Daughters of Khaine – Sisters of Slaughter
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Sisters of Slaughter

With skills honed in ritual duels and gladiatorial fights, the Sisters of Slaughter send their barbed whips lashing out to tear open throats and strip flesh from bone, exulting in the perfection of each gory kill.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Whip
Barbed Whip2"23+4+-1
Sacrificial Knife
Sacrificial Knife1"13+4+-1

Unit Size: 10      Points: 135
Battlefield Role: Battleline
Base size: 25mm


This warscroll can be used in the following warscroll battalions:
 • Slaughter Troupe


A unit of Sisters of Slaughter has any number of models. The unit is armed with 1 of the following weapon options: Barbed Whip and Sacrificial Knife; or Barbed Whip and Bladed Buckler.

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

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. You can re-roll failed battleshock tests for units that include any Standard Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hornblower. Units that include any Hornblowers can run and still charge later in the same turn.


Dance of Death: Sisters of Slaughter manoeuvre through 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.

Bladed Bucklers: The martial skill of these warriors allows them to turn defensive techniques into deadly strikes.
Add 1 to save rolls for attacks made with melee weapons that target a unit armed with Bladed Bucklers. In addition, if the unmodified save roll for an attack made with a melee weapon that targets a unit armed with Bladed Bucklers is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
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.
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
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.

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2021