Daughters of Khaine – Bloodwrack Medusa
8"
6
5+
8
WARSCROLL

Bloodwrack Medusa

The most powerful of Morathi’s lieutenants are her Bloodwrack Medusae, sorceresses gifted – or cursed – with enormous serpentine bodies and heads crowned with snakes. They are so full of spite and shadow magic that to meet their horrific gaze can cause explosive haemorrhaging. Equally deadly in close quarters, a Bloodwrack Medusa dispatches her foes with claw, spear and snakebites.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodwrack Stare
Bloodwrack Stare10"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Whisperclaw
Whisperclaw1"43+3+-1
Tail of Serpents
Tail of Serpents2"D64+4+-1
Bloodwrack Spear
Bloodwrack Spear2"23+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Bloodwrack Medusa is a single model. She slashes at her enemies with her Whisperclaw and impales them upon a barbed Bloodwrack Spear. Even her writhing Tail of Serpents is capable of delivering a flurry of lethal bites. However, a Bloodwrack Medusa’s stare is perhaps her most deadly weapon; should a victim’s eyes lock with hers for even a second its lifeblood violently rebels, flooding from every pore until its body collapses into a pool of gore.

ABILITIES

Bloodwrack Stare: When making a Bloodwrack Stare attack, pick a unit that is visible to the Bloodwrack Medusa and roll a dice for each model in that unit that is within range; for each roll of 5+ the unit suffers 1 mortal wound.

MAGIC

A Bloodwrack Medusa can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Enfeebling Foe spells.

Enfeebling Foe: The Bloodwrack Medusa reaches into her victims’ minds, sapping their strength.
Enfeebling Foe has a casting value of 5. If successfully cast, pick a unit within 18" of the caster that is visible to them. Until your next hero phase, subtract 1 from wound rolls for that unit in the combat phase.

KEYWORDS
ORDER, MELUSAI, DAUGHTERS OF KHAINE, HERO, WIZARD, BLOODWRACK MEDUSA
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.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

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

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
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 HERO keyword is used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth

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

None
Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020