Daughters of Khaine – Bloodwrack Shrine
13
5+
8
WARSCROLL

Bloodwrack Shrine

Doom spreads from the Bloodwrack Shrine, waves of agonising pain pouring out as the altar ploughs forward. Hissing, the Bloodwrack Medusa that slithers atop the shrine unleashes spells of malevolence while casting her deathly stare across the battlefield. Hell erupts when the bladed shrine hits enemy lines, as the Shrinekeepers and Medusa strike out in all their fury.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodwrack Stare
Bloodwrack Stare10"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tail of Serpents
Tail of Serpents2"D64+4+-1
Whisperclaw
Whisperclaw1"44+3+-1
Bloodwrack Spear
Bloodwrack Spear2"23+3+-1D3
Shrinekeepers’ Goadstaves
Shrinekeepers’ Goadstaves2"3+3+-1
DAMAGE
Wounds SufferedMoveGoadstavesAura of Agony
0-26"62+
3-55"52+
6-84"43+
9-103"34+
11+2"25+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 210
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Bloodwrack Shrine is a single model. It is commanded by a Bloodwrack Medusa who 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. The Bloodwrack Medusa is mounted upon a shrine crewed by two Shrinekeepers, who stab any who approach with their Goadstaves.

ABILITIES

Bladed Impact: Roll a dice if a Bloodwrack Shrine ends a charge move within 1" of an enemy unit. On a 2+ the nearest enemy unit suffers D3 mortal wounds.

Bloodwrack Stare: When making a Bloodwrack Stare attack, pick a unit that is visible to the Bloodwrack Shrine 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.

Aura of Agony: Bloodwrack Shrines emit an aura that wracks enemies with waves of agony.
Roll a dice for each enemy unit within 7" of any friendly Bloodwrack Shrines at the start of your hero phase. If the dice roll equals or beats the score listed on the damage table above, that unit suffers D3 mortal wounds as pure agony courses through them.

MAGIC

The Bloodwrack Medusa atop a Bloodwrack Shrine can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. A Bloodwrack Medusa 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, AELF, DAUGHTERS OF KHAINE, MELUSAI, HERO, WIZARD, BLOODWRACK MEDUSA, BLOODWRACK SHRINE
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.
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 AELF keyword is used in following Daughters of Khaine warscrolls:

None
Battleline
Leader
Leader, Behemoth

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