Daughters of Khaine – Bloodwrack Medusa

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Bloodwrack Medusa

Bloodwrack Medusae are sorceresses gifted - or cursed - with enormous serpentine bodies and heads crowned with snakes. They are so full of spite and shadow magic that to meet their horrific gaze can cause explosive haemorrhaging.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodwrack Stare
Bloodwrack Stare12"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodwrack Spear
Bloodwrack Spear2"33+3+-1D3
Tail of Serpents
Tail of Serpents2"D64+4+-1

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 40mm
Notes: Single

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

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Scáthcoven
 • Vyperic Guard

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

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

Melusai Kin: A Bloodwrack Medusa leads her Melusai kin into battle, encouraging them to follow her example and strike down the enemy with brutal swiftness.
At the start of your combat phase, you can pick 1 friendly MELUSAI unit wholly within 12" of this unit. Add 1 to the number of the current battle round when determining the abilities gained by that unit from the Blood Rites battle trait until the end of that phase. This ability and other similar abilities are cumulative.

Enfeebling Foe: The Bloodwrack Medusa reaches into her victims’ minds, sapping their strength.
Enfeebling Foe is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Subtract 1 from wound rolls for attacks made with melee weapons by that unit until your next hero phase.


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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.
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).
19.1.2 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 MELUSAI keyword is used in the following Daughters of Khaine warscrolls:


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


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


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

© Vyacheslav Maltsev 2013-2024