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 KhaineBattletome31.0July 2022
  General’s Handbook ’2022: Pitched Battle Profiles 2022-23
  General’s Handbook ’2022: Pitched Battle Profiles 2022-23Expansion3Season 1September 2022
  Warhammer Underworlds: Nethermaze
  Warhammer Underworlds: NethermazeWarscroll3September 2022
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

Allies


Battle Traits

Temples of Khaine

There are a number of sects dedicated to Khaine, each fixated on a different aspect of their patron.

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All DAUGHTERS OF KHAINE units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction 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 subfaction.

Battle Fury

When a Khainite champion’s rage is stoked, they attack the foe with no thought for their own safety.

This is a heroic action that you can carry out with 1 friendly DAUGHTERS OF KHAINE HERO that is not a MONSTER instead of picking 1 from the table in the core rules. If you do so, add 2 to the Attacks characteristic of melee weapons used by that HERO until the end of that turn. This heroic action does not affect the weapons used by that HERO’s mount.

All-out Slaughter

The leaders of the Daughters of Khaine can exhort their warriors to commit acts of terrible slaughter.

You can use this command ability when a friendly DAUGHTERS OF KHAINE unit is picked to fight in the combat phase. The command must be issued by a friendly DAUGHTERS OF KHAINE unit and received by the unit that has been picked to fight. If the unmodified hit roll for an attack made by that unit in that phase is a 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.

Fanatical Faith

Their belief that their god will protect them is so strong that the Khainites can ignore mortal injuries.

Friendly DAUGHTERS OF KHAINE units have a ward of 6+.

Blood Rites

Before battle, the Daughters take part in holy rites of bloodletting. With each 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. Units have the abilities of the current battle round and each previous battle round.
BATTLE ROUNDABILITY
1

Quickening Bloodlust

The Khainites’ hearts thump harder and their strides grow longer as they anticipate the battle to come.

Add 1 to run rolls for this unit.

2

Headlong Fury

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

Add 1 to charge rolls for this unit.

3

Zealot’s Rage

The faithful draw the god’s murderous spirit to the battlefield.

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

4

Slaughterer’s Strength

Khaine’s flock are imbued with shocking strength.

Add 1 to wound rolls for attacks made with melee weapons by this unit.

5

Unquenchable Fervour

The faithful are gripped by a vision that banishes mortal fears and pain instantly.

Friendly DAUGHTERS OF KHAINE units have a ward of 5+.


Command Traits

Paragons of Murder

DAUGHTERS OF KHAINE HERO only.

Arcane Mastery

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

WIZARD only. This general knows all of the spells from the Lore of Shadows in addition to the other spells it knows.

Bathed in Blood

This general bathes in gore during a battle; doing so grants her healing powers.

In the combat phase, each time an enemy model is slain by wounds caused by this general’s attacks, you can heal 1 wound allocated to this general.

Fuelled by Revenge

This general inspires a wrathful lust for vengeance in her Scáthborn kin.

MELUSAI IRONSCALE only. Once per battle, at the start of the combat phase, you can say that this general will wreak Khaine’s vengeance. If you do so, until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly MELUSAI units wholly within 12" of this general.

Zealous Orator

This general is a skilled demagogue who inspires her followers to fight on in the face of impossible odds.

If this general issues the Rally command, you can return 1 slain model to the unit that receives the command for each 4+ instead of each 6.

Master of Poisons

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

At the end of the combat phase, if any wounds caused by this general’s attacks were allocated to any models on the battlefield in that phase, pick 1 of those models. That model suffers D6 mortal wounds.

Sacrificial Overseer

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

After this general has fought for the first time in the combat phase, if any enemy models were slain by wounds caused by this generals attacks in that phase, this general is said to be revelling in murder until the end of the phase. If this general is revelling in murder, they can fight for a second time in that phase. The strike-last effect applies to this general when they fight for that second time.

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.


Artefacts of Power

Gifts of Morathi

DAUGHTERS OF KHAINE HERO only.

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. After the bearer fights, if any wounds caused by attacks made with that weapon in that phase were allocated to an enemy model 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.

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. If the unmodified hit roll for an attack made with that weapon is a 6, you can heal 1 wound allocated to the bearer after all of the bearer’s attacks have been resolved.

Crown of Woe

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

Enemy units cannot receive the Rally or Inspiring Presence commands while they are within 9" of the bearer. In addition, if any enemy models are slain by wounds caused by the bearer’s attacks, increase the range of this ability to 15" for the remainder of the battle.

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, the bearer can fight before they are removed from play.


Artefacts of Shadow

DAUGHTERS OF KHAINE WIZARD only.

Crystal Heart

This mage’s heart was turned to living crystal and the great magic that resides within can be used to exert control over malign sorceries.

When the bearer attempts to cast a spell that summons an endless spell, the range of that spell is doubled.

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 all enemy units.

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 when they attempt to cast a spell from the Lore of Shadows.


Relics of Khaine

DAUGHTERS OF KHAINE PRIEST only.

Blood Sigil

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

You can pick 1 extra prayer for the bearer from the Prayers of the Khainite Cult.

Khainite Pendant

The wearer can call for Khaine s blessings as easily as drawing breath.

Once per battle, before the bearer chants a prayer, you can say that they will call upon the power of the pendant. If you do so, that prayer is automatically answered (do not make a chanting roll).


Spell Lores

Lore of Shadows

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

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 is a spell that 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.

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 is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster 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.

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 is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 2 friendly DAUGHTERS OF KHAINE HEROES that are wholly within range, visible to the caster and each more than 3" from all enemy units. Remove those HEROES from the battlefield. Then, set each model up again within 1" of the location that had been occupied by the other model before it was removed from the battlefield and more than 3" from all enemy units. If it is not possible to set up either of the picked HEROES on the battlefield, return both HEROES to their original positions.

The Withering

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

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

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 is a spell that has a casting value of 8 and a range of 18". If successfully cast, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within range and visible to 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.

Shroud of Despair

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

Shroud of Despair is a spell that has a casting value of 4 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. 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 HERO PRIEST (including Unique units) only.

Catechism of Murder

Khaine’s followers enter a killing frenzy that knows no bounds, lashing out in a slicing storm of razored steel.

Catechism of Murder is a prayer that has an answer value of 3 and a range of 14". If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within range and visible to the chanter. 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 roll and save roll for each hit.

Blessing of Khaine

Screaming her sisters’ devotion to the skies, the priestess channels their faith into a potent aura of protection.

Blessing of Khaine is a prayer that has an answer value of 3 and a range of 14". If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within range and visible to the chanter. Until your next hero phase, you can re-roll Fanatical Faith rolls for that unit.

Martyr’s Sacrifice

The priestess beseeches Khaine to give those faithful who have been slain the strength to deliver one final blow.

Martyr’s Sacrifice is a prayer that has an answer value of 3 and a range of 14". If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within range and visible to the chanter. 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.

Crimson Rejuvenation

A coppery tang fills the anas a bloody mist with restorative powers surrounds Khaine’s chosen.

Crimson Rejuvenation is a prayer that has an answer value of 3 and a range of 14". If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within range and visible to the chanter. Heal up to D3 wounds allocated to that unit.

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.

Covenant of the Iron Heart is a prayer that has an answer value of 3 and a range of 14". If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within range and visible to the chanter. Until your next hero phase, do not take battleshock tests for that unit.

Sacrament of Blood

The dreaded rune of Khaine spontaneously manifests on the brows of the faithful as if carved there by some ghostly knife.

Sacrament of Blood is a prayer that has an answer value of 3 and a range of 14". If this prayer is answered, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within range and visible to the chanter. 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.

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.

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.

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 those units made a charge move in the same turn.

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.

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 in the same turn.

Khailebron

Warriors from this secretive sect strive to become pure manifestations of murder, eschewing grandiose displays in favour of thrusting a scianlar home with merciless precision.

Masters of the Shadowpaths: Well versed in the secret ways of the shadowpaths, the Khailebron strike where least expected.
You can use this command ability at the end of your movement phase. The command can only be issued by a friendly KHAILEBRON HERO, and the unit that receives the command must be a friendly KHAILEBRON unit. Remove the unit that receives this command from the battlefield and set it up again on the battlefield more than 9" from all enemy units.

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.

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.
After a friendly KRAITH SISTERS OF SLAUGHTER unit has fought for the first time in the combat phase, roll a dice. On a 4+, that unit can fight for a second time in that phase. The strike-last effect applies to that unit when they fight for that second time.

Zainthar Kai

The Melusai shock troops of the Zainthar Kai are seen as nothing less than living saints by many Khainites, for each carries in their veins no fewer than three drops of Khaine’s holy blood - a cursed lineage that both offers supernatural power and can be turned into a potent weapon.

Khaine’s Essence: The drops of divinity that Zainthar Kai warriors carry in their blood elevate them above other Scáthborn into vessels of murder.
Each time a model in a friendly ZAINTHAR KAI MELUSAI unit is slain by an attack made with a melee weapon, that model can fight before it is removed from play.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Daughters of Khaine army.

Gladiatorial Arena

A life of ceaseless gladiatorial combat and battle hones the natural grace of the aelves to near supernatural levels.

In step 3 of the aftermath sequence, you can pick 1 HERO or 1 Battleline unit on your order of battle to be a contestant in the gladiatorial arena.

If you pick a HERO to be your contestant, roll a dice. Add 1 to the roll if you pick a High Gladiatrix or Slaughter Queen. Then look up the modified roll on the Single Gladiatorial Combat table below and apply the result of the roll to your roster.

If you pick a Battleline unit to be your contestant, roll a dice. Add 1 to the roll if you pick a Sisters of Slaughter unit. Then look up the modified roll on the Massed Gladiatorial Combat table below and apply the result of the roll to your roster.

SINGLE GLADIATORIAL COMBAT
RollResult
1-2Defeat: Make an injury roll for your contestant.
3Bloody Victory: Make an injury roll for your contestant. If your contestant is not killed, they gain D3 renown points.
4-5Victory: Your contestant gains D3 renown points.
6+Chance for Glory: You can either treat this as a Victory result or go for glory. If you go for glory, roll 2D6. If the roll is a double, your contestant is killed and must be removed from your order of battle, but you receive a number of glory points equal to the roll. If the roll is not a double, you receive a number of glory points equal to the roll and your contestant gains a number of renown points equal to the roll.
MASSED GLADIATORIAL COMBAT
RollResult
1-2Defeat: Make a casualty roll for your contestant unit but roll a number of dice equal to the number of models in the unit.
3Bloody Victory: Make a casualty roll for your contestant unit but roll D6 dice. If the contestant unit’s casualty score does not equal the number of models in the unit, it gains D3 renown points.
4-5Victory: Make a casualty roll for your contestant unit but roll D3 dice. If the contestant unit’s casualty score does not equal the number of models in the unit, it gains D3 renown points.
6+Glorious Victory: You receive D3 glory points and your contestant unit gains D3 renown points.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

Cauldron of Blood

The right to ride upon a Cauldron of Blood is only granted to Hag Queens and Slaughter Queens who have earned it in bloody battle.
Pick 1 HAG QUEEN or SLAUGHTER QUEEN that does not have the CAULDRON OF BLOOD keyword from your order of battle.

At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log for each enemy HERO that was slain by an 1 attack made by that unit.

In addition, at the end of each Path to Glory battle, you can spend 1 glory point to gain 1 additional quest point.

Once you have gained 3 or more quest points, you complete this quest. When you complete this quest, you can pick an eligible heroic upgrade for that HAG QUEEN or SLAUGHTER QUEEN for a reduced amount of renown points.

QUEST

Shadow War

The Daughters of Khaine will sometimes set their enemies against each other in a subtle war of subterfuge and deception. In order to gain their victims’ trust, they will first fight and win battles on their behalf.
At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if you won a minor victory and add 3 quest points if you won a major victory.

Once you have gained 3 or more quest points, you can fight Path to Glory battles using the ‘Divide and Conquer’ battleplan. If you win a minor victory or major victory in that battleplan, you complete this quest. The rewards for completing this quest are listed in the battleplan.

Veteran Abilities

Each time a DAUGHTERS OF KHAINE unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

DAUGHTERS OF KHAINE VETERAN ABILITIES
Zealots: These frenzied warriors are amongst the most dedicated followers of Khaine.
This unit can use this veteran ability once per battle in your hero phase. Until your next hero phase, 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.
Swift-footed Murderers: These fleet-footed warriors hurl themselves into combat, charging at their foes with wild abandon.
WITCH AELVES units only. This unit can use this veteran ability once per battle after you make a charge roll for this unit. You can re-roll the charge roll.
Bloodthirsty Assault: These murderous cultists are desperate to get to grips with the enemy and tear them limb from limb.
SISTERS OF SLAUGHTER units only. This unit can use this veteran ability once per battle when it is picked to fight in a combat phase if it made a charge move in the same turn. Add 1 to hit and wound rolls for attacks made by this unit until the end of that phase.
Sudden Deadly Assault: Striking from quarters unseen, these aelf warriors are amidst their foes with blades whirling before the enemy even realises their doom.
KHAINITE SHADOWSTALKERS units only. This unit can use this veteran ability once per battle at the start of the combat phase. The strike-first effect applies to this unit until the end of that phase.
Deadly Doomfire: The first spells cast in a battle by this unit of mounted wizards are devastatingly effective.
DOOMFIRE WARLOCKS units only. This unit can use this veteran ability the first time it successfully casts the Doomfire spell and the spell is not unbound. This unit is treated as having 10 models when determining how many mortal wounds the spell causes.
Cold-hearted Killers: These heartless veterans know exactly where to strike in order to inflict a painful and grisly death upon their foe.
MELUSAI units only. This unit can use this veteran ability once per battle when it shoots or fights. Add 1 to wound rolls for attacks made by this unit in that phase.
Murderous Precision: When these winged warriors descend onto the battlefield, they do so with deadly accuracy.
KHINERAI units only. This unit can use this veteran ability once per battle when they are set up on the battlefield after circling high above as a reserve unit. This unit can be set up more than 6" from all enemy units instead of more than 9" from all enemy units.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42.

DAUGHTERS OF KHAINE FACTION TERRITORIES (D66)
61-62 GLADIATORIAL ARENA
This impressive arena rings out to the sounds of gladiatorial combat.
You can never have more than 1 territory of this type. You receive 1 extra glory point in step 1 of the aftermath sequence, and you can re-roll rolls of 1 on the Gladiatorial Combat tables.
[Upgrade 15GP] Colosseum of Blood: You receive D3 extra glory points in step 1 of the aftermath sequence instead of 1 (you can still re-roll rolls of 1 on the Gladiatorial Combat tables).

Designer’s Note: Remember that you can re-roll injury rolls by spending 1 glory point.

63-64 KHAINITE TEMPLE
This site is perfect for a temple to Khaine; once built, it will bring scores of new zealots under your influence.
This territory has no effect until it is upgraded. You can only upgrade this territory if you win a major victory or a minor victory using the ‘Ceremony of Blood’ battleplan.
[Upgrade 0GP] Pilgrimage Site: Increase your unit limit by 3 (to a maximum of 30).

65 SCÁTHBORN LAIR
Most feared of all Khainites are the Scáthborn. These cold-blooded killers rarely stray outside the confines of their hidden lairs, emerging only when war calls.
Increase your unit limit by 2 (to a maximum of 30); however, these additional units must have the SCÁTHBORN keyword.
[Upgrade 5GP] Prime Lair: Increase the limit by 3 instead of 2 (to a maximum of 30).

66 FREE CITY SHRINE
With the God-King’s grudging acquiescence, shrines and fighting pits erected in honour of the Bloody-Handed God can soon be found in several major free cities.
Increase your Allied Units limit by 3; however, these additional allies must be from the CITIES OF SIGMAR faction.
[Upgrade 5GP] Unwitting Puppet: In addition, when you pick an army, you can choose an allied CITIES OF SIGMAR HERO to be the general of your army. If you do so, for that battle, that HERO gains the DAUGHTERS OF KHAINE keyword and the subfaction keyword for your army (if it has one).

Heroic Upgrades

During your Path to Glory campaign, you may be able to pick heroic upgrades for your HEROES. A heroic upgrade replaces the warscroll of a HERO with another, more powerful one and represents them becoming a mighty champion in your army.

You can pick a heroic upgrade in step 7 of the aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the warscroll the HERO will be upgraded to, which warscroll is required, the amount of renown points the HERO must have, and the amount of glory points you must spend. Once you have picked a heroic upgrade, replace your HERO’s warscroll on your order of battle with the new one chosen. You can only pick 1 heroic upgrade in each aftermath sequence.

If the new warscroll is a type that is limited on your order of battle - for example, if it is a MONSTER - you will need to have increased your order of battle limits to accommodate it before it can be upgraded.

CORE ENHANCEMENTS
When you pick a heroic upgrade for a HERO, they keep their renown points and any core enhancements that they are still eligible for. If your HERO had any core enhancements that they are no longer eligible for, they lose those core enhancements. If this enables you to pick a new core enhancement for your order of battle, you can do so.

Upgraded WarscrollRequired WarscrollRequired Renown PointsGlory Points Cost
Bloodwrack ShrineBloodwrack Medusa305
Hag Queen on Cauldron of BloodHag Queen35*6
Slaughter Queen on Cauldron of BloodSlaughter Queen35*6
*The Required Renown Points is reduced to 15 if you have completed the ‘Cauldron of Blood’ quest with your HERO.

Battleplan

Ceremony of Blood

You have discovered a site that will be the perfect location for a new Khainite temple. However, you must first consecrate the site by performing a special ritual known as the Ceremony of Blood The ceremony is performed by channelling a vast quantity of potent gore through a sacred sacrificial shrine. But enemies seek to impede your plans; they must be driven back - or fed to the shrine themselves.

TERRITORY UPGRADE BATTLEPLAN
You can use this battleplan if one player is using a Daughters of Khaine army and has brought the Khainite Temple territory under their control. Use the Path to Glory battlepack.

THE ARMIES
Each player picks an army. The player with the Khainite Temple territory is the ritualist. Their opponent is the usurper. The ritualist must use a Daughters of Khaine army.

THE BATTLEFIELD
First, place 4 Blood Font objective markers in the locations shown on the map. Then, place a Ritual Cauldron objective marker at the centre of the battlefield. The players then roll off. The winner sets up the battlefield ’s terrain features, and the other player chooses which long edge of the battlefield is the northern edge.

DEPLOYMENT
The ritualist sets up their general within 1" of the Ritual Cauldron. The remaining units in the ritualist’s army must be set up wholly within their territory and wholly within 9" of any Blood Font objectives. The usurper then sets up their army wholly within their territory.

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

WE CANNOT FAIL
The usurper can use this ability at the end of their turn if any units in 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 all enemy units.

IT MUST BE DESTROYED
Units in the usurper’s army treat the Ritual Cauldron 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 and any mortal wounds caused to it are negated). The Ritual Cauldron is considered to have a Wounds characteristic of 12 and a Save characteristic of 5+. The Ritual Cauldron is destroyed when 12 wounds have been allocated to it.

BLOOD FONTS
At the end of each of their turns, the ritualist can roll a dice for each Blood Font objective that they control. On a 5+, they can heal up to D3 wounds allocated to the Ritual Cauldron.

BATTLE LENGTH
The battle lasts for 5 battle rounds or until the Ritual Cauldron is destroyed.

GLORIOUS VICTORY
If the Ritual Cauldron is destroyed, the usurper wins a major victory.

If the Ritual Cauldron has fewer than 6 wounds allocated to it at the end of the battle, the ritualist wins a major victory.

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

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

PATH TO GLORY REWARDS
If the ritualist wins this battle, they can upgrade their Khainite Temple territory to a Pilgrimage Site.

BONUS RENOWN
Each unit that is within 3" of a Blood Font objective at the end of the battle gains 1 renown point.


Battleplan

Divide and Conquer

Morathi is no fool. Her conquests rely on subtle manipulation as much as all-out war, a shadow campaign in which supposed allies are set against one another and enemies are tricked into carrying out the Shadow Queen’s will. The leaders of her war covens have learnt these lessons well, often setting two enemies against each other while the Daughters of Khaine await the perfect moment to strike.

QUEST BATTLEPLAN
You can use this battleplan instead of using the rules in the battlepack that determine which battleplan is used for the battle as long as you have exactly 3 players to fight the battle and one player is using a Daughters of Khaine army, has embarked on the ‘Shadow War’ quest and has earned 3 or more quest points.

The battlefield for this battle should be at least 44" x 60" to accommodate all the armies.

TRIUMPH AND TREACHERY
This battle uses the Triumph and Treachery rules.

THE ARMIES
Each player picks an army. The player using the Daughters of Khaine army is the Daughters of Khaine player. The other two players can use armies that belong to any other faction and must roll off. The winner of the roll-off is Player A and other player is Player B.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features.

The players who did not set up the battlefields terrain features roll off. The winner chooses which long edge of the battlefield is the northern edge.

DEPLOYMENT
The players alternate setting up units, one at a time, starting with the player who chose the northern edge of the battlefield. Player A and Player B must set up their units wholly within their territory and more than 9" from all other players’ territories. The Daughters of Khaine player must set up their units wholly within their territory.

The players continue to set up units until all units have been set up. If a player finishes setting up their units first, the remaining players continue to alternate setting up units until all units have been set up.

WEAKENED ENEMIES
After deployment is complete, the Daughters of Khaine player can pick D3 different enemy units from each of the other two armies. At least 1 of the units picked from each army must be a Battleline unit. Then, the Daughters of Khaine player rolls a dice for each unit that they picked. On a 1, that unit is unharmed. On a 2-3, that unit suffers D3 mortal wounds. On a 4-5, that unit suffers D6 mortal wounds. On a 6, that unit suffers 6 mortal wounds.

BATTLE LENGTH
The battle lasts for 4 battle rounds.

VICTORY POINTS
At the end of the battle, each player adds up the starting points values of all friendly units that have not been destroyed and that were not summoned to the battle and scores a number of victory points equal to the total.

GLORIOUS VICTORY
If the player with the most victory points at the end of the battle is Player A or Player B, that player wins a major victory if the Daughters of Khaine player has the fewest victory points and a minor victory if the Daughters of Khaine player does not have the fewest victory points.

If the player with the most victory points at the end of the battle is the Daughters of Khaine player, they win a major victory if the number of victory points they have scored is greater than the victory points scored by Player A and Player B combined, and they win a minor victory if the number of victory points they have scored is less than the victory points scored by Player A and Player B combined.

PATH TO GLORY REWARDS
If the Daughters of Khaine player wins this battle, they complete the ‘Shadow War’ quest, gain 10 glory points and can make 2 exploration rolls in step 6 of the aftermath sequence of that battle instead of 1.


MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies from the list below and record it on your army roster.

WHIRLWIND OF BLADES
Daughters of Khaine army only.

Bloodbath: When the battle ends, you complete this grand strategy if all enemy HEROES and MONSTERS either have at least 1 wound allocated to them or have been slain and if all other enemy units on the battlefield have had at least 1 model slain.
Conquered in the Name of Khaine: When the battle ends, you complete this grand strategy if there is a friendly AVATAR OF KHAINE or CAULDRON OF BLOOD wholly within enemy territory.
Bloodthirsty Zealots: When the battle ends, you complete this grand strategy if all friendly units either fought at least once during the battle or have been destroyed.
Naught But Destruction: If you pick this grand strategy, after deployment, pick 1 defensible terrain feature wholly within enemy territory. If there are no defensible terrain features wholly within enemy territory, your opponent picks 1 defensible terrain feature anywhere on the battlefield. When the battle ends, you complete this grand strategy if that terrain feature has been demolished.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

MURDEROUS PLOYS
Daughters of Khaine army only.

Clash of Arms: You complete this tactic if 3 or more friendly units make a charge move this turn. If 2 or more of those units are WITCH AELVES or SISTERS OF SLAUGHTER, score 1 additional victory point.
Cruel Delight: You complete this tactic if 2 or more friendly KHINERAI units move using their Fire and Flight ability or Fight and Flight ability this turn.
Tide of Blades: You complete this tactic if there are 2 or more units from your starting army wholly within your opponent’s territory at the end of this turn. If 2 or more of those units are WITCH AELVES, score 1 additional victory point.
Executioner’s Cult: You can pick this battle tactic only if there is a friendly HIGH GLADIATRIX on the battlefield. You complete this tactic if an enemy HERO is slain by that unit’s Killing Stroke ability this turn.
Hatred of Chaos: You can pick this battle tactic only if you have a Hagg Nar or Khelt Nar army. You complete this tactic if 2 or more CHAOS units are destroyed this turn.
Unexpected Attack: You complete this tactic if a friendly KHAINITE SHADOWSTALKERS unit uses its Shadow Leap ability and makes a charge move this turn.

Core Battalions

You can include the following core battalion in a Daughters of Khaine army if the battlepack you are using says that you can use core battalions.

VYPERIC GUARD
SHADOW PATROL

UNIT ICONS
(Mandatory/Optional)
Morathi: Morathi-Khaine and the Shadow Queen
Khainite Leader: Bloodwrack Medusa or Melusai Ironscale
Melusai Warriors: Blood Sisters or Blood Stalkers unit
Doomfire Warlocks: Doomfire Warlocks unit
Khinerai Warriors: Khinerai Lifetakers or Khinerai Heartrenders unit
BATTALION ABILITY ICONS
Unified: One-drop Deployment (see 26.2.1).
Expert: Once per battle, 1 unit from this battalion can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent.
Magnificent: When you pick enhancements for your army (see 27.3), you can pick 1 extra enhancement.
Slayers: Once per battle, 1 unit from this battalion can receive the All-out Attack or Unleash Hell command without the command being issued and without a command point being spent.
Strategists: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
Swift: Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent.


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

Leader, Behemoth
Leader
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
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).
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.
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).
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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.
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. Units cannot run if they are within 3" of an enemy unit.
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.

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

Leader
None
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.

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

Leader

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

Leader
None
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.
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.
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.

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

Leader
None
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.
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. Units cannot make a normal move if they are within 3" of an enemy unit.

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

Leader, Behemoth
Leader
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.

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

Leader
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.

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

Leader, Behemoth
Leader
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.

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

Battleline

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

Battleline
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.

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

Leader, Behemoth
Leader

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

Battleline

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

Leader
None

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader

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

Battleline

The SISTERS OF SLAUGHTER keyword is used in the following Daughters of Khaine warscrolls:

Battleline

The KHAINITE SHADOWSTALKERS keyword is used in the following Daughters of Khaine warscrolls:

Leader
None

The DOOMFIRE WARLOCKS keyword is used in the following Daughters of Khaine warscrolls:

None
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.

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

None
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

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

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

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

Leader
None
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth
Starting Armies
Several grand strategies and battle tactics refer to a player’s starting army. A player’s starting army is made up of the units in the army that were set up before the first battle round, including any reserve units. Units that are added to a player’s army after the battle has begun are not included, and neither are units that have been destroyed and subsequently returned to play.

The HIGH GLADIATRIX keyword is used in the following Daughters of Khaine warscrolls:

Leader
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.
© Vyacheslav Maltsev 2013-2022