Daughters of Khaine – Bloodwrack Shrine

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WARSCROLL

Bloodwrack Shrine

A Bloodwrack Shrine is a mobile altar that radiates an aura of agonising pain. As the shrine rolls into battle, its Medusa guardian hurls malevolent curses and affixes foes with her deadly gaze.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodwrack Stare
Bloodwrack Stare12"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodwrack Spear
Bloodwrack Spear2"33+3+-1D3
Goadstaves
Goadstaves2"3+3+-1
Whisperclaw
Whisperclaw1"43+3+-1
Tail of Serpents
Tail of Serpents2"D64+4+-1
DAMAGE TABLE
Wounds SufferedMoveGoadstavesAura of Agony
0-66"62+
7-85"53+
9-104"44+
11+3"35+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 120 x 92mm
Notes: Single

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

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shrine Brood

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

COMPANION: This unit is accompanied by Shrinekeepers armed with Goadstaves.

Aura of Agony: Bloodwrack Shrines emit an aura that causes waves of agony to course through the enemy.
At the start of your hero phase, you can roll 1 dice for each enemy unit within 7" of this unit. If the roll is equal to or greater than the Aura of Agony value shown on this unit’s damage table, that enemy unit suffers D3 mortal wounds. The same unit cannot be affected by this ability more than once per turn.

Bladed Impact: The bladed carriage of a Bloodwrack Shrine can cleave its way through enemy ranks with ease.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

Bloodwrack Stare: Should a victim’s eyes lock with a Bloodwrack Medusas 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.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, MEDUSAE, HERO, TOTEM, WIZARD, BLOODWRACK MEDUSA, BLOODWRACK SHRINE

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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.

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

Leader, Behemoth
Leader
Behemoth
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:

Leader
None

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

Leader

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

Leader
None

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

Leader
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.
© Vyacheslav Maltsev 2013-2024