Daughters of Khaine – Morathi-Khaine

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Proclaiming herself Khaine reborn, the goddess Morathi-Khaine bestrides the realms, summoning snaking tendrils of shadow magic to tear apart her enemies. She is a master of manipulation, endlessly cunning and depthlessly cruel.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bladed Wings
Bladed Wings2"63+3+-11

Unit Size: 1      Points: 680
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique. Morathi-Khaine and The Shadow Queen units must be taken as a set. Although taken as a set, each is a separate unit.

Morathi-Khaine is armed with Heartrender and Bladed Wings.

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

WIZARD: This unit can attempt to cast 3 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. If this unit is part of a Daughters of Khaine army, it knows all of the spells from the Lore of Shadows in addition to the other spells it knows.

WARMASTER: If this unit is included in a Daughters of Khaine army, it is treated as a general even if it is not the unit picked to be the army’s general.

THE SHADOW QUEEN: If this unit is included in an army, then the army must include the Shadow Queen. References to the Shadow Queen on this warscroll refer to the Shadow Queen unit in the same army as this unit.

Commanding Presence: Very few foes are able to resist quailing before Morathi’s regal presence.
Subtract 1 from hit rolls for attacks that target this unit.

One Soul, Two Bodies: Morathi-Khaine and the Shadow Queen are two entities that share the same life force.
If the Shadow Queen is on the battlefield, after making ward rolls for wounds or mortal wounds that would be allocated to this unit, any wounds or mortal wounds that have not been negated are instead allocated to the Shadow Queen and have no effect on this unit. Wounds and mortal wounds allocated to the Shadow Queen in this way cannot be negated.

In addition, if the Shadow Queen is on the battlefield and the effect of an ability or spell would cause this unit to be destroyed without any wounds being allocated, then this unit is not destroyed and 3 wounds are allocated to the Shadow Queen instead. Wounds allocated to the Shadow Queen in this way cannot be negated.

If the Shadow Queen is destroyed, after removing that unit from play, this unit is also destroyed.

Worship Through Bloodshed: At Morathi’s command, her warriors launch into a killing frenzy that sees their foes slain in droves.
You can use this command ability in your hero phase if this unit is part of your army and on the battlefield. The command can only be issued by this unit, and the unit that receives the command must be a friendly DAUGHTERS OF KHAINE unit. That unit can shoot or, if it is within 3" of any enemy units, it can fight.

Black Horror of Ulgu: A roiling black cloud of energy swirls into existence, smoking tendrils lashing out from it to drag those nearby to their doom.
Black Horror of Ulgu is a spell that has a casting value of 7 and a range of 36". If successfully cast, pick 1 enemy unit within range and visible to the caster, then roll a dice. On a 1, that unit suffers 1 mortal wound. On a 2-3, it suffers D3 mortal wounds. On a 4+, it suffers D6 mortal wounds.


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1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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.
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:

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