Daughters of Khaine – Bloodwrack Viper
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Endless Spell

Bloodwrack Viper

The Bloodwrack Viper is an enormous serpent formed from boiling blood, a manifestation of hatred and bitterness that binds its prey in a crushing embrace before squeezing so forcefully that the victim explodes in a shower of gore.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell

DESCRIPTION

A Bloodwrack Viper is a single model.

PREDATORY: A Bloodwrack Viper is a predatory endless spell. It can move up to 9" and can fly.

MAGIC

Summon Bloodwrack Viper: The caster weaves their outstretched hand in an elaborate pattern that mimics the structure of a monstrous snake drenched in blood.
Summon Bloodwrack Viper has a casting value of 7. Only DAUGHTERS OF KHAINE WIZARDS can attempt to cast this spell. If successfully cast, set up 1 Bloodwrack Viper model wholly within 9" of the caster.

ABILITIES

Bloodslick Coils: The viper uses the torrents of blood from its scales to slide at great speed.
When this model is set up, the player who set it up can immediately make a move with it.

Fanged Strike: The serpent curls around its enemies and tightens its coils, choking its prey in torrents of unnatural ichor before striking with its monstrous fangs.
After this model has moved, the player who moved this endless spell must pick 1 unit within 1" of it and roll 3 dice. For each roll that is equal to or greater than that unit's Wounds characteristic, 1 model from that unit is slain.

KEYWORDS
ENDLESS SPELL, BLOODWRACK VIPER
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.

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

None
Leader
Leader, Behemoth

The ENDLESS SPELL keyword is used in following Daughters of Khaine warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2021