Daughters of Khaine – Slaughter Queen on Cauldron of Blood

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WARSCROLL

Slaughter Queen on Cauldron of Blood

Some Slaughter Queens go to battle atop great Cauldrons of Blood, preferring to send these bladed shrines smashing into the heart of the melee where they can fully indulge their terrible lust for bloodshed.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Torrent of Burning Blood
Torrent of Burning Blood10"63+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Avatar’s Sword
Avatar’s Sword2"43+3+-23
Deathsword and Blade of Khaine
Deathsword and Blade of Khaine1"43+3+-1D3
Sciansá
Sciansá1"3+4+-1
DAMAGE TABLE
Wounds SufferedMoveSciansáBloodshield
0-66"818"
7-85"714"
9-104"610"
11+3"56"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 290
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single. A Hagg Nar army can include 1 CAULDRON OF BLOOD in addition to the other Behemoth units it can include.

A Slaughter Queen on Cauldron of Blood is armed with a Deathsword and Blade of Khaine.

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

COMPANIONS: This unit is accompanied by Witch Aelves armed with Sciansá and an Avatar of Khaine armed with a Torrent of Burning Blood and Avatar’s Sword.

Altar of Khaine: Prayers chanted near an Avatar of Khaine are empowered instantly.
Add 1 to chanting rolls for friendly DAUGHTERS OF KHAINE PRIESTS wholly within 9" of any friendly units with this ability.

Bladed Impact: The bladed carriage of a Cauldron of Blood can cleave its way through enemy ranks with ease.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

Bloodshield: The powerful magic that fuels the Cauldron of Blood grants it and nearby followers protection.
Add 1 to save rolls for attacks that target friendly DAUGHTERS OF KHAINE units wholly within range of any friendly units with this ability. The range of this unit’s Bloodshield ability is shown on its damage table.

Pact of Blood: Blood oaths to the Murder God protect his subjects from malevolent sorcery.
This unit can attempt to unbind 1 spell in the enemy hero phase in the same manner as a WIZARD.

Orgy of Slaughter: The Slaughter Queen orders her warriors to renew their assault twice over.
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 within 3" of any enemy units. That unit can fight.

Dance of Doom: In a dizzying display of lethal acrobatics, the Slaughter Queen launches herself into the fray, screaming prayers of bloodshed to Khaine as she cuts down the enemy.
Dance of Doom is a prayer that has an answer value of 3. If answered, the strike-first effect applies to this unit in the following combat phase.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, HERO, PRIEST, TOTEM, AVATAR OF KHAINE, CAULDRON OF BLOOD, SLAUGHTER QUEEN

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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.
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.
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 DAUGHTERS OF KHAINE and PRIEST keywords are used in the following Daughters of Khaine warscrolls:

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader
Behemoth

The AVATAR OF KHAINE keyword is used in the following Daughters of Khaine warscrolls:

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

Leader, Behemoth
Leader
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 SLAUGHTER QUEEN keyword is used in the following Daughters of Khaine warscrolls:

Leader, Behemoth
Leader
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

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

Leader, Behemoth

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024