Blades of Khorne – Valkia the Bloody

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12"
6
3+
9
WARSCROLL

Valkia the Bloody

Soaring upon the blazing winds of war, Valkia the Bloody awaits the worthiest of foes before plunging into battle with her mighty spear Slaupnir levelled. With her comes the Blood God’s judgement, for wherever Valkia goes, the eye of Khorne follows.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slaupnir
Slaupnir2"53+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique

Valkia the Bloody is armed with Slaupnir.

FLY: This unit can fly.

The Red Angel of Slaughter: Valkia swoops to the battlefield on bloodstained wings, launching her spear Slaupnir into the heart of the enemy lines moments before she charges in and begins the slaughter.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up in the skies 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 all enemy units. Then, you can pick 1 enemy unit within 10" of this unit and roll a dice. On a 1, nothing happens. On a 2+, that enemy unit suffers a number of mortal wounds equal to the roll.

Daemonshield: Adorned with the head of a Daemon Prince who was foolish enough to earn Valkia’s ire, this shield is a powerful relic.
This unit has a ward of 5+.

The Gaze of Khorne: Khorne’s gaze follows Valkia closely: the Blood God’s warriors strive all the harder to please him when she is nearby, lest he deem them unworthy.
Add 3 to the Bravery characteristic of other friendly BLOODBOUND units while they are wholly within 16" of this unit. However, friendly BLOODBOUND units cannot retreat while they are wholly within 16" of this unit.

KEYWORDS
CHAOS, BLADES OF KHORNE, MORTAL, KHORNE, BLOODBOUND, HERO, VALKIA THE BLOODY
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14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
© Vyacheslav Maltsev 2013-2024