Mastery

This sorceress weaves strands of arcane energy into perfectly formed spells.

Once per turn, you can re-roll 1 casting, dispelling or unbinding roll for this general.

2

Writhing Coils

This Medusa uses slithering movements to confuse and trap her prey.

Subtract 1 from hit rolls for attacks that target this general.

3

Fearsome Presence

This general radiates an aura of ruthless capability.

You can re-roll failed battleshock tests for friendly DAUGHTERS OF KHAINE units while they are wholly within 12" of this general.


Morathi’s Right Hand

MELUSAI IRONSCALE general only.

D3COMMAND TRAIT
1

Veteran of the Cathtrar Dhule

This Ironscale has commanded her forces in the fiercest of battles.

If this general is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.

2

Impenetrable Scales

Even honed blades find it all but impossible to penetrate this Melusai’s form.

Add 1 to save rolls for attacks that target this general.

3

Fuelled by Revenge

This general inspires a wrathful lust for vengeance in her warriors.

Once per battle, in your hero phase, you can use the WRATH OF THE SCÁTHBORN command ability on this general’s warscroll without spending any command points.


Artefacts of Power

Gifts of Morathi

DAUGHTERS OF KHAINE HERO only.

D6ARTEFACT OF POWER
1

Crown of Woe

Forged from the cult of Khaine’s first sacrificial altar, an aura of dread surrounds the wearer of this baleful crown.

Subtract 2 from the Bravery characteristic of enemy units while they are within 7" of the bearer. In addition, if any enemy models are slain by wounds inflicted by the bearer’s attacks, increase the range of this ability to 14" for the remainder of the battle.

2

Shadracar’s Fang

Carved from a tooth of the legendary Umbral Dragon, this sword drains the colour and life from those it strikes, turning them into a formless shade.

Pick 1 of the bearer’s melee weapons. Add 1 to hit rolls for attacks made with that weapon. In addition, if the unmodified hit roll for an attack made with that weapon is 6, the target suffers 1 mortal wound in addition to any normal damage.

3

Amulet of Dark Fire

This amulet wreathes the wearer in flames that burn magic, granting powerful protection against spells.

Roll a dice each time you allocate a mortal wound to the bearer that was inflicted by a spell. On a 4+, that mortal wound is negated.

4

Crone Blade

As a Crone Blade drinks deep of its victims’ lifeblood, its wielder grows visibly younger before her enemies’ very eyes, her vigour and murderlust restored.

Pick 1 of the bearer’s melee weapons. At the end of the combat phase, if any enemy models were slain by wounds inflicted by attacks made with that weapon in that phase, you can heal up to D3 wounds allocated to the bearer.

5

Thousand and One Dark Blessings

Upon this champion, Morathi herself has bestowed blessings of preservation woven from shadow.

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 5+, that wound or mortal wound is negated.

6

Bloodbane Venom

One of the wielder’s blades is coated with a deadly poison that causes even the tiniest wound to bleed openly and profusely, exsanguinating the victim in seconds.

Pick 1 of the bearer’s melee weapons. At the end of the combat phase, if any wounds inflicted by attacks made with that weapon in that phase were allocated to an enemy model and not negated, and that enemy model has not been slain, roll a dice. If the roll is equal to or greater than that model’s Wounds characteristic, that model is slain.


Artefacts of Shadow

BLOODWRACK MEDUSA only.

D6ARTEFACT OF POWER
1

Shadow Stone

Crafted in another age from a piece of darkest realmstone, this unassuming item grants the bearer mastery of shadow magic.

Add 1 to casting rolls for the bearer.

2

Rune of Ulgu

This sorceress is marked with the ever-shifting rune of Ulgu, granting them innate knowledge of the shadow magic that saturates the realm.

The bearer knows 1 extra spell from the Lore of Shadows.

3

The Mirror Glaive

The blade of this glaive is crafted from polished realmglass; in skilled hands, it can absorb and reflect the energy of enemy sorceries.

Each time the bearer successfully unbinds a spell, they can immediately attempt to cast either the Arcane Bolt or Mystic Shield spell as if it were your hero phase. In addition, if the casting roll is successful, the spell cannot be unbound.

4

Sevenfold Shadow

This wizard possesses a living shadow that can, at a command, envelop them and transport them across the shadow realm.

Once per battle in your movement phase, instead of making a normal move with the bearer, you can remove the bearer from the battlefield and set them up again anywhere on the battlefield more than 9" from any enemy units.

5

Crystal Heart

This mage’s heart was turned to living crystal. Great magic resides within, but each time it is used, another crack appears…

The bearer can attempt to cast 1 extra spell in your hero phase. If they do so, roll a dice before making the casting roll. On a 1, the bearer suffers D3 mortal wounds.

6

Shade Claw

Dipped in the Stygian depths of a gloom lake, this claw slips in and out of reality, passing through armour as if it were nothing.

The bearer’s Whisperclaw has a Rend characteristic of -2.


Relics of Khaine

DAUGHTERS OF KHAINE PRIEST only.

D6ARTEFACT OF POWER
1

Blood Sigil

This token is inscribed with a mysterious sigil of power and entrusted to only the highest-ranking Khainites.

The bearer knows 1 extra prayer from the Prayers of the Khainite Cult.

2

Iron Circlet

During its forging, this headband was quenched in the blood of a sacrificed Slaughter Queen so that her indomitable faith would forever bolster the wearer’s.

You can re-roll prayer rolls of 1 for the bearer.

3

Rune of Khaine

Inscribed into the supplicant’s forehead, it is said that Khaine’s vengeance will find those who harm the bearer of this rune.

The first time the bearer is slain by an attack, before removing them from the battlefield, roll a dice. On a 1, nothing happens. On a 2-5, the attacking unit suffers D3 mortal wounds. On a 6, the attacking unit suffers D6 mortal wounds.

4

Crimson Shard

Rumoured to have been forged from a sliver of Khaine’s own sword, this blade is amongst the cult’s most holy artefacts.

Pick 1 of the bearer’s melee weapons. Add 2 to wound rolls for attacks made with that weapon by the bearer.

5

Khainite Pendant

The wearer can call for Khaine’s blessings as easily as drawing breath, but woe betide them if they are found unworthy.

In your hero phase, the bearer can chant up to 3 prayers. If they do so, make a prayer roll for each by rolling a dice. However, on a 1, the bearer suffers D3 mortal wounds instead of 1 and the prayer is not answered.

6

Hagbrew

Before battle, this priestess imbibes a draught of Hagbrew, entering a berserker trance.

Add 1 to wound rolls for attacks made with melee weapons by the bearer.


Spell Lores

You can choose or roll for 1 of the following spells for each WIZARD HERO in a Daughters of Khaine army.

Lore of Shadows

DAUGHTERS OF KHAINE WIZARD HERO only.

D6SPELL
1

Steed of Shadows

A coal-black creature with wings of night materialises from the darkness and swoops across the battlefield, carrying the caster swiftly above the fray.

Steed of Shadows has a casting value of 6. If successfully cast, until your next hero phase, the caster has a Move characteristic of 16" and can fly.

2

Pit of Shades

The wizard opens a rift to the infamous Pit of Shades. Terrified warriors fall screaming through the portal, plummeting to a shadowy no-place filled with the incessant wailing of ‘those who dwell beyond’.

Pit of Shades has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll 2D6. If the roll is higher than that unit’s Move characteristic, that unit suffers a number of mortal wounds equal to the difference between its Move characteristic and the roll.

3

Mirror Dance

The wizard casts a spell of shifting, revealing a shadowpath between two distant allies that allows them to move across the battlefield in a heartbeat.

Mirror Dance has a casting value of 6. If successfully cast, pick 2 friendly DAUGHTERS OF KHAINE HEROES wholly within 18" of the caster that are visible to them. Remove those HEROES from the battlefield and set them up again anywhere on the battlefield more than 9" from any enemy units. Those HEROES cannot move in the following movement phase.

4

The Withering

The wizard plants overwhelmingly vivid images of frailty and doubt in their foes’ minds.

The Withering has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Add 1 to wound rolls for attacks that target that unit until your next hero phase.

5

Mindrazor

The wizard summons spectral blades into their allies’ hands, weapons whose edges are honed by the wielder’s faith as much as the victim’s fear.

Mindrazor has a casting value of 8. If successfully cast, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 18" of the caster. Improve the Rend characteristic of that unit’s melee weapons by 1 until your next hero phase. In addition, until your next hero phase, add 1 to the Damage characteristic of that unit’s melee weapons if it made a charge move in the same turn.

6

Shroud of Despair

Numbing darkness descends upon the battlefield, suppressing the foe’s will to fight.

Shroud of Despair has a casting value of 4. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Subtract 1 from that unit’s Bravery characteristic until your next hero phase. If the casting roll was 8+, subtract D3 from that unit’s Bravery characteristic instead of 1 until your next hero phase.


Prayers

In your hero phase, each friendly DAUGHTERS OF KHAINE PRIEST that knows any prayers can chant 1 prayer that they know. If they do so, make a prayer roll by rolling a dice. On a 1, that PRIEST suffers 1 mortal wound and the prayer is not answered. On a 2, the prayer is not answered. On a 3+, the prayer is answered.

In addition to any other prayers they know, each friendly PRIEST in a Daughters of Khaine army knows 1 prayer from the Prayers of the Khainite Cult. You can either choose or roll for the prayer each PRIEST knows. Each prayer from the Prayers of the Khainite Cult can only be chanted once per turn, regardless of how many PRIESTS know that prayer.

Prayers of the Khainite Cult

DAUGHTERS OF KHAINE PRIEST only.

D6PRAYER
1

Catechism of Murder

Khaine’s followers enter a killing frenzy that knows no bounds, lashing out in a slicing storm of razored steel that sees the ground become slick with the enemy’s lifeblood.

If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 14" of this model. Until your next hero phase, if the unmodified hit roll for an attack made with a melee weapon by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

2

Blessing of Khaine

Screaming her sisters’ devotion to the skies, the priestess channels their faith into a potent aura of protection that turns aside the enemy’s blows at the last moment.

If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 14" of this model. Until your next hero phase, you can re-roll Fanatical Faith rolls for that unit.

3

Martyr’s Sacrifice

The priestess shrieks an oath of vengeance and spite, beseeching Khaine to give those faithful who have been struck down the strength to deliver one final blow.

If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 14" of this model. Until your next hero phase, each time a model from that unit is slain by an attack made with a melee weapon, before the slain model is removed from play, pick 1 enemy unit within 3" of the slain model and roll a dice. On a 5+, that unit suffers 1 mortal wound.

4

Crimson Rejuvenation

A coppery tang fills the air as a bloody mist with restorative powers surrounds Khaine’s chosen, sealing their wounds in moments.

If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 14" of this model. Heal up to D3 wounds allocated to that unit.

5

Covenant of the Iron Heart

The hearts of the Murder God’s followers become as cold and hard as iron, crushing their fears and doubts and replacing them with a chilling contempt for weakness.

If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 14" of this model. Until your next hero phase, do not take battleshock tests for that unit.

6

Sacrament of Blood

The dreaded rune of Khaine spontaneously manifests on the brows of the faithful as if carved there by some ghostly knife. Rivulets of blood run down their enraptured faces as they are saturated with the power of their deity.

If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 14" of this model. Until your next hero phase, add 1 to the number of the current battle round when determining the abilities gained by that unit from the Blood Rites battle trait. This ability and other similar abilities are cumulative.


The Temples of Khaine

Hagg Nar

None of the great sects of the Khainite cult can hope to rival mighty Hagg Nar in splendour or divine favour. Morathi’s stronghold boasts the largest armies, the deadliest war engines and the most fervent warriors, each of whom longs for the opportunity to spill blood in the name of the ascended goddess.

ABILITIES
Daughters of the First Temple: The proud warriors of Hagg Nar see themselves as the true inheritors of Khaine’s power, and they strive to prove their worth when set upon the enemy.
Add 1 to the number of the current battle round when determining the abilities gained by friendly HAGG NAR units from the Blood Rites battle trait. This ability and other similar abilities are cumulative.

COMMAND ABILITY
Send Forth the Cauldrons: The sacred cauldron shrines of Hagg Nar are driven forward with a murderous zeal by their honoured attendants.
You can use this command ability at the start of your movement phase. If you do so, pick 1 friendly HAGG NAR CAULDRON OF BLOOD within 3" of any friendly HAGG NAR units that have 3 or more models and wholly within 12" of a friendly HAGG NAR HERO. Add 3" to the Move characteristic of that CAULDRON OF BLOOD until your next hero phase. The same unit cannot benefit from this command ability more than once per turn.

COMMAND TRAIT
A HAGG NAR general must have this command trait instead of one listed here.

Devoted Disciple: The intensity and ferocity of faith displayed by the priestesses and sorcerers of Hagg Nar is daunting even to the sisters of other Khainite sects.
The Fanatical Faith battle trait negates a wound allocated to a friendly HAGG NAR DAUGHTERS OF KHAINE model on a 5+ instead of a 6 while it is wholly within 12" of this general.

ARTEFACT OF POWER
The first HAGG NAR HERO to receive an artefact of power must be given the Ulfúri.

The Ulfúri: The burning, crimson edge of this blade becomes ever more blazingly intense as it feeds upon the spilled gore of slain victims.
Pick 1 of the bearer’s melee weapons. Add 1 to the Damage characteristic of that weapon if the bearer made a charge move in the same turn.

Draichi Ganeth

To all Daughters of Khaine, the act of dealing death is a form of worship, but none take part in ritualised slaughter with such artistic relish as those of Draichi Ganeth. Fearsome gladiators who seek to perfect their delivery of the killing blow, they take every opportunity to hone their skills on worthy foes.

ABILITIES
Bladed Killers: Forged in the arena death-pits, those of Draichi Ganeth are among the most masterful warriors in the Mortal Realms.
Improve the Rend characteristic of melee weapons used by friendly DRAICHI GANETH WITCH AELVES units and friendly DRAICHI GANETH SISTERS OF SLAUGHTER units by 1 if that unit made a charge move in the same turn.

COMMAND ABILITY
A Thousand Bladeforms: So skilled are the warriors of Draichi Ganeth that they can alter their fighting style to overwhelm any foe.
You can use this command ability in the combat phase. If you do so, pick 1 friendly DRAICHI GANETH WITCH AELVES unit or 1 friendly DRAICHI GANETH SISTERS OF SLAUGHTER unit wholly within 12" of a friendly DRAICHI GANETH HERO. Add 1 to hit rolls for attacks made with melee weapons by that unit until the end of that phase. The same unit cannot benefit from this command ability more than once per turn.

COMMAND TRAIT
A DRAICHI GANETH general must have this command trait instead of one listed here.

Victor of Yaith’ril: This general has triumphed in the great blood-games contested between Draichi Ganeth and the hated Kraith, and she is held in the highest regard by her warriors.
Add 1 to the Bravery characteristic of friendly DRAICHI GANETH units while they are wholly within 12" of this general.

ARTEFACT OF POWER
The first DRAICHI GANETH HERO to receive an artefact of power must be given Death’s Kiss.

Death’s Kiss: Forged by the legendary swordsmith Taltresca, this blade’s balance and cutting edge are both almost impossibly perfect.
Pick 1 of the bearer’s melee weapons. Add 2 to the Attacks characteristic of that weapon if the bearer made a charge move in the same turn.

The Kraith

The Kraith seek not only to defeat their foes but to bleed them to the last drop. For these crazed slaughterers, true worship of Khaine comes through the spilling of blood in truly gruesome quantities, and they employ their mastery of the lash and the blade in order to sate the Murder God’s desire.

ABILITIES
Disciples of Slaughter: The warriors of the Kraith refuse to cease their assault until every last drop of blood in the enemy’s veins has been claimed.
At the end of the combat phase, you can roll a dice for each friendly KRAITH SISTERS OF SLAUGHTER unit that fought once in that phase. On a 5+, that unit can fight for a second time.

COMMAND ABILITY
Inspired by Carnage: The Kraith scorn subtlety in favour of the rush of slaughter, becoming increasingly frenzied with each eviscerated foe.
You can use this command ability in the combat phase. If you do so, pick 1 friendly KRAITH SISTERS OF SLAUGHTER unit wholly within 12" of a friendly KRAITH HERO. Add 1 to wound rolls for attacks made by that unit in that phase. The same unit cannot benefit from this command ability more than once per phase.

COMMAND TRAIT
A KRAITH general must have this command trait instead of one listed here.

Bathe in Their Blood!: Priestesses of the Kraith delight in goading their flock into an ever more terrible battlefrenzy, exulting in the ensuing displays of violence.
At the end of the combat phase, if this general is on the battlefield and any enemy units were destroyed by attacks made by friendly KRAITH units in that phase, you receive 1 command point.

ARTEFACT OF POWER
The first KRAITH HERO to receive an artefact of power must be given the Venom of Nagendra.

Venom of Nagendra: With a single drop of this potent venom, this Daughter causes her victims’ blood to boil in their veins, killing them in an explosive instant.
Pick 1 of the bearer’s melee weapons. Once per battle, at the start of the combat phase, you can say that the bearer will anoint that weapon with the Venom of Nagendra. If you do so, pick 1 enemy unit within 1" of the bearer. That unit suffers D6 mortal wounds, but the bearer cannot fight with that melee weapon in that combat phase.

Khailebron

Silent as shadows, as swift as death, the Khailebron stalk their prey. Warriors from this secretive sect strive to become pure manifestations of murder, eschewing grandiose displays and frontal assaults in favour of seeking out the enemy’s weak points and thrusting a scianlar home with merciless precision.

ABILITIES
Concealment and Stealth: Masked as they are by illusions and banks of shadow, the armies of the Khailebron are almost impossible to strike at range.
Subtract 1 from hit rolls for attacks made with missile weapons that target friendly KHAILEBRON units.

COMMAND ABILITY
Masters of the Shadowpaths: Few Khainites are as well versed in the secrets ways of the shadowpaths as those of the Khailebron, who can strike at their quarry where they least expect it.
You can use this command ability at the end of your movement phase. If you do so, pick 1 friendly KHAILEBRON unit wholly within 12" of a friendly KHAILEBRON HERO that is a general. Remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9" from any enemy units.

COMMAND TRAIT
A KHAILEBRON general must have this command trait instead of one listed here.

Mistress of Illusion: This general often toys with her prey, disappearing into the shadows only to re-emerge from an unseen vantage point.
Subtract 1 from hit rolls for attacks made with melee weapons that target this general.

ARTEFACT OF POWER
The first KHAILEBRON HERO to receive an artefact of power must be given Whisperdeath.

Whisperdeath: The blade of this weapon seems to be fashioned from a wisp of smoke, yet it can pierce almost any substance without resistance.
Pick 1 of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Khelt Nar

Bold and ambitious, the burgeoning sect of Khelt Nar has risen to dramatic prominence during the Age of Sigmar. Its master weaponsmiths possess the secrets of fashioning shadow-infused weapons, ornate blades and barbed whips that inflict a strange and debilitating curse in those they strike.

ABILITIES
Strike and Fade: Warriors of Khelt Nar sink their cursed kuirath blades deep into the flesh of their foes, and when the enemy begins to reel in sickened confusion, the Khainites retreat and ready for a devastating follow-up charge.
Friendly KHELT NAR units can retreat and still charge later in the same turn.

COMMAND ABILITY
Bleed the Mind: Priestesses of Khelt Nar can empower the mind-fogging curse delivered by kuirath, rendering those afflicted so disoriented that they leave themselves open to a deadly riposte or even inflict deadly wounds upon themselves in their confusion.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly KHELT NAR unit wholly within 12" of a friendly KHELT NAR HERO. Until your next hero phase, if the unmodified hit roll for an attack made with a melee weapon that targets that KHELT NAR unit is 1, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

COMMAND TRAIT
A KHELT NAR general must have this command trait instead of one listed here.

The Circling Flock: The soaring flocks of Khinerai that follow the forces of Khelt Nar suddenly descend upon the battlefield from on high.
Once per battle, at the end of your movement phase, you can say that this general will summon a flock of Khinerai to the battlefield. If you do so, you can add 1 KHINERAI HARPIES unit of 5 models to your army. Set up that unit anywhere on the battlefield more than 9" from any enemy units.

ARTEFACT OF POWER
The first KHELT NAR HERO to receive an artefact of power must be given Gáisa’s Falx.

Gáisa’s Falx: This slightly hooked blade – the favoured weapon of a long-dead Hag Queen – can carve through metal and bone with ease, but its true power lies in the sinister, mind-shredding enchantments laid upon it.
Pick 1 of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Zainthar Kai

The Melusai shock troops of the Zainthar Kai are seen as nothing less than living saints by many Khainites, for each of these warriors carries in their veins no fewer than three drops of Khaine’s holy blood – a cursed lineage that not only offers supernatural power but can also be turned into a potent weapon against the bearer’s foes.

ABILITIES
Khaine’s Essence: The drops of divinity that Zainthar Kai warriors carry in their cursed blood elevate them above other Scáthborn.
Add 1 to the Bravery characteristic of ZAINTHAR KAI MELUSAI units and ZAINTHAR KAI KHINERAI HARPIES units.

Vault of the First Brood: The heroes of Zainthar Kai maintain a hallowed vault of treasures gifted to them by Morathi.
You can choose 1 additional HERO in your army to have an artefact of power.

COMMAND ABILITY
Power in the Blood: Zainthar Kai leaders can awaken the godly might running through the veins of their followers, granting them even greater power.
You can use this command ability once per phase when you pick a friendly ZAINTHAR KAI MELUSAI unit or a friendly ZAINTHAR KAI KHINERAI HARPIES unit to fight and that unit is wholly within 12" of a friendly ZAINTHAR KAI HERO. If you do so, add 1 to the Attacks characteristic of melee weapons used by that unit until the end of the phase.

COMMAND TRAIT
A ZAINTHAR KAI general must have this command trait instead of one listed here.

Curse of the Bloody-Handed: So fiercely do the champions of the Zainthar Kai blaze with the dead god’s fury that it can cause their enemies’ very blood to boil.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this general. On a 5+, that unit suffers D3 mortal wounds.

ARTEFACT OF POWER
The first ZAINTHAR KAI MELUSAI HERO to receive an artefact of power must be given the Crimson Talisman.

Crimson Talisman: One of the treasures of the first brood, a crimson glow emanates from this talisman that protects the bearer from would-be assailants.
Subtract 1 from wound rolls for attacks made with melee weapons that target the bearer.

Battleplans

Battleplan

Ceremony of Blood

The Máthcoir – the great Mother Cauldron and font of Morathi’s power – has been terribly damaged. Its cursed iron surface has splintered and must be repaired through rite and sacrifice; without this well of dark sorcery, Hagg Nar will surely be lost. Morathi-Khaine herself leads a great ritual intended to heal the Máthcoir’s wounds, channelling a vast quantity of potent gore through a sacred sacrificial shrine magically linked to the Mother Cauldron. But enemies seek to impede her plans; they must be driven back – or fed to the Máthcoir themselves.

This battleplan lets you stage a macabre ritual with your Daughters of Khaine army, even as the enemy seeks to disrupt it.

THE ARMIES
Each player picks an army. One player is the Daughters of Khaine player. Their opponent is the Usurper. The Daughters of Khaine player must use a Daughters of Khaine army that includes Morathi-Khaine and the Shadow Queen.

THE BATTLEFIELD
First, set up 4 Blood Font markers in the locations shown on the map. Then, set up an appropriate terrain feature to represent the Ritual Shrine at the centre of the battlefield.

SET-UP
The Daughters of Khaine player sets up Morathi-Khaine and the Shadow Queen within 1" of the Ritual Shrine. The remaining units in the Daughters of Khaine army must be set up wholly within 6" of any Blood Font markers. The Usurper then sets up their army wholly within their territory, as shown on the map.

FIRST TURN
The Usurper takes the first turn in the first battle round.

COMMAND ABILITY
The following additional command ability can be used in this battle.

We Cannot Fail: The Usurper knows that they are running out of time and must make a desperate gamble.
The Usurper can use this command ability at the end of their turn if any units from their army have been destroyed. If they do so, they can roll a dice. On a 4+, they can set up 1 destroyed unit from their army wholly within their territory and more than 3" from any enemy units.

IT MUST BE DESTROYED
The Ritual Shrine is protected against enchantment and magic, but raw, brute force may be enough to shatter it.
Units in the Usurper’s army treat the Ritual Shrine in the centre of the battlefield as an enemy model and can attack it with melee weapons (it is not affected by spells or abilities). The Ritual Shrine is considered to have a Wounds characteristic of 12 and a Save characteristic of 5+.

BLOOD FONTS
These sacred fonts are filled with the hot blood of recent sacrifices. The Blood Font markers in this battle are controlled in the same way as objectives.
At the end of each of their turns, the Daughters of Khaine player can roll a dice for each Blood Font marker that they control. On a 5+, they can heal up to D3 wounds allocated to the Ritual Shrine in the centre of the battlefield.

BATTLE LENGTH
The battle lasts until the Ritual Shrine in the centre of the battlefield is destroyed or for 5 battle rounds, whichever happens first.

GLORIOUS VICTORY
If the Ritual Shrine in the centre of the battlefield is destroyed, the Usurper wins a major victory.

If the Ritual Shrine in the centre of the battlefield has fewer than 6 wounds allocated to it at the end of the battle, the Daughters of Khaine player wins a major victory.

If neither player has won a major victory, the player who controls the most Blood Font markers at the end of the battle wins a minor victory.

If both players control the same number of Blood Font markers at the end of the battle, the battle is a draw.


Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

Daughters of Khaine Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
HERO FOLLOWERS TABLE
D6Followers
11 Hag Queen
2-31 Slaughter Queen
4-51 Bloodwrack Medusa
61 Melusai Ironscale
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-25 Doomfire Warlocks
31 Avatar of Khaine
41 Bloodwrack Shrine
51 Hag Queen on Cauldron of Blood
61 Slaughter Queen on Cauldron of Blood

Followers Rewards Table

D6REWARD
1

Daughters of Morathi

These exemplars of faith in the ascended goddess strive to prove their worth when set upon the enemy.

Add 1 to the number of the current battle round when determining the abilities gained by this unit from the Blood Rites battle trait. This ability and other similar abilities are cumulative.

2

Bladed Killers

These she-aelves are among the most ferocious warriors in the Mortal Realms.

Improve the Rend characteristic of this unit’s melee weapons by 1 if this unit made a charge move in the same turn.

3

Disciples of Slaughter

These warriors refuse to cease their assault until every last drop of blood in the enemy’s veins has been claimed.

Each time this unit fights for the first time in a phase, after all of its attacks have been resolved, you can roll a dice. On a 6, this unit can fight for a second time, but it cannot fight again in that phase.

4

Concealment and Stealth

Masked by the banks of mist that follow their warpaths, these warriors are almost impossible to strike at range.

Subtract 1 from hit rolls for attacks made with missile weapons that target this unit.

5

Strike and Fade

These followers slice at the enemy with great speed and athleticism, only to retreat again and again until their foe is powerless to resist their fate.

This unit can retreat and still charge later in the same turn.

6

Khaine’s Essence

The drops of divinity that these warriors carry in their cursed blood elevate them above other followers.

Add 2 to the Bravery characteristic of this unit.


Champion Rewards Table

D12REWARD
1

Bathed in Blood

This champion bathes in sacrificial blood before battle, rejuvenating her and granting her healing powers.

Add 1 to this champion’s Wounds characteristic. In addition, at the start of your hero phase, you can heal 1 wound allocated to this champion.

2

Zealous Orator

This champion is a skilled demagogue whose fiery oratory and utter disdain for weakness inspires her followers to fight on in the face of impossible odds.

Add 2 to the Bravery characteristic of friendly DAUGHTERS OF KHAINE units while they are wholly within 12" of this champion.

3

Sacrificial Overseer

This champion has sacrificed countless victims upon the altars of her temple, and she is just as adept at offering lives to Khaine on the battlefield.

Add 1 to hit rolls for attacks made with melee weapons by this champion.

4

Formidable Visage

This champion is possessed of a supernatural form that both captivates and horrifies her foes.

Subtract 1 from hit rolls for attacks made with melee weapons that target this champion.

5

Master of Poisons

This champion has intimate knowledge of all poisons and coats her blades in an elixir that can kill a warrior with the merest scratch.

Add 1 to the damage inflicted by each successful attack made by this champion.

6

True Believer

This champion truly believes that she has been chosen for greatness, a conceit from which she draws great strength.

Add 1 to the number of the current battle round when determining the abilities gained by this champion from the Blood Rites battle trait. This ability and other similar abilities are cumulative.

7

Arcane Proficiency

This champion weaves strands of magical energy into perfectly formed spells.

This champion is a WIZARD and knows the Arcane Bolt and Mystic Shield spells. They can attempt to cast 1 spell or dispel 1 endless spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. In addition, you can re-roll 1 casting, dispelling or unbinding roll for this champion. If this champion is already a WIZARD, they can attempt to cast 1 extra spell in your hero phase.

8

Blinding Speed

This champion uses cunning movements to confuse and trap her prey.

Subtract 1 from hit rolls for attacks made with missile weapons that target this champion.

9

Fearsome Presence

This champion radiates an aura of ruthless capability.

You can re-roll failed battleshock tests for friendly DAUGHTERS OF KHAINE units while they are wholly within 12" of this champion.

10

Veteran of the Cathtrar Dhule

This champion has commanded her forces in the fiercest of battles.

If this champion is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.

11

Impenetrable Defences

Even honed blades find it all but impossible to penetrate this champion’s form.

Improve this champion’s Save characteristic by 1.

12

Fuelled by Vengeance

This champion inspires a wrathful lust for revenge in her warriors.

Once per battle, in your hero phase, you can use a command ability on this champion’s warscroll without spending any command points. If this champion does not have a command ability, re-roll this result.

Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.

Quickening Bloodlust

As battlelines are drawn, the hearts of Khaine’s followers thump harder and their strides grow longer as they anticipate the battle to come.

You can re-roll run rolls of 1 for this unit.

Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The AVATAR OF KHAINE keyword is used in following Daughters of Khaine warscrolls:

Leader, Behemoth
Behemoth
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The DAUGHTERS OF KHAINE and AELF keywords are used in following Daughters of Khaine warscrolls:

None
Battleline
Leader
Leader, Behemoth
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The BLOODWRACK MEDUSA keyword is used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The MELUSAI IRONSCALE keyword is used in following Daughters of Khaine warscrolls:

Leader
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The DAUGHTERS OF KHAINE and HERO keywords are used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The BLOODWRACK MEDUSA keyword is used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.

The DAUGHTERS OF KHAINE and PRIEST keywords are used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The WIZARD and HERO keywords are used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth

The DAUGHTERS OF KHAINE, WIZARD and HERO keywords are used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.

The HAGG NAR and CAULDRON OF BLOOD keywords are used in following Daughters of Khaine warscrolls:

Leader, Behemoth
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.

The HAGG NAR and HERO keywords are used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The DRAICHI GANETH and WITCH AELVES keywords are used in following Daughters of Khaine warscrolls:

Battleline
Leader, Behemoth

The DRAICHI GANETH and SISTERS OF SLAUGHTER keywords are used in following Daughters of Khaine warscrolls:

Battleline

The DRAICHI GANETH and HERO keywords are used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.

The KRAITH and SISTERS OF SLAUGHTER keywords are used in following Daughters of Khaine warscrolls:

Battleline

The KRAITH and HERO keywords are used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.

The KHAILEBRON and HERO keywords are used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.

The KHELT NAR and HERO keywords are used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The KHINERAI HARPIES keyword is used in following Daughters of Khaine warscrolls:

None
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The ZAINTHAR KAI and MELUSAI keywords are used in following Daughters of Khaine warscrolls:

None
Leader
Leader, Behemoth

The ZAINTHAR KAI and KHINERAI HARPIES keywords are used in following Daughters of Khaine warscrolls:

None
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.

The ZAINTHAR KAI and HERO keywords are used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The ZAINTHAR KAI, MELUSAI and HERO keywords are used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
© Vyacheslav Maltsev 2013-2021