Daughters of Khaine – Krethusa the Croneseer

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14"
6
5+
9
WARSCROLL

Krethusa the Croneseer

A renegade prophet touched by the divine essence of a long-forgotten goddess, Krethusa the Croneseer’s rise to prominence has rocked the cult of Khaine to its core. She calls upon her powers of foresight and shadow magic to annihilate those who stand in the path of aelven destiny.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Morai-Heg
Staff of Morai-Heg2"43+4+-12
Clawed Arm
Clawed Arm1"23+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique

Krethusa the Croneseer is armed with the Staff of Morai-Heg and a Clawed Arm.

FLY: This unit can fly.

Burnt Offerings: Casting blood into her brazier, Krethusa manipulates the twisting coils of smoke to commune with Morai-Heg.
Once per turn, in the hero phase, if this unit is wholly within 6" of a friendly CAULDRON OF BLOOD, you can say that it will commune with Morai-Heg.

If you do so, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 9" of this unit that does not have the SCÁTHBORN, MEDUSAE, MELUSAI, THE SHADOW QUEEN or MORATHI-KHAINE keyword and roll a dice. On a 2+, you can pick 1 of the following prophecies to apply to that unit. A unit cannot be affected by the same prophecy more than once per turn.

Prophecy of Silence: Until the end of the turn, enemy units within 3" of this unit cannot receive commands.

Prophecy of Dark Wings: This unit can immediately make a normal move if it has not already made a normal move, retreated or been set up on the battlefield in this phase.

Prophecy of Reclamation: Until the end of the turn, while this unit is contesting an objective, enemy units can only contest that objective if they have the HERO or MONSTER keyword.

Foresight of Morai-Heg: The premonitions bestowed upon Krethusa enable her to avoid almost certain death.
This unit has a ward of 4+.

Murder of Crows: Several of Krethusa’s feathers transform into eldritch corvids that descend upon her enemies, pecking eyes from sockets and flesh from bone.
Murder of Crows is a prayer that has an answer value of 4 and a range of 18". If answered, pick 1 enemy unit within range and visible to the chanter. That unit suffers D3 mortal wounds. Then, roll a dice. If the roll is equal to or higher than the Wounds characteristic of that enemy unit, subtract 1 from hit rolls for attacks made by that unit for the rest of the battle.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, HERO, PRIEST, KRETHUSA THE CRONESEER

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8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.

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 PRIEST keyword is used in the following Daughters of Khaine warscrolls:

Leader, Behemoth
Leader
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).

The CAULDRON OF BLOOD keyword is used in the following Daughters of Khaine warscrolls:

Leader, Behemoth

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

Leader
None
© Vyacheslav Maltsev 2013-2024