Blades of Khorne – Valkia the Bloody
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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

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


This warscroll can be used in the following warscroll battalions:
 • Bloodbound Warhorde


Valkia the Bloody is a named character that is a single model. She is armed with Slaupnir.

FLY: This model can fly.


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.
You can re-roll battleshock tests for friendly KHORNE MORTAL units wholly within 16" of this model. However, if you do so and that unit still fails the battleshock test after the re-roll has been made, add D3 to the number of models that flee.

The Spear Slaupnir: Valkia’s great spear is at its deadliest as she descends from the sky to strike at her target’s heart.
Slaupnir has a Damage characteristic of D3 instead of 1 if this model made a charge move in the same turn.

Daemonshield: Adorned with the head of a Daemon Prince who was foolish enough to earn Valkia’s ire, this shield is a powerful relic.
Subtract 1 from wound rolls for attacks made with melee weapons that target this model.

On Bloodstained Wings: No airborne foes are safe when Valkia takes wing, and her swooping shadow fills her skyfaring prey with dread.
At the start of the combat phase, you can pick 1 enemy unit that can fly, is not a MONSTER and is within 6" of this unit. Subtract 1 from hit rolls for attacks made by that enemy unit until the end of that phase.

11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Army List
Warscrolls collated
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.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
© Vyacheslav Maltsev 2013-2021