Daughters of Khaine – Slaughter Queen on Cauldron of Blood
This warscroll does not meet the selection criteria (see Settings tab).
13
5+
8
WARSCROLL

Slaughter Queen on Cauldron of Blood

Some Slaughter Queens go to battle atop great Cauldrons of Blood, preferring to send these bladed shrines smashing into the heart of the melee where they can fully indulge their terrible lust for slaughter.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Torrent of Burning Blood
Torrent of Burning Blood10"63+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Avatar’s Sword
Avatar’s Sword2"43+3+-23
Deathsword
Deathsword1"33+3+-1D3
Blade of Khaine
Blade of Khaine1"43+4+-11
Sacrificial Knives
Sacrificial Knives1"3+4+-1
DAMAGE
Wounds SufferedMoveSacrificial KnivesBloodshield
0-36"818"
4-65"714"
7-94"610"
10+3"56"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 270
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Slaughter Queen on Cauldron of Blood is a single model armed with a Deathsword and Blade of Khaine.

CREW: This unit’s Cauldron of Blood has an aelf crew that attack with their Sacrificial Knives, and an Avatar of Khaine that attacks with its Torrent of Burning Blood and Avatar’s Sword. For rules purposes, the crew and avatar are treated in the same manner as a mount.

ABILITIES

Bladed Impact: The bladed carriage of a Cauldron of Blood can cleave its way through enemy ranks with ease.
After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

Bloodshield: The powerful magic that fuels the Cauldron of Blood grants it and nearby followers protection.
The range of this model’s Bloodshield ability is shown on its damage table. Add 1 to save rolls for attacks that target friendly DAUGHTERS OF KHAINE units while they are wholly within the range of any friendly models with this ability.

Idol of Worship: Avatars of Khaine inspire the warrior cults of the Murder God to unleash their relentless potential.
Add 1 to the Bravery characteristic of friendly DAUGHTERS OF KHAINE units while they are wholly within 12" of any friendly models with this ability.

Pact of Blood: Blood oaths to the Murder God protect his subjects from malevolent sorcery.
This model can attempt to unbind 1 spell in the enemy hero phase in the same manner as a WIZARD.

Priestess of Khaine: Bloodshed and sacrifice calls the might of the Murder God to the battlefield.
In your hero phase, this model can chant 1 of the following prayers. If it does so, pick 1 of the prayers and make a prayer roll by rolling a dice. On a 1, this model suffers 1 mortal wound and the prayer is not answered. On a 2, the prayer is not answered. On a 3+, the prayer is answered.

Rune of Khaine: If this prayer is answered, until your next hero phase, this model’s Blade of Khaine has a Damage characteristic of D3 instead of 1.

Touch of Death: If this prayer is answered, pick 1 enemy unit within 3" of this model. Then, take a dice and hide it in one of your hands. Your opponent must pick one of your hands. If they pick the one holding the dice, that enemy unit suffers D3 mortal wounds.

Wrath of Khaine: Khaine’s subjects channel their faith through bladed idols of the Murder God.
If your army includes any AVATARS OF KHAINE, friendly DAUGHTERS OF KHAINE PRIESTS can chant the following prayer.

Animated: Pick 1 friendly AVATAR OF KHAINE on the battlefield. Until your next hero phase, that AVATAR OF KHAINE is animated. This model cannot attack with its Torrent of Burning Blood or Avatar’s Sword unless its AVATAR OF KHAINE is animated.

COMMAND ABILITIES

Orgy of Slaughter: The Slaughter Queen orders her warriors to renew their assault twice over.
You can use this command ability once per turn in your hero phase. If you do so, pick 1 friendly DAUGHTERS OF KHAINE unit that has not fought in that phase and is wholly within 12" of this model and within 3" of any enemy units. That unit can fight.

KEYWORDS
ORDER, AELF, DAUGHTERS OF KHAINE, HERO, PRIEST, TOTEM, WITCH AELVES, SLAUGHTER QUEEN, AVATAR OF KHAINE, CAULDRON OF BLOOD
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.
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.
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.

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

Leader, Behemoth
Behemoth

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

Leader
Leader, Behemoth
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 AELF keyword is used in following Daughters of Khaine warscrolls:

None
Battleline
Leader
Leader, Behemoth

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

Leader
Leader, Behemoth

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

Leader
Leader, Behemoth

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

Leader, Behemoth
Behemoth

The WITCH AELVES keyword is used in following Daughters of Khaine warscrolls:

Battleline
Leader, Behemoth

The SLAUGHTER QUEEN keyword is used in following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2021