Daughters of Khaine – Doomfire Warlocks
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Doomfire Warlocks

Doomfire Warlocks are expert light cavalry, adept at harrying flanks with crossbow fire or cutting down targets with their cursed scimitars. 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

Unit Size: 5      Points: 145
Battlefield Role: None
Base size: 60 x 35mm

Each model in a Doomfire Warlocks unit is armed with a Doomfire Crossbow and Cursed Scimitar.

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

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

MOUNT: This unit’s Dark Steeds are each armed with a Vicious Bite.

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

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.

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

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

© Vyacheslav Maltsev 2013-2022