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 KhaineBattletome11.0December 2019
  Broken Realms: Morathi
  Broken Realms: MorathiExpansion21.0November 2020
  General’s Handbook ’2020
  General’s Handbook ’2020Expansion21.0August 2020
  Warhammer Underworlds: Beastgrave
  Warhammer Underworlds: BeastgraveWarscroll2September 2019

Designers’ Commentary

Battletome: Daughters of Khaine

 Q: Some of the temples of Khaine require that the general take a specific command trait. What happens if an army is from such a temple and has Morathi as its general?
A:
Morathi is a named character and therefore cannot have the command trait (she can still be your general).
 Q: Do the Stormcast Eternals in a Shadowhammer Compact battalion benefit from the bonuses that apply to any temple of Khaine that the army belongs to?
A:
No. These units only benefit from allegiance abilities if they have the appropriate keyword – see ‘4. Allegiance’ on page 68 of the Battletome.
 Q: Can a unit use Righteous Fervour from the Shadowhammer Compact battalion to move after teleporting with the Khailebron’s Mistress of Illusion command trait?
A:
Yes.
 Q: Are the two different versions of Morathi considered to be the same unit for the purposes of any restrictions, penalties or bonuses that applied before the transformation? For example, if I use the Khailebron’s Mistress of Illusion command trait to move Morathi, High Oracle of Khaine, and then transform her to Morathi, the Shadow Queen, would the restriction on not moving that applied to the Oracle also apply to the Shadow Queen? Or if Morathi, High Oracle of Khaine is targeted by the Maggotkin of Nurgle’s Gift of Contagion spell and suffers a -1 modifier to her hit rolls, and then transforms, does the -1 modifier still apply to Morathi, the Shadow Queen?
A:
Yes to all questions.
 Q: When Morathi transforms, does the centre of her new base need to be at the same location as the centre of her old base (if there is room)? And if there isn’t room, is the location she is moved to measured from the centre of her base?
A:
Yes to both questions. When an ability refers to setting up a model ‘on the same spot’, the centre of the base of each model is used to determine where exactly that spot is.
 Q: If a wound or mortal wound is allocated to Morathi and then negated, does it still count as one of the maximum of 3 wounds and/or mortal wounds that can be allocated to her that turn?
A:
No. When a wound is negated, it no longer counts as having been allocated to a model.
 Q: Do any wounds or mortal wounds inflicted on Morathi at the start of the battle round (by an endless spell, for example), count towards the limit of 3 wounds that can be inflicted on Morathi in the first turn of that round? Can things that heal wounds at the start of the battle round be used to heal wounds on Morathi?
A:
No to both questions.
 Q: Can the Avatar of Khaine be targeted by enemies when it is not animated?
A:
Yes.
 Q: Blood Stalkers’ Heartseeker Bows inflict mortal wounds in the shooting phase. Morathi, High Oracle of Khaine lets units shoot ‘as if it were the shooting phase’. Do the Blood Stalkers’ shots inflict mortal wounds when she lets them shoot?
A:
No. How to deal with abilities that allow a unit to act as if it were a different phase is covered in the Warhammer Age of Sigmar core rules Designers’ Commentary.
 Q: The Khinerai Lifetakers’ Fight and Flight ability says ‘after this unit has finished making all of its attacks’. What does that mean exactly?
A:
It means you can use the ability after you have selected the unit to attack in the combat phase and it has completed its attacks. Note that the ability cannot be used unless the unit is eligible to attack in that combat phase.
 Q: Can Daughters of Khaine units in an Order army or taken as allies in a Stormcast Eternal army use the Temples of Khaine abilities?
A:
No.

Allies

ORDERALLIES
Daughters of KhaineCities of Sigmar (Darkling Covens, Order Serpentis, Scourge Privateers, Shadowblades), Idoneth Deepkin, Stormcast Eternals

Battle Traits

A DAUGHTERS OF KHAINE army has the following battle traits:

Blood Rites

As the Daughters of Khaine fight in battle they are led by priestesses in holy rites of bloodletting. As more and more sacrifices are offered to Khaine, these rituals grow in volume and potency and the faithful are imbued with a mote of their god’s power.

Friendly DAUGHTERS OF KHAINE units gain an ability each battle round, as shown on the table below. Note that all abilities are cumulative. For example, in the second battle round, re-roll rolls of 1 when a friendly DAUGHTERS OF KHAINE unit runs and also when it charges.

Fanatical Faith

Such is the power of their belief that their god will protect them 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+ the wound is negated.
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.

Re-roll run rolls of 1 for this unit.

2

Headlong Fury

Reciting the catechism of crimson hate, the Daughters of Khaine ready their blades and rush forwards in their eagerness to begin the slaughter.

Re-roll dice 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 in a flurry of blades. As they do so, the spirit of their murderous god is drawn to the battlefield.

Re-roll hit rolls of 1 for this unit. In addition, if this unit is an AVATAR OF KHAINE, it always counts as being 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.

Re-roll wound rolls of 1 for this unit.

5+

Unquenchable Fervour

With due sacrifice offered, the faithful are gripped by a vision of Khaine that banishes mortal fears and pain in an instant.

Re-roll save rolls of 1 for this unit. In addition, you do not need to take battleshock tests for this unit.


Command Traits

If the general of your army is a DAUGHTERS OF KHAINE HERO, they can have one of the following command traits in addition to any others they have. You can either pick the trait or roll a dice to randomly determine it. If, for any reason, you must select a new general during a battle, immediately generate a trait for them.

D6COMMAND TRAIT
1

Bathed in Blood

This general has bathed in the blood of the sacrificed before battle, rejuvenating herself and granting her healing powers.

Increase this general’s Wounds characteristic by 1. In addition, at the start of each of your hero phases, you can heal 1 wound that has been allocated to this general.

2

Zealous Orator

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

Friendly DAUGHTERS OF KHAINE units within 14" of this general use this general’s Bravery characteristic instead of their own.

3

Bloody Sacrificer

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

Add 1 to hit rolls for this general’s weapons.

4

Terrifying Beauty

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

Subtract 1 from the hit rolls of attacks that target this general.

5

Mistress 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 characteristics of melee weapons wielded by this general.

6

True Believer

This general truly believes that they have been chosen for greatness, a conceit from which they nonetheless draw great strength.

This general counts the current battle round number as being 1 higher than it actually is when determining what abilities they receive from the Blood Rites battle trait. This is cumulative with other, similar abilities.


Artefacts of Power

If a DAUGHTERS OF KHAINE army includes any HEROES, then one may bear an artefact of power. Declare which HERO has the artefact after picking your general, and then pick which artefact the HERO has. You can either pick the artefact, or roll a dice to randomly determine it.

If the HERO IS A WIZARD, they may bear an item from the Artefacts of Shadow table instead of any other artefact, and if the HERO IS A PRIEST, they may bear an item from the Relics of Khaine table instead of any other artefact. 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.

Gifts of Morathi

Any DAUGHTERS OF KHAINE HERO can be given one of the following gifts of Morathi.

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 1 from their Bravery characteristic of enemy units that are within 7" of the bearer. The first time the bearer slays an enemy model, the range of this ability is increased to 14" for the remainder of the battle.

2

Cursed Blade

An ancient weapon from the worldthat- was, the Cursed Blade moves with a life of its own, seeking out the enemy’s vital organs.

Pick one of the bearer’s melee weapons. Add 1 to hit rolls made for that weapon. In addition, each time a hit roll of 7+ is made for that weapon, the target suffers 1 mortal wound instead of the normal damage.

3

Amulet of Dark Fire

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

Roll a dice each time the bearer is allocated a mortal wound that was inflicted by an enemy spell. On a 4+ that 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, restoring her vigour and murderlust.

Pick one of the bearer’s melee weapons. Each time an enemy model is slain by an attack made with this weapon, you can heal 1 wound that has been allocated to the bearer.

5

Thousand and One Dark Blessings

Morathi herself has bestowed this champion with blessings of preservation woven from the power of shadow.

Add 1 to save rolls for the bearer.

6

Bloodbane Venom

A deathly poison coats one of the wielder’s blades that causes even the tiniest wound to bleed openly and profusely, exsanguinating the victim in seconds.

Pick one of the bearer’s melee weapons. If a model is allocated any wounds from attacks made using that weapon but is not slain, roll a dice after the bearer has finished making all of their attacks. If the roll equals or exceeds that model’s Wounds characteristic, it is slain.


Artefacts of Shadow

Any DAUGHTERS OF KHAINE HERO WIZARD can be given one of the following artefacts of shadow.

D6ARTEFACT OF POWER
1

Shadow Stone

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

Re-roll dice rolls of 1 that are made as part of a casting roll for the bearer. In addition, add 1 to the casting roll if the bearer attempts to cast a spell from the Lore of Shadows.

2

Rune of Ulgu

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

The bearer knows one additional spell from the Lore of Shadows.

3

The Mirror Glaive

The blade of this glaive is crafted from polished realmglass, which is not only as hard as steel but, in skilled hands, can absorb and reflect the energy of enemy sorceries.

Each time the bearer unbinds an enemy spell, they can immediately attempt to cast either the Mystic Shield or Arcane Bolt spells as if it were your hero phase. Your opponent cannot attempt to unbind this spell if the casting roll is successful.

4

Seven-fold Shadow

This wizard possesses a living shadow, one that moves on its own and can, at a command, envelop them entirely and transport them through the shadow realm.

Once per battle, instead of moving the bearer in your movement phase, you can remove them from the battlefield and set them up anywhere on the battlefield more than 9" from any enemy models. This is their move for that movement phase.

5

Crystal Heart

Morathi’s jealousy was such that she turned this wizard’s heart to living crystal. Great magic resides within the crystal, but every time this power is used another crack appears…

The bearer can attempt to cast a second spell in each of your hero phases. If they do so, roll a dice before the casting roll is made. 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

Any DAUGHTERS OF KHAINE PRIEST can be given one of the following relics of Khaine.

D6ARTEFACT OF POWER
1

Blood Sigil

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

The bearer knows one additional 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.

Whenever the bearer prays, re-roll rolls of 1 when seeing if the prayer is successful or not.

3

Rune of Khaine

Inscribed into the supplicant’s forehead during a day-long ceremony, it is said that Khaine’s bloody vengeance will find those who harm the bearer of this rune.

When the bearer is slain, roll a dice. On a 1 nothing happens. On 2-5 the unit that slew them suffers D3 mortal wounds. On a 6 the unit that slew them 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.

The bearer’s Blade of Khaine has a To Wound characteristic of 2+.

5

Khainite Pendant

Those who bear this pendant can call for Khaine’s blessings as easily as breathing, but woe betide them if they are ever found unworthy.

The bearer can pray three times in your hero phase. However, the first time a 1 is rolled when the bearer prays and they are found unworthy, they suffer D3 mortal wounds instead of 1.

6

Hagbrew

Before the battle, this priestess has ceremonially imbibed a draught of the rare and potent Hagbrew, entering a berserker trance.

Add 1 to wound rolls for the bearer’s melee weapons.


Spell Lores

Lore of Shadows

There are none, save perhaps Malerion, who know more of the magic of Ulgu than does Morathi. Since the Age of Myth, the High Oracle of Khaine has taught her many disciples how to weave deadly illusions and summon lethal darkness using its power.

Each DAUGHTERS OF KHAINE WIZARD knows one spell from the Lore of Shadows in addition to any others they know. You can either pick the spell, or roll a D6 on the table below to randomly determine it.

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 5. If successfully cast, then until the start of your next hero phase, the caster can fly and has a Move characteristic of 16".

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 noplace filled with the incessant wailing of ‘those who dwell beyond’.

Pit of Shades has a casting value of 7. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. Roll two dice and add the scores together. The enemy unit suffers 1 mortal wound for each point by which the total exceeds their Move characteristic.

3

Mirror Dance

The wizard chants a spell of shifting, revealing a shadowpath between two distant allies that allows them to switch places in a heartbeat.

Mirror Dance has a casting value of 4. If successfully cast, pick two friendly DAUGHTERS OF KHAINE HEROES within 24" of the caster. So long as neither HERO is within 6" of any other unit, the two models can swap positions on the battlefield (neither can be set up within 3" of any enemy units).

4

The Withering

The wizard plants overwhelmingly vivid images of frailty and doubt in her foe’s minds.

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

5

Mindrazor

The wizard summons spectral blades into her 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 7. If successfully cast, pick a friendly DAUGHTERS OF KHAINE unit within 18" of the caster. Until the start of your next hero phase, the Rend characteristic of that unit’s melee weapons is improved by 1 (e.g. a Rend characteristic of ‘-’ becomes -1). In addition, the Damage characteristic of the unit’s melee weapons is increased by 1 while attacking a target that has a lower Bravery characteristic than they do.

6

Shroud of Despair

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

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


Prayers of the Khainite Cult

Through blood, invocation, violence and gruesome rites, the followers of Khaine can summon power from a source beyond. Unbeknownst to them, however, such potent forces are channelled through a common source – Morathi’s Máthcoir, the mother of all cauldrons.

Each PRIEST in a DAUGHTERS OF KHAINE army knows one prayer from the six Prayers of the Khainite Cult in addition to any others they know. You can either pick the prayer, or roll a D6 on the table below to randomly determine it.

A model that knows such a prayer can pray twice in your hero phase instead of only once. However, the same Prayer of the Khainite Cult can only be prayed for once in each of your hero phases, regardless of how many priests know that prayer.

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.

Pick a friendly DAUGHTERS OF KHAINE unit within 14" of the priest. Until the start of your next hero phase, each time you make a hit roll of 6 (after re-rolls, but before modifiers are applied) for that unit in the combat phase, that attack inflicts 2 hits instead of 1.

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.

Pick a friendly DAUGHTERS OF KHAINE unit within 14" of the priest. Until the start of your next hero phase, re-roll failed 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 are struck down the strength to deliver one final blow.

Pick a friendly DAUGHTERS OF KHAINE unit within 14" of the priest. Until the start of your next hero phase, each time a model from that unit is slain in the combat phase, roll a dice. On a 5 or 6 the attacking unit suffers 1 mortal wound after it has finished making all of its attacks.

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.

Pick a friendly DAUGHTERS OF KHAINE unit within 14" of the priest (you cannot pick Morathi, in either of her forms). You can heal up to D3 wounds that have been allocated to a model from 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.

Pick a friendly DAUGHTERS OF KHAINE unit within 14" of the priest. Until the start of your next hero phase, you do not need to 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 running down their enraptured faces as they are saturated with the power of their deity.

Pick a friendly DAUGHTERS OF KHAINE unit within 14" of the priest. Until the start of your next hero phase, that unit counts the current battle round number as being 1 higher than it actually is when determining what abilities it receives from the Blood Rites battle trait. This is cumulative with other, similar abilities.


The 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 their own war covens and temples. All bow before Morathi, but there are rivalries, as each sect strives to hold the greater part of their god’s favour.

You can organise your collection of DAUGHTERS OF KHAINE miniatures as an army from one of the major temples of Khaine simply by painting it in the temple’s colours. All DAUGHTERS OF KHAINE units and warscroll battalions in the army are then considered to be from that temple. For example, if you decided to organise your collection into an army of the Kraith, each unit would be considered a Kraith unit, and each warscroll battalion would be considered a Kraith warscroll battalion. This does not change their allegiance. When you organise your collection to be an army from one of the four temples listed in this section, it benefits from a unique extra ability, has access to a bespoke command trait or artefact of power, and can include additional units in certain warscroll battalions. The rules for four of the major temples are presented below.

If you have created your own temple, you can simply use the rules for the temple whose backstory most closely resembles that of your own. For example, if you decide that your temple is known for its high numbers of Melusai, then you may wish to use the rules for Khailebron. If you do, then simply substitute the word ‘Khailebron’ with the name of your own temple in the rules for Khailebron.

Hagg Nar

It is said by other, jealous sects that the covenite sisters of Hagg Nar receive the greater portion of Morathi’s blessings, and in many ways this accusation appears to hold some truth. None can equal the mastery those of Hagg Nar display at the blood rites – the rituals taught to all Daughters of Khaine by the High Oracle herself, which instil them with the terrible strength of their bloodthirsty deity.

ABILITIES
Daughters of the First Temple: Whilst a Hagg Nar unit is benefitting from the Zealot’s Rage ability from the Blood Rites battle trait, you can re-roll all failed hit rolls for the unit instead of only re-rolling hit rolls of 1.

WARSCROLL BATTALIONS
A Hagg Nar Cauldron Guard battalion can also include 1 Avatar of Khaine or an additional CAULDRON OF BLOOD.

COMMAND TRAIT
A Hagg Nar general must have this command trait instead of one of those listed here:

Devoted Disciples: This general’s belief is of such strength that they inspire fanatical devotion in their warriors, allowing them to stride with a righteous purpose in battle, heedless of pain or injury.
Whenever you make a Fanatical Faith roll for a friendly Hagg Nar unit within 7" of this general, the wound is negated on a 5+ instead of a 6+.

Draichi Ganeth

Bold and ostentatious, those of Draichi Ganeth – or the Executioner’s Cult – believe that Khaine is best honoured through the killing blow. Each strives to achieve rapture through reaching the pinnacle of martial prowess. They seek victory not through cunning or manoeuvre, but through perfectly honed combat skills.

ABILITIES
Bladed Killers: Add 1 to hit rolls for Draichi Ganeth units in the combat phase if they charged in the same turn.

WARSCROLL BATTALIONS
A Draichi Ganeth Slaughter Troupe battalion can also include up to 2 units of Witch Aelves.

ARTEFACT OF POWER
If your army includes any Draichi Ganeth SLAUGHTER QUEENS, one must have the following artefact of power instead of one chosen from here:

The Darksword: This black sword glistens with magic and constantly drips with fresh blood. When it is wielded in battle, the sharp tip of the blade leaves a gleaming red trail in the air.
This SLAUGHTER QUEEN’S Deathsword has an Attacks characteristic of 4.

The Kraith

Those dedicated to the Kraith sect sneer upon the Executioner’s Cult, finding their controlled moderation to be weakness in another guise, for it is their belief that the Daughters of Khaine were meant to bathe in blood, not daub it on daintily. A kill need not be artistic or honourable, it is the killing itself that matters.

ABILITIES
Disciples of Slaughter: Roll a dice after a Kraith unit has fought in the combat phase if there are any enemy units within 3" of it. On a 6, you can pile in and attack with that unit for a second time.

WARSCROLL BATTALIONS
A Kraith Cauldron Guard battalion can include any number of additional Hag Queens. It can also include any number of Slaughter Queens.

ARTEFACT OF POWER
One Kraith HERO must have the following artefact of power instead of one chosen from from here:

Venom of Nagendra: A single drop of this potent venom anoints this Daughter’s blade, causing her victim’s blood to boil in their veins, killing them in an explosive instant.
Once per battle, just before this HERO is chosen to fight in the combat phase, she can use the Venom of Nagendra. When she does so, choose one of her melee weapons (but not a weapon used by a mount). That weapon’s Attacks characteristic is 1 for the remainder of the phase, but if it hits, the target suffers D6 mortal wounds instead of the normal damage.

Khailebron

By and large, the Khailebron are a nomadic sect who travel between the temples of the other sects. They act as a troupe of blade dancers, but in reality are on secret missions assigned to them by the High Oracle. If allies or even rebellious factions of Khainites cause Morathi problems, she turns to the Khailebron.

ABILITIES
Concealment and Stealth: Subtract 1 from hit rolls that target Khailebron units in the shooting phase.

WARSCROLL BATTALIONS
A Khailebron Temple Nest battalion can include up to 2 additional MELUSAI units.

COMMAND TRAIT
A Khailebron general must have this command trait instead of one of those listed here:

Mistress of Illusion: This general is an illusionist of supreme skill, concealing the true position of her followers and guiding them through shadow paths with consummate ease.
At the start of your hero phase, you can pick a friendly Khailebron unit within 7" of this general. If that unit is more than 3" from any enemy models, remove it from the battlefield and then set it up anywhere on the battlefield more than 9" from any enemy models. The unit cannot move in your next movement phase.

Zainthar Kai

Desperate for a winning weapon in the war against Chaos, Morathi created a new breed of Scáthborn, each of whom carried nothing less than three drops of Khaine’s cursed blood in their veins. Most of these subjects burst apart in a welter of gore, unable to bear such terrible potency. Those that survived learned to wield the curse running through their veins as a weapon, calling upon its simmering power to strengthen their strikes and wrack their foes with unbearable agony.

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 temple 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. That artefact of power must come from the Gifts of Morathi table.

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 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 from 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.

Battleplans

Battleplan

The Altar of War

When the Daughters of Khaine take to war they offer the lifeblood of their enemies as a sacrifice upon the altar of the battlefield itself. As their foes are slain they draw great strength from their belief in Khaine, but should their own warriors be martyred in great numbers their faith may falter.

THE ARMIES
One player commands an army of DAUGHTERS OF KHAINE, and the other commands an army of adversaries.

DAUGHTERS OF KHAINE PLAYER’S OBJECTIVES
The Murder God requires a copious offering of freshly spilled gore if the blood rites are to be fulfilled and his followers are to receive his blessing. March forth and slay the unworthy without mercy, and feel Khaine’s strength become your own!

ADVERSARY’S OBJECTIVES
A zealous mob approaches, intent on sacrificing your warriors in the name of their deity. Stand firm and slay them first, and they will realise that their socalled god has abandoned them.

THE BATTLEFIELD
The battlefield represents an ancient site that Khaine’s followers deem should be consecrated with the blood of the slain. Players can choose to set up any scenery as described on the Warhammer Age of Sigmar rules sheet, or use the example scenery shown on the map.

SET-UP
Starting with the adversary, each player takes it in turns to set up a unit anywhere wholly within their own territory as shown on the map.

FIRST TURN
The Daughters of Khaine player chooses which player has the first turn in the first battle round.

THE BLOOD OFFERING
Keep count of how many enemy units were slain in each battle round. If, at the end of a battle round, more adversary units were slain than Daughters of Khaine units, the Daughters of Khaine player earns 1 blood offering point and their army has Khaine’s Favour during the next battle round (see opposite). If, at the end of the battle round, more Daughters of Khaine units were slain than adversary units, the adversary player earns 1 blood offering point instead and the Daughters of Khaine army suffers Khaine’s Displeasure during the next battle round (see below). No blood offering points are earned if an equal number of units were slain from each side during that battle round.

KHAINE’S FAVOUR
The Daughters of Khaine feel empowered, and their belief in the supremacy of their god reaches new heights as their foes’ blood saturates the battlefield.
Whilst your army has Khaine’s Favour, friendly DAUGHTERS OF KHAINE units count the current battle round number as being 1 higher than it actually is when determining what abilities they receive from the Blood Rites battle trait. This is cumulative with other, similar abilities.

KHAINE’S DISPLEASURE
The Daughters of Khaine feel that they have been abandoned by their god, for how else could their foe best them? Their faith is sorely shaken.
Whilst your army suffers Khaine’s Displeasure, friendly DAUGHTERS OF KHAINE units lose their Fanatical Faith battle trait.

VICTORY
Do not use any of the victory conditions on the Warhammer Age of Sigmar rules sheet. Instead, if a player has no models on the battlefield at the end of a battle round, the battle ends and their opponent wins a major victory. Otherwise the battle lasts for five battle rounds. The player that has earned the most blood offering points by the end of the fifth battle round wins a major victory. Any other result 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.
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
HERO FOLLOWERS TABLE
D6Followers
1-21 Hag Queen
3-41 Slaughter Queen
5-61 Bloodwrack Medusa

Followers Rewards Table

As your warband progresses along the Path to Glory, favoured units will become renowned across the Mortal Realms.

D6REWARD
1

Evasive

Re-roll hit rolls of 6 against this unit.

2

Zealots

This unit never has to take battleshock tests.

3

Fleet of Foot

Whenever this unit runs, it can move up to an extra 6" (you do not have to roll).

4

Inured to Pain

Re-roll save rolls of 1 for this unit.

5

Khaine’s Devotees

When determining what abilities this unit receives from the Blood Rites battle trait, it counts the battle round number as being 1 higher than it actually is. This is cumulative with other, similar effects.

6

Blood Fury

You can re-roll charge rolls for this unit.


Champion Rewards Table

As your champion progresses along the Path to Glory, they may be gifted with great rewards – or suffer an altogether more tragic fate…

2D6REWARD
2

Morathi’s Jealousy

Your champion’s rising glory has stoked Morathi’s jealousy. Should she ever fail in her appointed task, eternal servitude will be her fate. If the champion is ever slain, you lose D3 Glory Points (to a minimum of 0), and must remove all rewards your champion has gained from this table so far from your warband roster. If your warband has another HERO, that model now becomes your champion (if you do not have any HEROES, immediately generate one from the hero follower table to become your new champion). Write down your new champion’s name on your warband roster ready for the next battle.

3

Loss of Faith

Your champion is sometimes cursed with despair and a loss of faith, which occasionally manifests as a seething rage. Roll a dice for the champion in each of your hero phases. On a 1, until your next hero phase, re-roll hit and wound rolls of 6 for your champion. On a 4+, until your next hero phase, re-roll hit and wound rolls of 1 for your champion.

4

War Cry

Once per battle, in your hero phase, your champion can loose a war cry. If they do so, add 1 to hit rolls for your champion and all units from their warband for the rest of the turn.

5

Decapitating Strike

When your champion is chosen to fight in the combat phase, instead of making any attacks, they can attempt a decapitating strike after piling in. If they do so, select a single model within 1" and roll a dice. If the roll exceeds that model’s Wounds characteristic, it is slain.

6

Poisoned Weapon

Pick one weapon used by the champion (it cannot be a weapon used by their mount if they have one). Add 1 to hit rolls for attacks made with this weapon.

7

Forever Youthful

Add 1 to your champion’s Wounds characteristic.

8

Bloodthirsty Demagogue

Add 1 to the Bravery characteristic of your champion and units from your warband that are within 8" of them.

9

Blessed by Morathi

If your champion is a WIZARD, add 1 to casting rolls made for them. If your champion is a PRIEST, add 1 to the dice roll when they pray to see whether the prayer is successful or not.

10

Eager to Sacrifice

Add 1 to run or charge rolls for your champion. Add 3 instead if there are any enemy HEROES within 12" of your champion.

11

Perfervid Belief

Re-roll failed Fanatical Faith rolls for your champion.

12

High Priestess

Whilst your champion is on the battlefield, count the battle round number as being 1 higher than it actually is when determining what abilities the units in your warband receive from the Blood Rites battle trait. This is cumulative with other, similar effects.

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.
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
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.
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.
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.
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.
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.
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.
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.
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 AVATAR OF KHAINE keyword is used in following Daughters of Khaine warscrolls:

None
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.
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 HERO keywords are used in following Daughters of Khaine warscrolls:

Leader
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.
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.
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 HERO keyword is 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.

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

Leader
Leader, Behemoth

The HERO 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.
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.
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 DAUGHTERS OF KHAINE, HERO and WIZARD 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.
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.
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.
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.
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.

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

None
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.

The PRIEST keyword is used in following Ogor Mawtribes warscrolls:

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.
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.
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.

The CAULDRON OF BLOOD keyword is 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.
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 SLAUGHTER QUEEN keyword is used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
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 keyword is used in following Daughters of Khaine warscrolls:

None
Leader
Leader, Behemoth

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
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.

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.
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.
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.
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.
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.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
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 WIZARD keyword is used in following Daughters of Khaine warscrolls:

None
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.

The PRIEST keyword is used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
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.
© Vyacheslav Maltsev 2013-2021