Daughters of Khaine – Doomfire Warlocks
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14"
2
5+
6
WARSCROLL

Doomfire Warlocks

Doomfire Warlocks are expert light cavalry, adept at harrying flanks with crossbow fire or cutting down targets with their cursed scimitars. As warlocks, they can harness the power of shadow, hurling bolts of black flame to destroy their targets.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doomfire Crossbow
Doomfire Crossbow12"24+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cursed Scimitar
Cursed Scimitar1"24+3+-11
Vicious Bite
Vicious Bite1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 140
Battlefield Role: None
Base size: 60 x 35mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Shadow Patrol

DESCRIPTION

A unit of Doomfire Warlocks has any number of model, each armed with a Doomfire Crossbow and Cursed Scimitar.

MOUNT: This unit’s Dark Steeds attack with their Vicious Bite.

MASTER OF WARLOCKS: 1 model in this unit can be a Master of Warlocks. Add 1 to the Attacks characteristic of that model’s melee weapons.

ABILITIES

Doomfire Coven: The arcane power of a Doomfire Coven grows with every warlock that joins their party.
Add 1 to casting and unbinding rolls for this unit while it has 5 or more models.

MAGIC

This unit is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Doomfire spells. It cannot attempt to cast any spells other than Arcane Bolt, Mystic Shield and Doomfire.

Doomfire: The Doomfire Warlocks hurl bolts of blazing black flame at their foes.
Doomfire has a casting value of 6. If successfully cast, pick 1 enemy unit within 12" of the casting unit and visible to it. If the casting unit has fewer than 5 models, that enemy unit suffers D3 mortal wounds. If the casting unit has between 5 and 9 models, that enemy unit suffers D6 mortal wounds. If the casting unit has 10 or more models, that enemy unit suffers 6 mortal wounds.

KEYWORDS
ORDER, AELF, DAUGHTERS OF KHAINE, WIZARD, DOOMFIRE WARLOCKS
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.
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 AELF keyword is used in the following Daughters of Khaine warscrolls:

None
Battleline
Leader
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.
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.

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

None
Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2022