They crave battle and seek power through bloodshed, honouring their deity with every kill. Even their closest allies shudder to witness the gory rituals that renew and reinvigorate these graceful murderers. They are the Daughters of Khaine, and to cross blades with them is to invite death.

This page contains all of the rules you need to field your Daughters of Khaine miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionVersionLast update
  Daughters of Khaine
  Daughters of KhaineBattletome21.2August 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

Designers’ Commentary

Battletome: Daughters of Khaine

 Q: Does the Hagg Nar command trait Devoted Disciple negate mortal wounds allocated to a friendly HAGG NAR DAUGHTERS OF KHAINE model on a 5+?
A:
No.
 Q: If I use the Witchbrew ability, do I roll 1 dice for battleshock immunity and 1 dice to re-roll wound rolls or do I roll 1 dice in total?
A:
1 dice in total.
 Q: Is an Invocation of Khaine a prayer?
A:
No.
 Q: Does the Hagg Nar Daughters of the First Temple ability prevent HAGG NAR units from gaining the Quickening Bloodlust ability in the first battle round?
A:
No.

Allies

ORDERALLIES
Daughters of KhaineCities of Sigmar, Idoneth Deepkin

Battle Traits

Blood Rites

Before battle, the Daughters of Khaine are led by their priestesses in holy rites of bloodletting. With each gory sacrifice, the faithful are imbued with a fraction of their god’s furious power.

Friendly DAUGHTERS OF KHAINE units gain an ability each battle round, as shown below. Note that the abilities are cumulative: units have the abilities of the current battle round and each previous battle round.
BATTLE ROUNDABILITY
1

Quickening Bloodlust

As battlelines are drawn, the hearts of Khaine’s followers thump harder and their strides grow longer as they anticipate the battle to come.

You can re-roll run rolls of 1 for this unit.

2

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.

3

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).

4

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.

5

Unquenchable Fervour

With due sacrifice offered, the faithful are gripped by a vision that banishes mortal fears and pain instantly.

Worsen the Rend characteristic of weapons that target this unit by 1, to a minimum of ‘-’. In addition, do not take battleshock tests for this unit.


Fanatical Faith

Their belief that their god will protect them is so powerful that the Daughters of Khaine can seemingly ignore mortal injuries.

Roll a dice each time a wound or mortal wound is allocated to a friendly DAUGHTERS OF KHAINE model. On a 6, that wound or mortal wound is negated.

Temples of Khaine

There are a number of different sects dedicated to Khaine, each fixated on a different aspect of their patron and each maintaining its own great temple. All bow before Morathi, but as each sect strives to hold the greater part of their god’s favour, rivalries are inevitable.

When you choose a Daughters of Khaine army, you can give it a Temple of Khaine keyword from the list below. All DAUGHTERS OF KHAINE units in your army gain that keyword, and you can use the allegiance abilities listed for that Temple of Khaine.

HAGG NAR
DRAICHI GANETH
KRAITH
KHAILEBRON
KHELT NAR
ZAINTHAR KAI

If a unit already has a Temple of Khaine keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its Temple of Khaine.

Command Traits

Paragons of Murder

DAUGHTERS OF KHAINE AELF general only.

D6COMMAND TRAIT
1

Bathed in Blood

This general bathes in sacrificial blood before battle, rejuvenating her and granting her healing powers.

Add 1 to this general’s Wounds characteristic. In addition, at the start of your hero phase, you can heal 1 wound allocated to this general.

2

Zealous Orator

This general is a skilled demagogue whose fiery oratory and utter disdain for weakness inspires her followers to fight on in the face of impossible odds.

Add 2 to the Bravery characteristic of friendly DAUGHTERS OF KHAINE units while they are wholly within 12" of this general.

3

Sacrificial Overseer

This general has sacrificed countless victims upon the altars of her temple, and she is just as adept at offering lives to Khaine on the battlefield.

Add 1 to hit rolls for attacks made with melee weapons by this general.

4

Terrifying Beauty

This general is possessed of a supernatural beauty that both enchants and terrifies her foes.

Subtract 1 from hit rolls for attacks that target this general.

5

Master of Poisons

This general has intimate knowledge of all poisons and coats her blades in an elixir that can kill a warrior with the merest scratch.

Add 1 to the damage inflicted by each successful attack made by this general.

6

True Believer

This general truly believes that she has been chosen for greatness, a conceit from which she draws great strength.

Add 1 to the number of the current battle round when determining the abilities gained by this general from the Blood Rites battle trait. This ability and other similar abilities are cumulative.


Masters of Blood Magic

BLOODWRACK MEDUSA general only.

D3COMMAND TRAIT
1

Arcane Mastery

This sorceress weaves strands of arcane energy into perfectly formed spells.

Once per turn, you can re-roll 1 casting, dispelling or unbinding roll for this general.

2

Writhing Coils

This Medusa uses slithering movements to confuse and trap her prey.

Subtract 1 from hit rolls for attacks that target this general.

3

Fearsome Presence

This general radiates an aura of ruthless capability.

You can re-roll failed battleshock tests for friendly DAUGHTERS OF KHAINE units while they are wholly within 12" of this general.


Morathi’s Right Hand

MELUSAI IRONSCALE general only.

D3COMMAND TRAIT
1

Veteran of the Cathtrar Dhule

This Ironscale has commanded her forces in the fiercest of battles.

If this general is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.

2

Impenetrable Scales

Even honed blades find it all but impossible to penetrate this Melusai’s form.

Add 1 to save rolls for attacks that target this general.

3

Fuelled by Revenge

This general inspires a wrathful lust for vengeance in her warriors.

Once per battle, in your hero phase, you can use the WRATH OF THE SCÁTHBORN command ability on this general’s warscroll without spending any command points.



Artefacts of Power

Gifts of Morathi

DAUGHTERS OF KHAINE HERO only.

D6ARTEFACT OF POWER
1

Crown of Woe

Forged from the cult of Khaine’s first sacrificial altar, an aura of dread surrounds the wearer of this baleful crown.

Subtract 2 from the Bravery characteristic of enemy units while they are within 7" of the bearer. In addition, if any enemy models are slain by wounds inflicted by the bearer’s attacks, increase the range of this ability to 14" for the remainder of the battle.

2

Shadracar’s Fang

Carved from a tooth of the legendary Umbral Dragon, this sword drains the colour and life from those it strikes, turning them into a formless shade.

Pick 1 of the bearer’s melee weapons. Add 1 to hit rolls for attacks made with that weapon. In addition, if the unmodified hit roll for an attack made with that weapon is 6, the target suffers 1 mortal wound in addition to any normal damage.

3

Amulet of Dark Fire

This amulet wreathes the wearer in flames that burn magic, granting powerful protection against spells.

Roll a dice each time you allocate a mortal wound to the bearer that was inflicted by a spell. On a 4+, that mortal wound is negated.

4

Crone Blade

As a Crone Blade drinks deep of its victims’ lifeblood, its wielder grows visibly younger before her enemies’ very eyes, her vigour and murderlust restored.

Pick 1 of the bearer’s melee weapons. At the end of the combat phase, if any enemy models were slain by wounds inflicted by attacks made with that weapon in that phase, you can heal up to D3 wounds allocated to the bearer.

5

Thousand and One Dark Blessings

Upon this champion, Morathi herself has bestowed blessings of preservation woven from shadow.

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 5+, that wound or mortal wound is negated.

6

Bloodbane Venom

One of the wielder’s blades is coated with a deadly poison that causes even the tiniest wound to bleed openly and profusely, exsanguinating the victim in seconds.

Pick 1 of the bearer’s melee weapons. At the end of the combat phase, if any wounds inflicted by attacks made with that weapon in that phase were allocated to an enemy model and not negated, and that enemy model has not been slain, roll a dice. If the roll is equal to or greater than that model’s Wounds characteristic, that model is slain.


Artefacts of Shadow

BLOODWRACK MEDUSA only.

D6ARTEFACT OF POWER
1

Shadow Stone

Crafted in another age from a piece of darkest realmstone, this unassuming item grants the bearer mastery of shadow magic.

Add 1 to casting rolls for the bearer.

2

Rune of Ulgu

This sorceress is marked with the ever-shifting rune of Ulgu, granting them innate knowledge of the shadow magic that saturates the realm.

The bearer knows 1 extra spell from the Lore of Shadows.

3

The Mirror Glaive

The blade of this glaive is crafted from polished realmglass; in skilled hands, it can absorb and reflect the energy of enemy sorceries.

Each time the bearer successfully unbinds a spell, they can immediately attempt to cast either the Arcane Bolt or Mystic Shield spell as if it were your hero phase. In addition, if the casting roll is successful, the spell cannot be unbound.

4

Sevenfold Shadow

This wizard possesses a living shadow that can, at a command, envelop them and transport them across the shadow realm.

Once per battle in your movement phase, instead of making a normal move with the bearer, you can remove the bearer from the battlefield and set them up again anywhere on the battlefield more than 9" from any enemy units.

5

Crystal Heart

This mage’s heart was turned to living crystal. Great magic resides within, but each time it is used, another crack appears…

The bearer can attempt to cast 1 extra spell in your hero phase. If they do so, roll a dice before making the casting roll. On a 1, the bearer suffers D3 mortal wounds.

6

Shade Claw

Dipped in the Stygian depths of a gloom lake, this claw slips in and out of reality, passing through armour as if it were nothing.

The bearer’s Whisperclaw has a Rend characteristic of -2.


Relics of Khaine

DAUGHTERS OF KHAINE PRIEST only.

D6ARTEFACT OF POWER
1

Blood Sigil

This token is inscribed with a mysterious sigil of power and entrusted to only the highest-ranking Khainites.

The bearer knows 1 extra prayer from the Prayers of the Khainite Cult.

2

Iron Circlet

During its forging, this headband was quenched in the blood of a sacrificed Slaughter Queen so that her indomitable faith would forever bolster the wearer’s.

You can re-roll prayer rolls of 1 for the bearer.

3

Rune of Khaine

Inscribed into the supplicant’s forehead, it is said that Khaine’s vengeance will find those who harm the bearer of this rune.

The first time the bearer is slain by an attack, before removing them from the battlefield, roll a dice. On a 1, nothing happens. On a 2-5, the attacking unit suffers D3 mortal wounds. On a 6, the attacking unit suffers D6 mortal wounds.

4

Crimson Shard

Rumoured to have been forged from a sliver of Khaine’s own sword, this blade is amongst the cult’s most holy artefacts.

Add 1 to wound rolls for attacks made with that weapon.

5

Khainite Pendant

The wearer can call for Khaine’s blessings as easily as drawing breath, but woe betide them if they are found unworthy.

In your hero phase, the bearer can attempt to chant up to 2 different prayers, 1 after the other. If they do so, make a chanting roll for each prayer. However, on a 1, the bearer suffers D3 mortal wounds instead of 1 and the prayer is not answered.

6

Hagbrew

Before battle, this priestess imbibes a draught of Hagbrew, entering a berserker trance.

Add 1 to wound rolls for attacks made with melee weapons by the bearer.



Spell Lores

Lore of Shadows

DAUGHTERS OF KHAINE WIZARD HERO (including Unique units) only.

D6SPELL
1

Steed of Shadows

A coal-black creature with wings of night materialises from the darkness and swoops across the battlefield, carrying the caster swiftly above the fray.

Steed of Shadows has a casting value of 6. If successfully cast, until your next hero phase, the caster has a Move characteristic of 16" and can fly.

2

Pit of Shades

The wizard opens a rift to the infamous Pit of Shades. Terrified warriors fall screaming through the portal, plummeting to a shadowy no-place filled with the incessant wailing of ‘those who dwell beyond’.

Pit of Shades has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll 2D6. If the roll is higher than that unit’s Move characteristic, that unit suffers a number of mortal wounds equal to the difference between its Move characteristic and the roll.

3

Mirror Dance

The wizard casts a spell of shifting, revealing a shadowpath between two distant allies that allows them to move across the battlefield in a heartbeat.

Mirror Dance has a casting value of 6. If successfully cast, pick 2 friendly DAUGHTERS OF KHAINE HEROES wholly within 18" of the caster that are visible to them. Remove those HEROES from the battlefield and set them up again anywhere on the battlefield more than 9" from any enemy units. Those HEROES cannot move in the following movement phase.

4

The Withering

The wizard plants overwhelmingly vivid images of frailty and doubt in their foes’ minds.

The Withering has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Add 1 to wound rolls for attacks that target that unit until your next hero phase.

5

Mindrazor

The wizard summons spectral blades into their allies’ hands, weapons whose edges are honed by the wielder’s faith as much as the victim’s fear.

Mindrazor has a casting value of 8. If successfully cast, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 18" of the caster. Improve the Rend characteristic of that unit’s melee weapons by 1 until your next hero phase. In addition, until your next hero phase, add 1 to the Damage characteristic of that unit’s melee weapons if it made a charge move in the same turn.

6

Shroud of Despair

Numbing darkness descends upon the battlefield, suppressing the foe’s will to fight.

Shroud of Despair has a casting value of 4. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Subtract 1 from that unit’s Bravery characteristic until your next hero phase. If the casting roll was 8+, subtract D3 from that unit’s Bravery characteristic instead of 1 until your next hero phase.



Prayer Scriptures

Prayers of the Khainite Cult

DAUGHTERS OF KHAINE PRIEST (including Unique units) only.

D6PRAYER
1

Catechism of Murder

Khaine’s followers enter a killing frenzy that knows no bounds, lashing out in a slicing storm of razored steel that sees the ground become slick with the enemy’s lifeblood.

This prayer has an answer value of 3. If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 14" of this model. Until your next hero phase, if the unmodified hit roll for an attack made with a melee weapon by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

2

Blessing of Khaine

Screaming her sisters’ devotion to the skies, the priestess channels their faith into a potent aura of protection that turns aside the enemy’s blows at the last moment.

This prayer has an answer value of 3. If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 14" of this model. Until your next hero phase, you can re-roll Fanatical Faith rolls for that unit.

3

Martyr’s Sacrifice

The priestess shrieks an oath of vengeance and spite, beseeching Khaine to give those faithful who have been struck down the strength to deliver one final blow.

This prayer has an answer value of 3. If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 14" of this model. Until your next hero phase, each time a model from that unit is slain by an attack made with a melee weapon, before the slain model is removed from play, pick 1 enemy unit within 3" of the slain model and roll a dice. On a 5+, that unit suffers 1 mortal wound.

4

Crimson Rejuvenation

A coppery tang fills the air as a bloody mist with restorative powers surrounds Khaine’s chosen, sealing their wounds in moments.

This prayer has an answer value of 3. If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 14" of this model. Heal up to D3 wounds allocated to that unit.

5

Covenant of the Iron Heart

The hearts of the Murder God’s followers become as cold and hard as iron, crushing their fears and doubts and replacing them with a chilling contempt for weakness.

This prayer has an answer value of 3. If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 14" of this model. Until your next hero phase, do not take battleshock tests for that unit.

6

Sacrament of Blood

The dreaded rune of Khaine spontaneously manifests on the brows of the faithful as if carved there by some ghostly knife. Rivulets of blood run down their enraptured faces as they are saturated with the power of their deity.

This prayer has an answer value of 3. If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 14" of this model. Until your next hero phase, add 1 to the number of the current battle round when determining the abilities gained by that unit from the Blood Rites battle trait. This ability and other similar abilities are cumulative.


The Temples of Khaine

Hagg Nar

None of the great sects of the Khainite cult can hope to rival mighty Hagg Nar in splendour or divine favour. Morathi’s stronghold boasts the largest armies, the deadliest war engines and the most fervent warriors, each of whom longs for the opportunity to spill blood in the name of the ascended goddess.

ABILITIES
Daughters of the First Temple: The proud warriors of Hagg Nar see themselves as the true inheritors of Khaine’s power, and they strive to prove their worth when set upon the enemy.
Add 1 to the number of the current battle round when determining the abilities gained by friendly HAGG NAR units from the Blood Rites battle trait. This ability and other similar abilities are cumulative.

COMMAND ABILITY
Send Forth the Cauldrons: The sacred cauldron shrines of Hagg Nar are driven forward with a murderous zeal by their honoured attendants.
You can use this command ability at the start of your movement phase. If you do so, pick 1 friendly HAGG NAR CAULDRON OF BLOOD within 3" of any friendly HAGG NAR units that have 3 or more models and wholly within 12" of a friendly HAGG NAR HERO. Add 3" to the Move characteristic of that CAULDRON OF BLOOD until your next hero phase. The same unit cannot benefit from this command ability more than once per turn.

COMMAND TRAIT
A HAGG NAR general must have this command trait instead of one listed here.

Devoted Disciple: The intensity and ferocity of faith displayed by the priestesses and sorcerers of Hagg Nar is daunting even to the sisters of other Khainite sects.
The Fanatical Faith battle trait negates a wound allocated to a friendly HAGG NAR DAUGHTERS OF KHAINE model on a 5+ instead of a 6 while it is wholly within 12" of this general.

ARTEFACT OF POWER
The first HAGG NAR HERO to receive an artefact of power must be given the Ulfúri.

The Ulfúri: The burning, crimson edge of this blade becomes ever more blazingly intense as it feeds upon the spilled gore of slain victims.
Pick 1 of the bearer’s melee weapons. Add 1 to the Damage characteristic of that weapon if the bearer made a charge move in the same turn.

Draichi Ganeth

To all Daughters of Khaine, the act of dealing death is a form of worship, but none take part in ritualised slaughter with such artistic relish as those of Draichi Ganeth. Fearsome gladiators who seek to perfect their delivery of the killing blow, they take every opportunity to hone their skills on worthy foes.

ABILITIES
Bladed Killers: Forged in the arena death-pits, those of Draichi Ganeth are among the most masterful warriors in the Mortal Realms.
Improve the Rend characteristic of melee weapons used by friendly DRAICHI GANETH WITCH AELVES units and friendly DRAICHI GANETH SISTERS OF SLAUGHTER units by 1 if that unit made a charge move in the same turn.

COMMAND ABILITY
A Thousand Bladeforms: So skilled are the warriors of Draichi Ganeth that they can alter their fighting style to overwhelm any foe.
You can use this command ability in the combat phase. If you do so, pick 1 friendly DRAICHI GANETH WITCH AELVES unit or 1 friendly DRAICHI GANETH SISTERS OF SLAUGHTER unit wholly within 12" of a friendly DRAICHI GANETH HERO. Add 1 to hit rolls for attacks made with melee weapons by that unit until the end of that phase. The same unit cannot benefit from this command ability more than once per turn.

COMMAND TRAIT
A DRAICHI GANETH general must have this command trait instead of one listed here.

Victor of Yaith’ril: This general has triumphed in the great blood-games contested between Draichi Ganeth and the hated Kraith, and she is held in the highest regard by her warriors.
Add 1 to the Bravery characteristic of friendly DRAICHI GANETH units while they are wholly within 12" of this general.

ARTEFACT OF POWER
The first DRAICHI GANETH HERO to receive an artefact of power must be given Death’s Kiss.

Death’s Kiss: Forged by the legendary swordsmith Taltresca, this blade’s balance and cutting edge are both almost impossibly perfect.
Pick 1 of the bearer’s melee weapons. Add 2 to the Attacks characteristic of that weapon if the bearer made a charge move in the same turn.

The Kraith

The Kraith seek not only to defeat their foes but to bleed them to the last drop. For these crazed slaughterers, true worship of Khaine comes through the spilling of blood in truly gruesome quantities, and they employ their mastery of the lash and the blade in order to sate the Murder God’s desire.

ABILITIES
Disciples of Slaughter: The warriors of the Kraith refuse to cease their assault until every last drop of blood in the enemy’s veins has been claimed.
At the end of the combat phase, you can roll a dice for each friendly KRAITH SISTERS OF SLAUGHTER unit that fought once in that phase. On a 5+, that unit can fight for a second time.

COMMAND ABILITY
Inspired by Carnage: The Kraith scorn subtlety in favour of the rush of slaughter, becoming increasingly frenzied with each eviscerated foe.
You can use this command ability in the combat phase. If you do so, pick 1 friendly KRAITH SISTERS OF SLAUGHTER unit wholly within 12" of a friendly KRAITH HERO. Add 1 to wound rolls for attacks made by that unit in that phase. The same unit cannot benefit from this command ability more than once per phase.

COMMAND TRAIT
A KRAITH general must have this command trait instead of one listed here.

Bathe in Their Blood!: Priestesses of the Kraith delight in goading their flock into an ever more terrible battlefrenzy, exulting in the ensuing displays of violence.
At the end of the combat phase, if this general is on the battlefield and any enemy units were destroyed by attacks made by friendly KRAITH units in that phase, you receive 1 command point.

ARTEFACT OF POWER
The first KRAITH HERO to receive an artefact of power must be given the Venom of Nagendra.

Venom of Nagendra: With a single drop of this potent venom, this Daughter causes her victims’ blood to boil in their veins, killing them in an explosive instant.
Pick 1 of the bearer’s melee weapons. Once per battle, at the start of the combat phase, you can say that the bearer will anoint that weapon with the Venom of Nagendra. If you do so, pick 1 enemy unit within 1" of the bearer. That unit suffers D6 mortal wounds, but the bearer cannot fight with that melee weapon in that combat phase.

Khailebron

Silent as shadows, as swift as death, the Khailebron stalk their prey. Warriors from this secretive sect strive to become pure manifestations of murder, eschewing grandiose displays and frontal assaults in favour of seeking out the enemy’s weak points and thrusting a scianlar home with merciless precision.

ABILITIES
Concealment and Stealth: Masked as they are by illusions and banks of shadow, the armies of the Khailebron are almost impossible to strike at range.
Subtract 1 from hit rolls for attacks made with missile weapons that target friendly KHAILEBRON units.

COMMAND ABILITY
Masters of the Shadowpaths: Few Khainites are as well versed in the secrets ways of the shadowpaths as those of the Khailebron, who can strike at their quarry where they least expect it.
You can use this command ability at the end of your movement phase. If you do so, pick 1 friendly KHAILEBRON unit wholly within 12" of a friendly KHAILEBRON HERO that is a general. Remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9" from any enemy units.

COMMAND TRAIT
A KHAILEBRON general must have this command trait instead of one listed here.

Mistress of Illusion: This general often toys with her prey, disappearing into the shadows only to re-emerge from an unseen vantage point.
Subtract 1 from hit rolls for attacks made with melee weapons that target this general.

ARTEFACT OF POWER
The first KHAILEBRON HERO to receive an artefact of power must be given Whisperdeath.

Whisperdeath: The blade of this weapon seems to be fashioned from a wisp of smoke, yet it can pierce almost any substance without resistance.
Pick 1 of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Khelt Nar

Bold and ambitious, the burgeoning sect of Khelt Nar has risen to dramatic prominence during the Age of Sigmar. Its master weaponsmiths possess the secrets of fashioning shadow-infused weapons, ornate blades and barbed whips that inflict a strange and debilitating curse in those they strike.

ABILITIES
Strike and Fade: Warriors of Khelt Nar sink their cursed kuirath blades deep into the flesh of their foes, and when the enemy begins to reel in sickened confusion, the Khainites retreat and ready for a devastating follow-up charge.
Friendly KHELT NAR units can retreat and still charge later in the same turn.

COMMAND ABILITY
Bleed the Mind: Priestesses of Khelt Nar can empower the mind-fogging curse delivered by kuirath, rendering those afflicted so disoriented that they leave themselves open to a deadly riposte or even inflict deadly wounds upon themselves in their confusion.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly KHELT NAR unit wholly within 12" of a friendly KHELT NAR HERO. Until your next hero phase, if the unmodified hit roll for an attack made with a melee weapon that targets that KHELT NAR unit is 1, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

COMMAND TRAIT
A KHELT NAR general must have this command trait instead of one listed here.

The Circling Flock: The soaring flocks of Khinerai that follow the forces of Khelt Nar suddenly descend upon the battlefield from on high.
Once per battle, at the end of your movement phase, you can say that this general will summon a flock of Khinerai to the battlefield. If you do so, you can add 1 KHINERAI HARPIES unit of 5 models to your army. Set up that unit anywhere on the battlefield more than 9" from any enemy units.

ARTEFACT OF POWER
The first KHELT NAR HERO to receive an artefact of power must be given Gáisa’s Falx.

Gáisa’s Falx: This slightly hooked blade – the favoured weapon of a long-dead Hag Queen – can carve through metal and bone with ease, but its true power lies in the sinister, mind-shredding enchantments laid upon it.
Pick 1 of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Zainthar Kai

The Melusai shock troops of the Zainthar Kai are seen as nothing less than living saints by many Khainites, for each of these warriors carries in their veins no fewer than three drops of Khaine’s holy blood – a cursed lineage that not only offers supernatural power but can also be turned into a potent weapon against the bearer’s foes.

ABILITIES
Khaine’s Essence: The drops of divinity that Zainthar Kai warriors carry in their cursed blood elevate them above other Scáthborn.
Add 1 to the Bravery characteristic of ZAINTHAR KAI MELUSAI units and ZAINTHAR KAI KHINERAI HARPIES units.

Vault of the First Brood: The heroes of Zainthar Kai maintain a hallowed vault of treasures gifted to them by Morathi.
You can choose 1 additional ZAINTHAR KAI HERO in your army to have an artefact of power.

COMMAND ABILITY
Power in the Blood: Zainthar Kai leaders can awaken the godly might running through the veins of their followers, granting them even greater power.
You can use this command ability once per phase when you pick a friendly ZAINTHAR KAI MELUSAI unit or a friendly ZAINTHAR KAI KHINERAI HARPIES unit to fight and that unit is wholly within 12" of a friendly ZAINTHAR KAI HERO. If you do so, add 1 to the Attacks characteristic of melee weapons used by that unit until the end of the phase.

COMMAND TRAIT
A ZAINTHAR KAI general must have this command trait instead of one listed here.

Curse of the Bloody-Handed: So fiercely do the champions of the Zainthar Kai blaze with the dead god’s fury that it can cause their enemies’ very blood to boil.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this general. On a 5+, that unit suffers D3 mortal wounds.

ARTEFACT OF POWER
The first ZAINTHAR KAI MELUSAI HERO to receive an artefact of power must be given the Crimson Talisman.

Crimson Talisman: One of the treasures of the first brood, a crimson glow emanates from this talisman that protects the bearer from would-be assailants.
Subtract 1 from wound rolls for attacks made with melee weapons that target the bearer.


Battleplans

Battleplan

Ceremony of Blood

The Máthcoir – the great Mother Cauldron and font of Morathi’s power – has been terribly damaged. Its cursed iron surface has splintered and must be repaired through rite and sacrifice; without this well of dark sorcery, Hagg Nar will surely be lost. Morathi-Khaine herself leads a great ritual intended to heal the Máthcoir’s wounds, channelling a vast quantity of potent gore through a sacred sacrificial shrine magically linked to the Mother Cauldron. But enemies seek to impede her plans; they must be driven back – or fed to the Máthcoir themselves.

This battleplan lets you stage a macabre ritual with your Daughters of Khaine army, even as the enemy seeks to disrupt it.

THE ARMIES
Each player picks an army. One player is the Daughters of Khaine player. Their opponent is the Usurper. The Daughters of Khaine player must use a Daughters of Khaine army that includes Morathi-Khaine and the Shadow Queen.

THE BATTLEFIELD
First, set up 4 Blood Font markers in the locations shown on the map. Then, set up an appropriate terrain feature to represent the Ritual Shrine at the centre of the battlefield.

SET-UP
The Daughters of Khaine player sets up Morathi-Khaine and the Shadow Queen within 1" of the Ritual Shrine. The remaining units in the Daughters of Khaine army must be set up wholly within 6" of any Blood Font markers. The Usurper then sets up their army wholly within their territory, as shown on the map.

FIRST TURN
The Usurper takes the first turn in the first battle round.

COMMAND ABILITY
The following additional command ability can be used in this battle.

We Cannot Fail: The Usurper knows that they are running out of time and must make a desperate gamble.
The Usurper can use this command ability at the end of their turn if any units from their army have been destroyed. If they do so, they can roll a dice. On a 4+, they can set up 1 destroyed unit from their army wholly within their territory and more than 3" from any enemy units.

IT MUST BE DESTROYED
The Ritual Shrine is protected against enchantment and magic, but raw, brute force may be enough to shatter it.
Units in the Usurper’s army treat the Ritual Shrine in the centre of the battlefield as an enemy model and can attack it with melee weapons (it is not affected by spells or abilities). The Ritual Shrine is considered to have a Wounds characteristic of 12 and a Save characteristic of 5+.

BLOOD FONTS
These sacred fonts are filled with the hot blood of recent sacrifices. The Blood Font markers in this battle are controlled in the same way as objectives.
At the end of each of their turns, the Daughters of Khaine player can roll a dice for each Blood Font marker that they control. On a 5+, they can heal up to D3 wounds allocated to the Ritual Shrine in the centre of the battlefield.

BATTLE LENGTH
The battle lasts until the Ritual Shrine in the centre of the battlefield is destroyed or for 5 battle rounds, whichever happens first.

GLORIOUS VICTORY
If the Ritual Shrine in the centre of the battlefield is destroyed, the Usurper wins a major victory.

If the Ritual Shrine in the centre of the battlefield has fewer than 6 wounds allocated to it at the end of the battle, the Daughters of Khaine player wins a major victory.

If neither player has won a major victory, the player who controls the most Blood Font markers at the end of the battle wins a minor victory.

If both players control the same number of Blood Font markers at the end of the battle, the battle is a draw.



Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

Daughters of Khaine Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
HERO FOLLOWERS TABLE
D6Followers
11 Hag Queen
2-31 Slaughter Queen
4-51 Bloodwrack Medusa
61 Melusai Ironscale
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-25 Doomfire Warlocks
31 Avatar of Khaine
41 Bloodwrack Shrine
51 Hag Queen on Cauldron of Blood
61 Slaughter Queen on Cauldron of Blood

Followers Rewards Table

D6REWARD
1

Daughters of Morathi

These exemplars of faith in the ascended goddess strive to prove their worth when set upon the enemy.

Add 1 to the number of the current battle round when determining the abilities gained by this unit from the Blood Rites battle trait. This ability and other similar abilities are cumulative.

2

Bladed Killers

These she-aelves are among the most ferocious warriors in the Mortal Realms.

Improve the Rend characteristic of this unit’s melee weapons by 1 if this unit made a charge move in the same turn.

3

Disciples of Slaughter

These warriors refuse to cease their assault until every last drop of blood in the enemy’s veins has been claimed.

Each time this unit fights for the first time in a phase, after all of its attacks have been resolved, you can roll a dice. On a 6, this unit can fight for a second time, but it cannot fight again in that phase.

4

Concealment and Stealth

Masked by the banks of mist that follow their warpaths, these warriors are almost impossible to strike at range.

Subtract 1 from hit rolls for attacks made with missile weapons that target this unit.

5

Strike and Fade

These followers slice at the enemy with great speed and athleticism, only to retreat again and again until their foe is powerless to resist their fate.

This unit can retreat and still charge later in the same turn.

6

Khaine’s Essence

The drops of divinity that these warriors carry in their cursed blood elevate them above other followers.

Add 2 to the Bravery characteristic of this unit.


Champion Rewards Table

D12REWARD
1

Bathed in Blood

This champion bathes in sacrificial blood before battle, rejuvenating her and granting her healing powers.

Add 1 to this champion’s Wounds characteristic. In addition, at the start of your hero phase, you can heal 1 wound allocated to this champion.

2

Zealous Orator

This champion is a skilled demagogue whose fiery oratory and utter disdain for weakness inspires her followers to fight on in the face of impossible odds.

Add 2 to the Bravery characteristic of friendly DAUGHTERS OF KHAINE units while they are wholly within 12" of this champion.

3

Sacrificial Overseer

This champion has sacrificed countless victims upon the altars of her temple, and she is just as adept at offering lives to Khaine on the battlefield.

Add 1 to hit rolls for attacks made with melee weapons by this champion.

4

Formidable Visage

This champion is possessed of a supernatural form that both captivates and horrifies her foes.

Subtract 1 from hit rolls for attacks made with melee weapons that target this champion.

5

Master of Poisons

This champion has intimate knowledge of all poisons and coats her blades in an elixir that can kill a warrior with the merest scratch.

Add 1 to the damage inflicted by each successful attack made by this champion.

6

True Believer

This champion truly believes that she has been chosen for greatness, a conceit from which she draws great strength.

Add 1 to the number of the current battle round when determining the abilities gained by this champion from the Blood Rites battle trait. This ability and other similar abilities are cumulative.

7

Arcane Proficiency

This champion weaves strands of magical energy into perfectly formed spells.

This champion is a WIZARD and knows the Arcane Bolt and Mystic Shield spells. They can attempt to cast 1 spell or dispel 1 endless spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. In addition, you can re-roll 1 casting, dispelling or unbinding roll for this champion. If this champion is already a WIZARD, they can attempt to cast 1 extra spell in your hero phase.

8

Blinding Speed

This champion uses cunning movements to confuse and trap her prey.

Subtract 1 from hit rolls for attacks made with missile weapons that target this champion.

9

Fearsome Presence

This champion radiates an aura of ruthless capability.

You can re-roll failed battleshock tests for friendly DAUGHTERS OF KHAINE units while they are wholly within 12" of this champion.

10

Veteran of the Cathtrar Dhule

This champion has commanded her forces in the fiercest of battles.

If this champion is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.

11

Impenetrable Defences

Even honed blades find it all but impossible to penetrate this champion’s form.

Improve this champion’s Save characteristic by 1.

12

Fuelled by Vengeance

This champion inspires a wrathful lust for revenge in her warriors.

Once per battle, in your hero phase, you can use a command ability on this champion’s warscroll without spending any command points. If this champion does not have a command ability, re-roll this result.


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.
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).
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.

Quickening Bloodlust

As battlelines are drawn, the hearts of Khaine’s followers thump harder and their strides grow longer as they anticipate the battle to come.

You can re-roll run rolls of 1 for this unit.

8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
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.
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).

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

Leader, Behemoth
Behemoth
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).
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).
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.
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.

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

None
Battleline
Leader
Leader, Behemoth
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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).
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.

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

Leader
Leader, Behemoth
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
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.

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

Leader
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

Leader
Leader, Behemoth
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).
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.
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.
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.
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).
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
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).

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

Leader
Leader, Behemoth
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
8.1 Normal Move
When you pick a unit to make a normal move, 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. Units cannot move within 3" of enemy units when making a normal move.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
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.

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

Leader
Leader, Behemoth
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.
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).
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
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.
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).
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).

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

Leader
Leader, Behemoth
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
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.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
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.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
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).
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
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).
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).
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
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.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

The HAGG NAR and CAULDRON OF BLOOD keywords are used in the following Daughters of Khaine warscrolls:

Leader, Behemoth
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).

The HAGG NAR and HERO keywords are used in the following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
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).

The DRAICHI GANETH and WITCH AELVES keywords are used in the following Daughters of Khaine warscrolls:

Battleline
Leader, Behemoth

The DRAICHI GANETH and SISTERS OF SLAUGHTER keywords are used in the following Daughters of Khaine warscrolls:

Battleline

The DRAICHI GANETH and HERO keywords are used in the following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
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.

The KRAITH and SISTERS OF SLAUGHTER keywords are used in the following Daughters of Khaine warscrolls:

Battleline

The KRAITH and HERO keywords are used in the following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
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).
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).
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.
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.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting 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 range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.

The KHAILEBRON and HERO keywords are used in the following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
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).
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.

The KHELT NAR and HERO keywords are used in the following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
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).
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.

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

None
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).
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).

The ZAINTHAR KAI and MELUSAI keywords are used in the following Daughters of Khaine warscrolls:

None
Leader
Leader, Behemoth

The ZAINTHAR KAI and KHINERAI HARPIES keywords are used in the following Daughters of Khaine warscrolls:

None

The ZAINTHAR KAI and HERO keywords are used in the following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
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).
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.

The ZAINTHAR KAI, MELUSAI and HERO keywords are used in the following Daughters of Khaine warscrolls:

Leader
Leader, Behemoth
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).
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).
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).
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.
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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).
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).
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
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.
© Vyacheslav Maltsev 2013-2021