Daughters of Khaine – Gryselle’s Arenai

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6"
2
5+
7
WARSCROLL

Gryselle’s Arenai

Gryselle’s Arenai are expert gladiators from the fighting pits of Har Kuron. Each is highly skilled at dispatching numerous enemies in a blur of flashing weapons.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gladiatorial Weapons
Gladiatorial Weapons1"33+3+-1
Gladiatorial Blades
Gladiatorial Blades1"43+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 100
Battlefield Role: None
MODELBASE SIZE
Gryselle32mm
Kalexis, Retaria, Thrialla and Traxya28.5mm
Notes: Single, Unique

The models in Gryselle’s Arenai are Gryselle, the Slaughterer; Kalexis, the Silvered Blur; Retaria, the Entangler; Thrialla, the Lash; and Traxya, the Aegis. Gryselle is armed with Gladiatorial Blades. Kalexis, Retaria, Thrialla and Traxya are each armed with Gladiatorial Weapons.

CHAMPION: Gryselle, the Slaughterer, is the unit champion and has a Wounds characteristic of 3. That model can issue commands to their own unit.

Dance of Death: Sisters of Slaughter manoeuvre through the enemy ranks with the greatest of ease.
This unit is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it piles in.

Acrobatic Bloodshed: As they flip and twist across the battlefield, the gladiators sever arteries and slash exposed throats, leaving any enemies left alive completely disorientated.
If the unmodified hit rolls of 3 or more attacks made by this unit that target the same enemy unit in the same phase are 6, the strike-last effect applies to that enemy unit until the end of the turn.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, HAR KURON, SISTERS OF SLAUGHTER, GRYSELLE’S ARENAI
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

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The SISTERS OF SLAUGHTER keyword is used in the following Daughters of Khaine warscrolls:

Battleline
None
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.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
© Vyacheslav Maltsev 2013-2024