Daughters of Khaine – Bloodwrack Medusa
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8"
6
5+
8
WARSCROLL

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
Whisperclaw
Whisperclaw1"44+3+-1
Tail of Serpents
Tail of Serpents2"D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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

ABILITIES

Bloodwrack Stare: Should a victim’s eyes lock with a Bloodwrack 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 this model’s Bloodwrack Stare. Instead, roll a number of dice equal to the number of models from the target unit that are in range of the attack. For each 5+, the target unit suffers 1 mortal wound.

Whisperclaw: This razor-edged talon can carve through any resistance it meets.
If the unmodified hit roll for an attack made with a Whisperclaw is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Enfeebling Foe spells.

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

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, MELUSAI, HERO, WIZARD, BLOODWRACK MEDUSA
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.
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.
19.1.2 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.
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 MELUSAI keyword is used in the following Daughters of Khaine warscrolls:

None
Leader
Leader, Behemoth

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

Leader
Leader, Behemoth

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

None
Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021