Daughters of Khaine – Melusai Ironscale
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8"
6
5+
9
WARSCROLL

Melusai Ironscale

Crafted from the souls of aelves that blazed brightest with the need for revenge, the Melusai Ironscales serve Morathi as elite war leaders amongst the Scáthborn and are terrifying martial champions in their own right.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Keldrisaíth
Keldrisaíth18"33+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Keldrisaíth
Keldrisaíth2"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 115
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Scáthcoven
 • Vyperic Guard

DESCRIPTION

A Melusai Ironscale is a single model armed with a Keldrisaíth.

ABILITIES

Blood of the Oracle: The soul of each Melusai Ironscale has been specially experimented upon by Morathi to increase their resistance to hostile magics.
Each time this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 5+, ignore the effects of that spell or endless spell on this model.

Gory Offering: As a Melusai Ironscale holds the crystallised heart of a slain foe aloft, the power of Khaine pulses through it, empowering any fellow Melusai nearby.
If any enemy models are slain by wounds inflicted by this model’s attacks in the combat phase, you can add 1 to the Attacks characteristic of friendly MELUSAI units wholly within 12" of this model until the end of that phase.

Turned to Crystal: The scáth touch of a Melusai Ironscale can permanently transmute an enemy into an immobile – though still fully conscious – crystal statue.
At the end of the combat phase, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 3+, that enemy unit suffers 1 mortal wound.

COMMAND ABILITIES

Wrath of the Scáthborn: With a shrieked prayer to Khaine and Morathi, an Ironscale leads her Melusai kin in the swift slaughter of the foe.
You can use this command ability once per turn in your hero phase. If you do so, pick 1 friendly MELUSAI unit wholly within 12" of this model. Until your next hero phase, that unit can run and still shoot and/or charge later in the same turn. In addition, until your next hero phase, you can roll 2D6 instead of D6 when you make a run roll for that unit.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, MELUSAI, HERO, MELUSAI IRONSCALE

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

None
Leader
Leader, Behemoth
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.
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).
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021