Daughters of Khaine – Warscrolls

None


8"
2
5+
8
WARSCROLL

Blood Sisters

Blood Sisters are Melusai, true daughters of the Shadow Queen. Channelling the hatred within their own tainted souls, each longs to drive their heartshard glaive deep into an enemy’s vitals or to transmute flesh with their agonising scáth touch.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heartshard Glaive
Heartshard Glaive2"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 130
Battlefield Role: None
Notes: Battleline if general is a BLOODWRACK MEDUSA or MELUSAI IRONSCALE

DESCRIPTION

A unit of Blood Sisters has any number of models, each armed with a Heartshard Glaive.

GORGAI: 1 model in this unit can be a Gorgai. Add 1 to the Attacks characteristic of that model’s Heartshard Glaive.

ABILITIES

Turned to Crystal: The scáth touch of a Blood Sister can permanently transmute an enemy into an immobile – though still fully conscious – crystal statue.
At the end of the combat phase, you can pick 1 enemy unit within 1" of this unit and roll 1 dice for each model in this unit. For each 3+, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, MELUSAI, BLOOD SISTERS


8"
2
5+
8
WARSCROLL

Blood Stalkers

Drawing their ornate bows, the Blood Stalkers loose volleys of arrows that seek out their target’s heart with uncanny accuracy. In close combat, they wield cruel curved blades, opening throats and carving out organs to offer in grisly sacrifice to Morathi.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heartseeker Bow
Heartseeker Bow24"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Scianlar
Scianlar1"23+4+-1
Blood Wyrm
Blood Wyrm1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 140
Battlefield Role: None
Notes: Battleline if general is a BLOODWRACK MEDUSA or MELUSAI IRONSCALE

DESCRIPTION

A unit of Blood Stalkers has any number of models, each armed with a Heartseeker Bow and Scianlar.

KRONE: 1 model in this unit can be a Krone. A Krone is armed with a Blood Wyrm in addition to its other weapons.

ABILITIES

Heartseekers: The blood-blessed arrows loosed by these Melusai unerringly seek out the enemy’s vital organs.
If the unmodified hit roll for an attack made with a Heartseeker Bow is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, MELUSAI, BLOOD STALKERS


14"
2
5+
6
WARSCROLL

Doomfire Warlocks

Doomfire Warlocks are expert light cavalry, adept at harrying flanks with crossbow fire or cutting down targets with their cursed scimitars. As warlocks, they can harness the power of shadow, hurling bolts of black flame to destroy their targets.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doomfire Crossbow
Doomfire Crossbow12"24+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cursed Scimitar
Cursed Scimitar1"24+3+-11
Vicious Bite
Vicious Bite1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 120
Battlefield Role: None

DESCRIPTION

A unit of Doomfire Warlocks has any number of model, each armed with a Doomfire Crossbow and Cursed Scimitar.

MOUNT: This unit’s Dark Steeds attack with their Vicious Bite.

MASTER OF WARLOCKS: 1 model in this unit can be a Master of Warlocks. Add 1 to the Attacks characteristic of that model’s melee weapons.

ABILITIES

Doomfire Coven: The arcane power of a Doomfire Coven grows with every warlock that joins their party.
Add 1 to casting and unbinding rolls for this unit while it has 5 or more models.

MAGIC

This unit is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Doomfire spells. It cannot attempt to cast any spells other than Arcane Bolt, Mystic Shield and Doomfire.

Doomfire: The Doomfire Warlocks hurl bolts of blazing black flame at their foes.
Doomfire has a casting value of 6. If successfully cast, pick 1 enemy unit within 12" of the casting unit and visible to it. If the casting unit has fewer than 5 models, that enemy unit suffers D3 mortal wounds. If the casting unit has between 5 and 9 models, that enemy unit suffers D6 mortal wounds. If the casting unit has 10 or more models, that enemy unit suffers 6 mortal wounds.

KEYWORDS
ORDER, AELF, DAUGHTERS OF KHAINE, WIZARD, DOOMFIRE WARLOCKS


6"
1
5+
7
WARSCROLL

Khainite Shadowstalkers

Shadowstalkers are the elite assassins and agents of Morathi. These shademarked wraiths slip into an umbral sub-realm in order to outflank their prey before charging forth in a murderous blur of sorcery and flashing knives.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cursed Missiles
Cursed Missiles6"14+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Assassin’s Blades
Assassin’s Blades1"24+3+-1
Umbral Blades
Umbral Blades1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 9 - 18      Points: 100
Battlefield Role: None

DESCRIPTION

A unit of Khainite Shadowstalkers has any number of models, each armed with Cursed Missiles and Assassin’s Blades.

SHROUD QUEEN: 1 model in this unit can be a Shroud Queen. A Shroud Queen is armed with Umbral Blades and Cursed Missiles. In addition, a Shroud Queen has a Wounds characteristic of 3.

ABILITIES

Shadow Leap: Shadowstalkers can vanish and reappear at will as they navigate the Umbral Web.
In your movement phase, instead of making a normal move with this unit, you can say that it will shadow leap. If you do so, remove this unit from the battlefield and set it up again anywhere on the battlefield more than 9" from any enemy units.

Cursed Missiles: The slightest scratch from these weapons can spell the end of any foe.
If the unmodified hit roll for an attack made with Cursed Missiles is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Harness Shadow: Given their control of shadow itself, these assassins are almost impossible to strike.
Subtract 1 from hit rolls for attacks made with melee weapons that target this unit.

KEYWORDS
ORDER, AELF, DAUGHTERS OF KHAINE, KHAINITE SHADOWSTALKERS


14"
1
6+
7
WARSCROLL

Khinerai Heartrenders

The Khinerai Heartrenders are merciless sky-predators that scan the battlefield for suitable quarry. Should they find a target to their liking, they will streak down from on high, hurling barbed javelins and slashing with cruel heartpiercer shields.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Javelin
Barbed Javelin12"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Javelin
Barbed Javelin2"14+4+-11
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 80
Battlefield Role: None

DESCRIPTION

A unit of Khinerai Heartrenders has any number of models, each armed with a Barbed Javelin.

FLY: This unit can fly.

SHRYKE: 1 model in this unit can be a Shryke. Add 1 to the Attacks characteristic of that model’s weapons.

ABILITIES

Death From Above: A Heartrender that has picked up sufficient momentum is capable of hurling their javelin with terrifying force.
This unit can run and still shoot later in the same turn. In addition, improve the Rend characteristic of this unit’s Barbed Javelins by 1 if this unit was set up on the battlefield in the same turn.

Descend to Battle: The Khinerai delight in using their leathery wings to descend upon the foe from unexpected vectors.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is circling high above as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit on the battlefield more than 9" from any enemy units. At the start of the fourth battle round, any models that are still in reserve are slain.

Fire and Flight: Heartrenders are masters of the hit-and-run strike, loosing volleys of sharpened projectiles before darting away.
In your shooting phase, after this unit shoots, you can roll a dice. If you do so, on a 4+, this unit can make a normal move of 6" (it cannot retreat or run).

Heartpiercer Shield: The bladed shields of the Khinerai are deadly close-quarters weapons in their own right.
Add 1 to save rolls for attacks made with melee weapons that target this unit. In addition, if the unmodified save roll for an attack made with a melee weapon that targets this unit is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, KHINERAI HARPIES, KHINERAI HEARTRENDERS


14"
1
6+
7
WARSCROLL

Khinerai Lifetakers

Khinerai Lifetakers are swift-attack specialists, elite ambushers that swoop into battle to scythe down foes with their barbed sickles. They rake enemy formations in combat before flying out of the melee to seek other vulnerable prey.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Sickle
Barbed Sickle1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 80
Battlefield Role: None

DESCRIPTION

A unit of Khinerai Lifetakers has any number of models, each armed with a Barbed Sickle.

FLY: This unit can fly.

HARRIDYNN: 1 model in this unit can be a Harridynn. Add 1 to the Attacks characteristic of that model’s weapons.

ABILITIES

Death on the Wind: Lifetakers achieve terrifying speeds on the charge that devastate enemy ranks.
Add 1 to the Damage characteristic of this unit’s Barbed Sickles and improve the Rend characteristic of that weapon by 1 if this unit made a charge move in the same turn.

Descend to Battle: The Khinerai delight in using their leathery wings to descend upon the foe from unexpected vectors.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is circling high above as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit on the battlefield more than 9" from any enemy units. At the start of the fourth battle round, any models that are still in reserve are slain.

Fight and Flight: The cults of the Khinerai are masters of the hit-and-run strike.
Each time this unit fights, you can roll a dice after all of its attacks have been resolved. On a 4+, this unit can make a retreat move of 6" (it cannot run).

Heartpiercer Shield: The bladed shields of the Khinerai are deadly close-quarters weapons in their own right.
Add 1 to save rolls for attacks made with melee weapons that target this unit. In addition, if the unmodified save roll for an attack made with a melee weapon that targets this unit is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, KHINERAI HARPIES, KHINERAI LIFETAKERS


Battleline


6"
1
6+
7
WARSCROLL

Sisters of Slaughter

With skills honed in ritual duels and gladiatorial fights, the Sisters of Slaughter send their barbed whips lashing out to tear open throats and strip flesh from bone, exulting in the perfection of each gory kill.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Whip
Barbed Whip2"23+4+-1
Sacrificial Knife
Sacrificial Knife1"13+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10 - 30      Points: 120
Battlefield Role: Battleline

DESCRIPTION

A unit of Sisters of Slaughter has any number of models. The unit is armed with 1 of the following weapon options: Barbed Whip and Sacrificial Knife; or Barbed Whip and Bladed Buckler.

HANDMAIDEN: 1 model in this unit can be a Handmaiden. Add 1 to the Attacks characteristic of that model’s melee weapons.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. You can re-roll failed battleshock tests for units that include any Standard Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hornblower. Units that include any Hornblowers can run and still charge later in the same turn.

ABILITIES

Dance of Death: Sisters of Slaughter manoeuvre through enemy ranks with the greatest of ease.
This unit is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it piles in.

Bladed Bucklers: The martial skill of these warriors allows them to turn defensive techniques into deadly strikes.
Add 1 to save rolls for attacks made with melee weapons that target a unit armed with Bladed Bucklers. In addition, if the unmodified save roll for an attack made with a melee weapon that targets a unit armed with Bladed Bucklers is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

KEYWORDS
ORDER, AELF, DAUGHTERS OF KHAINE, SISTERS OF SLAUGHTER


6"
1
6+
7
WARSCROLL

Witch Aelves

Witch Aelves are devotees of bloodshed and murder. Relying upon speed and dexterity over armour, they dash into combat, slashing at the enemy with zealous abandon. As fresh gore splatters across their skin, they enter a terrible and divine battle frenzy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sacrificial Knife or Knives
Sacrificial Knife or Knives1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10 - 30      Points: 100
Battlefield Role: Battleline

DESCRIPTION

A unit of Witch Aelves has any number of models. The unit is armed with 1 of the following weapon options: Sacrificial Knife and Bladed Buckler; or paired Sacrificial Knives.

HAG: 1 model in this unit can be a Hag. Add 1 to the Attacks characteristic of that model’s melee weapons.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. You can reroll failed battleshock tests for units that include any Standard Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hornblower. Units that include any Hornblowers can run and still charge later in the same turn.

ABILITIES

Bladed Bucklers: The martial skill of these warriors allows them to turn defensive techniques into deadly strikes.
Add 1 to save rolls for attacks made with melee weapons that target a unit armed with Bladed Bucklers. In addition, if the unmodified save roll for an attack made with a melee weapon that targets a unit armed with Bladed Bucklers is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

Frenzied Fervour: With their lieges nearby, Witch Aelves hurl themselves at the enemy with no fear of death.
Add 1 to wound rolls for attacks made with melee weapons by this unit while it is wholly within 12" of any friendly DAUGHTERS OF KHAINE HEROES.

Paired Sacrificial Knives: Those who carry two sacrificial knives use parries and deflections to overwhelm their foes.
Add 1 to the Attacks characteristic of a Sacrificial Knife for models armed with a pair of Sacrificial Knives.

KEYWORDS
ORDER, AELF, DAUGHTERS OF KHAINE, WITCH AELVES


Leader


8"
6
5+
8
WARSCROLL

Bloodwrack Medusa

Bloodwrack Medusae are 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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodwrack Stare
Bloodwrack Stare12"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodwrack Spear
Bloodwrack Spear2"33+3+-1D3
Whisperclaw
Whisperclaw1"44+3+-1
Tail of Serpents
Tail of Serpents2"D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Bloodwrack Medusa is a single model armed with a Bloodwrack Stare, Bloodwrack Spear, Whisperclaw and Tail of Serpents.

ABILITIES

Bloodwrack Stare: Should a victim’s eyes lock with a Bloodwrack Medusa’s stare for even a second, their life blood will violently rebel, flooding from every pore until their body collapses into a pool of gore.
Do not use the attack sequence for an attack made with this model’s Bloodwrack Stare. Instead, roll a number of dice equal to the number of models from the target unit that are in range of the attack. For each 5+, the target unit suffers 1 mortal wound.

Whisperclaw: This razor-edged talon can carve through any resistance it meets.
If the unmodified hit roll for an attack made with a Whisperclaw is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 2 spells 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 1 enemy unit within 18" of the caster that is visible to them. Subtract 1 from wound rolls for attacks made with melee weapons by that unit until your next hero phase.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, MELUSAI, HERO, WIZARD, BLOODWRACK MEDUSA


6"
5
5+
8
WARSCROLL

Hag Queen

A Hag Queen is a priestess of Khaine, learned in blood rituals and murder rites. Her curses bring death, and her draughts of witchbrew can stoke the fury of nearby Khainites, driving them to new, feverish heights of violence.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blade of Khaine
Blade of Khaine1"43+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader

DESCRIPTION

A Hag Queen is a single model armed with a Blade of Khaine.

ABILITIES

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.

Witchbrew: Distilled from the blood of Slaughter Queens, witchbrew drives the imbiber into such an ecstasy of destruction that they will fight on in the face of impossible odds.
At the start of your hero phase, you can pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 12" of this model to drink witchbrew. If you do so, roll a dice, adding 1 to the roll for each of the following abilities that this model has gained:
  • Headlong Fury
  • Zealot’s Rage
  • Slaughterer’s Strength
On a 5+, you can re-roll wound rolls for attacks made with melee weapons by that unit until your next hero phase. In addition, on a 5+, do not take battleshock tests for that unit until your next hero phase.

KEYWORDS
ORDER, AELF, DAUGHTERS OF KHAINE, HERO, PRIEST, HAG QUEEN


8"
6
5+
9
WARSCROLL

Melusai Ironscale

Crafted from the souls of aelves that blazed brightest with the need for revenge, the Melusai Ironscales serve Morathi as elite war leaders amongst the Scáthborn and are terrifying martial champions in their own right.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Keldrisaíth
Keldrisaíth18"33+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Keldrisaíth
Keldrisaíth2"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader

DESCRIPTION

A Melusai Ironscale is a single model armed with a Keldrisaíth.

ABILITIES

Blood of the Oracle: The soul of each Melusai Ironscale has been specially experimented upon by Morathi to increase their resistance to hostile magics.
Each time this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 5+, ignore the effects of that spell or endless spell on this model.

Gory Offering: As a Melusai Ironscale holds the crystallised heart of a slain foe aloft, the power of Khaine pulses through it, empowering any fellow Melusai nearby.
If any enemy models are slain by wounds inflicted by this model’s attacks in the combat phase, you can add 1 to the Attacks characteristic of friendly MELUSAI units wholly within 12" of this model until the end of that phase.

Turned to Crystal: The scáth touch of a Melusai Ironscale can permanently transmute an enemy into an immobile – though still fully conscious – crystal statue.
At the end of the combat phase, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 3+, that enemy unit suffers 1 mortal wound.

COMMAND ABILITIES

Wrath of the Scáthborn: With a shrieked prayer to Khaine and Morathi, an Ironscale leads her Melusai kin in the swift slaughter of the foe.
You can use this command ability once per turn in your hero phase. If you do so, pick 1 friendly MELUSAI unit wholly within 12" of this model. Until your next hero phase, that unit can run and still shoot and/or charge later in the same turn. In addition, until your next hero phase, you can roll 2D6 instead of D6 when you make a run roll for that unit.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, MELUSAI, HERO, MELUSAI IRONSCALE


6"
6
4+
8
WARSCROLL

Morathi-Khaine

Proclaiming herself Khaine reborn, the goddess Morathi bestrides the realms, summoning snaking tendrils of shadow magic to tear apart her enemies. She is a master of manipulation and deception, endlessly cunning and depthlessly cruel.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heartrender
Heartrender2"33+3+-1D3
Bladed Wings
Bladed Wings2"63+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 210
Battlefield Role: Leader
Notes: Unique. Morathi-Khaine and The Shadow Queen must be taken as a set for a total of 600 points. Although taken as a set, each is a separate unit.

DESCRIPTION

Morathi-Khaine is a named character that is a single model. She is armed with Heartrender and Bladed Wings.

If this model is included in a Daughters of Khaine army, this model is treated as a general in addition to the model that is chosen to be the army general.

THE SHADOW QUEEN: If this model is included in an army, then the army must include the Shadow Queen. References to the Shadow Queen on this warscroll refer to the Shadow Queen model in the same army as this model.

ABILITIES

Commanding Presence: Very few foes are able to resist quailing before Morathi’s regal presence.
Subtract 1 from hit rolls for attacks that target this model.

One Soul, Two Bodies: Morathi-Khaine and the Shadow Queen are two entities but share the same life force.
If the Shadow Queen is on the battlefield, wounds and mortal wounds that would be allocated to this model are instead allocated to the Shadow Queen and have no effect on this model. Wounds and mortal wounds allocated to the Shadow Queen in this way cannot be negated.

In addition, if the Shadow Queen is on the battlefield and an ability or spell would cause this model to be slain without any wounds being allocated, then this model is not slain and 3 wounds are allocated to the Shadow Queen.

If the Shadow Queen is slain, after her model is removed from play, this model is also slain.

MAGIC

This model is a WIZARD. It can attempt to cast 3 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. Add 1 to casting, dispelling and unbinding rolls for this model.

This model knows the Arcane Bolt, Mystic Shield and Black Horror of Ulgu spells.

Black Horror of Ulgu: A roiling black cloud of energy swirls into existence, smoking tendrils lashing out from it to drag those nearby to their doom.
Black Horror of Ulgu has a casting value of 7 and a range of 36". If successfully cast, pick 1 enemy unit within range of the caster that is visible to them and roll a dice. On a 1, that unit suffers 1 mortal wound. On a 2-3, it suffers D3 mortal wounds. On a 4+, it suffers D6 mortal wounds.

COMMAND ABILITIES

Worship Through Bloodshed: At Morathi’s command, her warriors launch into a killing frenzy that sees their foes slain in droves.
If this model is on the battlefield, you can use this command ability in your hero phase. If you do, pick 1 other friendly DAUGHTERS OF KHAINE unit wholly within 24" of this model. That unit can shoot or, if it is within 3" of any enemy units, it can fight. You cannot use this command ability more than once in the same phase.

KEYWORDS
ORDER, AELF, DAUGHTERS OF KHAINE, HERO, WIZARD, MORATHI-KHAINE


6"
5
5+
8
WARSCROLL

Morgwaeth the Bloodied

Few of Khaine’s bloody-minded worshippers have spilled so much gore in service of their deity than the Hag Queen Morgwaeth, whose blades have opened throats by the thousand and whose fury has seen cities drowned in slaughter.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Glaive of Khaine
Glaive of Khaine2"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader
Notes: Unique. Morgwaeth the Bloodied and the Blade-coven must be taken as a set for a total of 80 points. Although taken as a set, each is a separate unit.

DESCRIPTION

Morgwaeth the Bloodied is a named character that is a single model. She is armed with a Glaive of Khaine.

ABILITIES

Priestess of Khaine: In battle, Hag Queens enact blood rites that fill their warriors with a frenzied murderlust.
In your hero phase, this model can chant 1 of the following prayers. If it does so, pick 1 of the prayers and then 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 melee weapon has a Damage characteristic of D3 instead of 1.

Rune of Khaine: If this prayer is answered, until your next hero phase, this model’s melee weapon 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.

Witchbrew: Witchbrew drives the imbiber into such an ecstasy of destruction that they will fight on in the face of impossible odds.
At the start of your hero phase, you can pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 12" of this model to drink witchbrew. If you do so, roll a dice, adding 1 to the roll for each of the following abilities that this model has gained:
  • Headlong Fury
  • Zealot’s Rage
  • Slaughterer’s Strength
On a 5+, you can re-roll wound rolls for attacks made with melee weapons by that unit until your next hero phase. In addition, on a 5+, do not take battleshock tests for that unit until your next hero phase.

KEYWORDS
ORDER, AELF, DAUGHTERS OF KHAINE, HAGG NAR, HERO, PRIEST, HAG QUEEN, MORGWAETH THE BLOODIED


6"
5
5+
8
WARSCROLL

Slaughter Queen

It is a Slaughter Queen’s role to embody the aggressive martial prowess of Khaine himself. With a blade in each hand, the Slaughter Queen hacks and spins in the maelstrom of close combat while chanting blood-curdling battle rites.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Deathsword
Deathsword1"33+3+-1D3
Blade of Khaine
Blade of Khaine1"43+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

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

ABILITIES

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.

Dance of Doom: If this prayer is answered, in the combat phase, after this model has fought in that phase for the first time, when it is your turn to pick a unit to fight, this model can be picked to fight for a second time if it is within 3" of any enemy units.

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.

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, SLAUGHTER QUEEN


6"
1
6+
7
WARSCROLL

The Blade-coven

A gathering of fearsome zealots follow Hag Queen Morgwaeth on her holy quest to slake the Lord of Murder’s bloodthirst, exulting in every slit throat and impaled heart they inflict along the way
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heartseeker Bow
Heartseeker Bow24"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sacrificial Weapons
Sacrificial Weapons1"33+4+-1
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 80
Battlefield Role: Leader
Notes: Unique. Morgwaeth the Bloodied and the Blade-coven must be taken as a set for a total of 80 points. Although taken as a set, each is a separate unit.

DESCRIPTION

The Blade-coven is a unit that has 4 models. Kyrae is armed with a Heartseeker Bow and Sacrificial Weapons; and Khamyss, Kyrssa and Lethyr are each armed with Sacrificial Weapons.

KYRAE: Kyrae has a Wounds characteristic of 2.

ABILITIES

Heartseekers: The blood-blessed arrows loosed by these Melusai unerringly seek out the enemy’s vital organs.
If the unmodified hit roll for an attack made with a Heartseeker Bow is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Zealots of the First Temple: The Blade-coven are fanatical in their devotion to Hagg Nar and to Morgwaeth.
Roll a dice before you allocate a wound or mortal wound to a friendly MORGWAETH THE BLOODIED while she is within 3" of this unit. On a 2+, that wound or mortal wound is allocated to this unit instead of MORGWAETH THE BLOODIED.

KEYWORDS
ORDER, AELF, MELUSAI, DAUGHTERS OF KHAINE, HAGG NAR, THE BLADE-COVEN


Leader, Behemoth


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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodwrack Stare
Bloodwrack Stare12"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodwrack Spear
Bloodwrack Spear2"33+3+-1D3
Goadstaves
Goadstaves2"3+3+-1
Whisperclaw
Whisperclaw1"44+3+-1
Tail of Serpents
Tail of Serpents2"D64+4+-1
DAMAGE
Wounds SufferedMoveGoadstavesAura of Agony
0-36"62+
4-65"53+
7-104"44+
11+3"35+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Bloodwrack Shrine is a single model armed with a Bloodwrack Stare, Bloodwrack Spear, Goadstaves, Whisperclaw and Tail of Serpents.

ABILITIES

Aura of Agony: Bloodwrack Shrines emit an aura that causes waves of agony to course through the enemy.
At the start of your hero phase, you can roll 1 dice for each enemy unit within 7" of this model. If the roll is equal to or greater than the Aura of Agony value shown on this model’s damage table, that unit suffers D3 mortal wounds. The same unit cannot be affected by this ability more than once per turn.

Bladed Impact: The bladed carriage of a Bloodwrack Shrine 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.

Bloodwrack Stare: Should a victim’s eyes lock with a Bloodwrack Medusa’s stare for even a second, their life blood will violently rebel, flooding from every pore until their body collapses into a pool of gore.
Do not use the attack sequence for an attack made with this model’s Bloodwrack Stare. Instead, roll a number of dice equal to the number of models from the target unit that are in range of the attack. For each 5+, the target unit suffers 1 mortal wound.

Whisperclaw: This razor-edged talon can carve through any resistance it meets.
If the unmodified hit roll for an attack made with a Whisperclaw is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 2 spells 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 1 enemy unit within 18" of the caster that is visible to them. Subtract 1 from wound rolls for attacks made with melee weapons by that unit until your next hero phase.

KEYWORDS
ORDER, AELF, DAUGHTERS OF KHAINE, MELUSAI, HERO, WIZARD, TOTEM, BLOODWRACK MEDUSA, BLOODWRACK SHRINE


13
5+
8
WARSCROLL

Hag Queen on Cauldron of Blood

A Cauldron of Blood is a sacred sacrificial bowl, its enchanted contents blessed by a chanting Hag Queen. The presence of this relic inspires nearby worshippers, offering them mystical protections in the name of the Murder God.
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
Blade of Khaine
Blade of Khaine1"43+3+-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: 220
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Hag Queen on Cauldron of Blood is a single model armed with a Torrent of Burning Blood, Avatar’s Sword, Blade of Khaine and Sacrificial Knives.

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.
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. The range of this model’s Bloodshield ability is shown on its damage table.

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.

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.

Witchbrew: Distilled from the blood of Slaughter Queens, witchbrew drives the imbiber into such an ecstasy of destruction that they will fight on in the face of impossible odds.
At the start of your hero phase, you can pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 12" of this model to drink witchbrew. If you do so, roll a dice, adding 1 to the roll for each of the following abilities that this model has gained:
  • Headlong Fury
  • Zealot’s Rage
  • Slaughterer’s Strength
On a 5+, you can re-roll wound rolls for attacks made with melee weapons by that unit until your next hero phase. In addition, on a 5+, do not take battleshock tests for that unit until your next hero phase.

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


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 Torrent of Burning Blood, Avatar’s Sword, Deathsword, Blade of Khaine and Sacrificial Knives.

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


12
4+
10
WARSCROLL

The Shadow Queen

The Shadow Queen is Morathi-Khaine’s dark reflection, the accumulation of all her hatred and bitterness given monstrous, serpentine form. Those who would challenge this nightmare in battle are soon slain in a blur of shadowsteel and lashing coils.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gaze of the Shadow Queen
Gaze of the Shadow Queen18"12+2+-3D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heartrender
Heartrender2"3+3+-13
Crown of Serpents
Crown of Serpents1"2D63+3+-1
Envenomed Tail
Envenomed Tail3"13+3+-2
DAMAGE
Wounds SufferedMoveHeartrenderEnvenomed Tail
0-314"86
4-612"75
7-810"64
9-108"53
11+6"42
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 390
Battlefield Role: Leader, Behemoth
Notes: Unique. Morathi-Khaine and The Shadow Queen must be taken as a set for a total of 600 points. Although taken as a set, each is a separate unit.

DESCRIPTION

The Shadow Queen is a named character that is a single model. She is armed with Gaze of the Shadow Queen, Heartrender, Crown of Serpents and Envenomed Tail.

This model cannot be a general.

MORATHI-KHAINE: If this model is included in an army, then the army must include Morathi-Khaine. References to Morathi-Khaine on this warscroll refer to the Morathi-Khaine model in the same army as this model.

FLY: This model can fly.

ABILITIES

Fury of the Shadow Queen: Bloodshed raises the Shadow Queen’s fury to new heights, in turn fuelling the murderlust of nearby Scáthborn.
While this model is within 3" of any enemy models, add 1 to the Attacks characteristic of melee weapons used by friendly KHINERAI HARPIES and MELUSAI units wholly within 18" of this model.

Two Bodies, One Soul: The Shadow Queen and Morathi-Khaine are two entities but share the same life force.
If this model is on the battlefield, wounds and mortal wounds that would be allocated to Morathi-Khaine are instead allocated to this model and have no effect on Morathi-Khaine. Wounds and mortal wounds allocated to this model in this way cannot be negated.

In addition, if this model is on the battlefield and an ability or spell would cause Morathi-Khaine to be slain without any wounds being allocated, then Morathi-Khaine is not slain and 3 wounds are allocated to this model.

If this model is slain, after this model is removed from play, Morathi-Khaine is also slain.

Iron Heart of Khaine: The Iron Heart of Khaine is the last remnant of the fallen god, and it pulses still with life-sustaining divine energies.
No more than 3 wounds and/or mortal wounds can be suffered by this model in the same turn. Once 3 wounds and/or mortal wounds have been allocated to this model in the same turn, not counting any wounds that were negated, any further wounds and mortal wounds that would be allocated to this model are ignored and have no effect.

Wounds and mortal wounds allocated to this model at the start of the battle round count towards the number of wounds allocated to this model in the first turn of that battle round. Wounds and mortal wounds allocated to this model at the end of the battle round count towards the number of wounds allocated to this model in the second turn of that battle round.

If the rule for an ability or spell would cause this model to be slain without any wounds being allocated, 3 wounds are allocated to this model instead. These wounds cannot be negated but will still be ignored once 3 wounds and/or mortal wounds have been allocated to this model.

Wounds allocated to this model cannot be healed.

KEYWORDS
ORDER, AELF, DAUGHTERS OF KHAINE, MONSTER, HERO, THE SHADOW QUEEN


Behemoth


9"
9
4+
10
WARSCROLL

Avatar of Khaine

Brazen statues given animus by sorcery and sacrifice, the Avatars of Khaine stride out to fight the enemies of the Daughters of Khaine, hewing down foes with their blades or engulfing them in jets of boiling blood.
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
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Behemoth

DESCRIPTION

An Avatar of Khaine is a single model armed with a Torrent of Burning Blood and Avatar’s Sword.

ABILITIES

Altar of Khaine: Prayers chanted near these idols are empowered instantly.
Add 1 to prayer rolls for friendly DAUGHTERS OF KHAINE PRIESTS while they are wholly within 9" 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.

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 move and cannot attack with its Torrent of Burning Blood or Avatar’s Sword unless it is animated.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, TOTEM, AVATAR OF KHAINE


Warscroll Battalion


Warscroll Battalion

Cauldron Guard

ORGANISATION
 • 1 HAG QUEEN
 • 2 units of Witch Aelves
 • 2 units of Khinerai Lifetakers
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Frenzied Devotees: The Cauldron Guard seek to carve a path for their worshipped engines through enemy defences at the earliest opportunity.
Add 1 to run and charge rolls for units from this battalion.


Warscroll Battalion

Scáthcoven

ORGANISATION
 • 1 BLOODWRACK MEDUSA or Melusai Ironscale
 • 1-4 Blood Sisters units
 • 1-2 Blood Stalkers units
 • 0-2 KHINERAI HARPIES units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Devoted to Morathi: The warriors of a Scáthcoven are utterly dedicated to Morathi’s cause, and they will fight without fear of pain or death in order to carry out her will.
Do not take battleshock tests for units from this battalion.


Warscroll Battalion

Shadow Patrol

ORGANISATION
 • 2 units of Doomfire Warlocks
 • 4 units of KHINERAI HARPIES
PITCHED BATTLE PROFILE

Unit Size: -      Points: 130
Battlefield Role: Warscroll Battalion

ABILITIES

Shadowpaths: Shadow Patrols can travel via the shadows themselves, covering vast distances in the blink of an eye. Nowhere is safe from these warriors.
In your movement phase, instead of making a normal move with a unit from this battalion, you can say that it will navigate the shadowpaths. If you do so, remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9" from any enemy units.


Warscroll Battalion

Shrine Brood

ORGANISATION
 • 2 Bloodwrack Shrines
 • 2 units of Blood Sisters or Blood Stalkers in any combination
 • 2 units of KHINERAI HARPIES
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Blood Sacrifice: The warriors of a Shrine Brood will sacrifice their own lives in order to revitalise the Bloodwrack Shrine they are sworn to protect.
In your hero phase, you can pick any number of units from this battalion that are within 6" of the BLOODWRACK SHRINE from the same battalion. 1 model from each unit you picked is slain. You can heal 1 wound allocated to the BLOODWRACK SHRINE for each KHINERAI HARPIES model that was slain, and you can heal up to 2 wounds allocated to the BLOODWRACK SHRINE for each MELUSAI model that was slain.


Warscroll Battalion

Slaughter Troupe

ORGANISATION
 • 1 SLAUGHTER QUEEN
 • 2 units of Sisters of Slaughter
 • 2 units of Khinerai Heartrenders
PITCHED BATTLE PROFILE

Unit Size: -      Points: 130
Battlefield Role: Warscroll Battalion

ABILITIES

Gladiatorial Acrobatics: The warriors of a Slaughter Troupe are almost impossible to catch in the heat of battle.
Units from this battalion can retreat and still shoot and/or charge later in the same turn.


Warscroll Battalion

Vyperic Guard

ORGANISATION
 • Morathi-Khaine
 • The Shadow Queen
 • 1-2 Bloodwrack Medusae or Melusai Ironscales in any combination
 • 2-3 units of Blood Sisters or Blood Stalkers in any combination
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Vaunted Slayers: The Melusai that make up Morathi’s famed Vyperic Guard are unwaveringly loyal and the finest warriors of their kind.
Once per battle, a HERO from this battalion can use a command ability without a command point being spent.


Warscroll Battalion

War Coven of Morathi

No longer does Morathi attempt to rule through whispers and manipulation alone. Instead, she marches to battle at the fore of her own war coven, eager to smite any who defy her will. Those who dare oppose the Daughters of Khaine find they must pay a steep price in their own blood.
ORGANISATION
 • 1 Vyperic Guard
 • 1 Cauldron Guard
 • 1 Slaughter Troupe
 • 1 Scáthcoven
 • 1 Shadow Patrol
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

ABILITIES

Devout Followers: The faithful of Morathi are fearless in their actions when under the gaze of their goddess.
Do not take battleshock tests for units from this battalion if MORATHI-KHAINE is part of your army and on the battlefield.


Endless Spell


Endless Spell

Bladewind

Carried through the air by a crimson tempest of blood, these gleaming falchions carve a bloody path through anything in their way, slicing through armour with unnatural ease to get to the flesh and blood beneath.
PITCHED BATTLE PROFILE

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

DESCRIPTION

Bladewind is a single model.

PREDATORY: Bladewind is a predatory endless spell. It can move up to 12" and can fly.

MAGIC

Summon Bladewind: The caster calls upon their mastery of blood magic to conjure a twirling quartet of giant, blood-slick blades.
Summon Bladewind has a casting value of 6. Only DAUGHTERS OF KHAINE WIZARDS can attempt to cast this spell. If successfully cast, set up 1 Bladewind model wholly within 9" of the caster.

ABILITIES

Eviscerating Vortex: Upon taking form, these sentient blades simultaneously begin to spin at an alarming rate.
When this model is set up, the player who set it up can immediately make a move with it.

Unnatural Edge: The falchions carve through rock and masonry effortlessly, preying on those who would seek shelter behind them.
After this model has moved, each unit that has any models it passed across, and each other unit that is within 1" of it at the end of its move, suffers D3 mortal wounds.

In addition, do not apply the cover modifier to save rolls for attacks that target units that are within 12" of this model.

KEYWORDS
ENDLESS SPELL, BLADEWIND


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


Invocation of Khaine


INVOCATION OF KHAINE WARSCROLL

Heart of Fury

The most devout of Khaine’s priestesses can summon a manifestation of his Iron Heart, a blood-dripping icon that burns with supernatural rage. Those bathed in its wrathful aura continue to fight and kill even when stricken with mortal wounds.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Invocation of Khaine
Notes: Unique

DESCRIPTION

A Heart of Fury is a single model.

A Heart of Fury is not set up on the battlefield at the start of the game. Instead, a DAUGHTERS OF KHAINE PRIEST from your army can summon it to the battlefield by making an invocation roll (see below).

Unless noted otherwise, a Heart of Fury cannot be attacked or affected by spells or abilities; it is treated as a friendly model by all armies for any other rules purposes. In order to attempt to summon a Heart of Fury, you must have a model available that is not already in your army and on the battlefield. A Heart of Fury cannot be attempted to be summoned more than once per turn. A Heart of Fury has a Pitched Battle profile and a points cost.

INVOCATION OF KHAINE

Summon Heart of Fury: The skies turn crimson as this bleeding icon descends upon the battle.
In your hero phase, 1 friendly DAUGHTERS OF KHAINE PRIEST can attempt to summon this invocation. If they do so, make a invocation roll by rolling a dice. On a 3+, the invocation roll is successful. If the invocation roll is successful, set up this model wholly within 12" of that DAUGHTERS OF KHAINE PRIEST.

ABILITIES

Locus of the Murder God: This prayer takes the form of Khaine’s undying power and bestows death-defying energies upon his faithful.
Subtract 1 from the damage inflicted (to a minimum of 1) by each successful attack that targets a DAUGHTERS OF KHAINE unit wholly within 12" of this model.

Pledge to Khaine: Devotion must be maintained for this icon of worship to remain alongside its Khainite subjects.
At the end of each battle round, if this model is on the battlefield, the player who set up this model must roll a dice. Add 1 to the roll if there are any AVATARS OF KHAINE within 6" of this model. On a 1-3, this model is removed from the battlefield.

KEYWORDS
INVOCATION OF KHAINE, HEART OF FURY

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

Leader
Leader, Behemoth

The MELUSAI IRONSCALE keyword is used in following Daughters of Khaine warscrolls:

Leader
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.

The MELUSAI 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

The MELUSAI IRONSCALE keyword is used in following Daughters of Khaine warscrolls:

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

None
Battleline
Leader
Leader, Behemoth

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

None
Leader
Leader, Behemoth
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
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.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The KHINERAI HARPIES keyword is used in following Daughters of Khaine warscrolls:

None
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.
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.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
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.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
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.

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

Leader
Leader, Behemoth

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

Battleline
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.
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.
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.
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.
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

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

Leader
Leader, Behemoth

Headlong Fury

Reciting the catechism of Crimson Hate, the Khainites rush forwards in their eagerness to begin the slaughter.

You can re-roll rolls of 1 when making charge rolls for this 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.

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

Leader, Behemoth
Behemoth

Zealot’s Rage

The faithful chant the seventeen secret names of Khaine as they vent their rage, drawing the spirit of their murderous god to the battlefield.

You can re-roll hit rolls of 1 for attacks made with melee weapons by this unit. In addition, friendly AVATARS OF KHAINE are automatically animated (see the model’s warscroll).

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.

Slaughterer’s Strength

Having anointed their blades with the foe’s blood, Khaine’s flock are imbued with shocking strength.

You can re-roll wound rolls of 1 for attacks made with melee weapons by this 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.

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

Leader
Leader, Behemoth

The HAG QUEEN keyword is 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.
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.
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.
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.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the 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.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
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.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

Headlong Fury

Reciting the catechism of Crimson Hate, the Khainites rush forwards in their eagerness to begin the slaughter.

You can re-roll rolls of 1 when making charge rolls for this 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.

Zealot’s Rage

The faithful chant the seventeen secret names of Khaine as they vent their rage, drawing the spirit of their murderous god to the battlefield.

You can re-roll hit rolls of 1 for attacks made with melee weapons by this unit. In addition, friendly AVATARS OF KHAINE are automatically animated (see the model’s warscroll).

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.

Slaughterer’s Strength

Having anointed their blades with the foe’s blood, Khaine’s flock are imbued with shocking strength.

You can re-roll wound rolls of 1 for attacks made with melee weapons by this 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.

The SLAUGHTER QUEEN keyword is 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.
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 MORGWAETH THE BLOODIED keyword is used in following Daughters of Khaine warscrolls:

Leader
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.
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.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

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

Leader, Behemoth
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.

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

Leader
Leader, Behemoth

Headlong Fury

Reciting the catechism of Crimson Hate, the Khainites rush forwards in their eagerness to begin the slaughter.

You can re-roll rolls of 1 when making charge rolls for this 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.

Zealot’s Rage

The faithful chant the seventeen secret names of Khaine as they vent their rage, drawing the spirit of their murderous god to the battlefield.

You can re-roll hit rolls of 1 for attacks made with melee weapons by this unit. In addition, friendly AVATARS OF KHAINE are automatically animated (see the model’s warscroll).

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.

Slaughterer’s Strength

Having anointed their blades with the foe’s blood, Khaine’s flock are imbued with shocking strength.

You can re-roll wound rolls of 1 for attacks made with melee weapons by this 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.

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
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.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The KHINERAI HARPIES keyword is used in following Daughters of Khaine warscrolls:

None
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.

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

Leader
Leader, Behemoth

The KHINERAI HARPIES keyword is used in following Daughters of Khaine warscrolls:

None

The KHINERAI HARPIES keyword is used in following Daughters of Khaine warscrolls:

None
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.

The KHINERAI HARPIES keyword is used in following Daughters of Khaine warscrolls:

None

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

Leader, Behemoth
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.

The KHINERAI HARPIES keyword is used in following Daughters of Khaine warscrolls:

None

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

Leader
Leader, Behemoth

The MORATHI-KHAINE keyword is used in following Daughters of Khaine warscrolls:

Leader
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
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 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.

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

Endless 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.
© Vyacheslav Maltsev 2013-2021