Daughters of Khaine – The Blade-coven

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6"
2
6+
7
WARSCROLL

The Blade-coven

Unflinchingly loyal to their bloodthirsty mistress Morgwaeth and to the cause of Hagg Nar, the warriors of the Bladecoven have spilled the blood of countless enemies in the course of their far-ranging missions.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heartseeker Bow
Heartseeker Bow24"33+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sacrificial Weapons
Sacrificial Weapons1"43+4+-1
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 170
Battlefield Role: None
MODELBASE SIZE
Khamyss, Kyrssa, Lethyr32mm
Kyrae 40mm
Notes: Single, Unique. Morgwaeth the Bloodied and The Blade-coven units must be taken as a set. Although taken as a set, each is a separate unit.

The models in The Blade-coven are Kyrae, Khamyss, Kyrssa and Lethyr. Kyrae is armed with a Heartseeker Bow and Sacrificial Knives; and Khamyss, Kyrssa and Lethyr are each armed with Sacrificial Knives.

CHAMPION: Kyrae is the unit champion. That model has a Wounds characteristic of 3.

Heartseekers: The blood-blessed arrows loosed by these Melusai unerringly seek out the enemy's vital organs.
If the unmodified hit roll for an attack made with a Heartseeker Bow is 6, the target suffers 1 mortal wound and the attack sequence ends (do not make a wound roll or save roll).

Zealots of the First Temple: The Blade-coven are fanatical in their devotion to Hagg Nar and to Morgwaeth.
Before you allocate a wound or mortal wound to a friendly MORGWAETH THE BLOODIED within 3" of this unit, or instead of making a ward roll for a wound or mortal wound that would be allocated to a friendly MORGWAETH THE BLOODIED within 3" of this unit, you can roll a dice. On a 2+, that wound or mortal wound is allocated to this unit instead of MORGWAETH THE BLOODIED and cannot be negated.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, MELUSAI, HAGG NAR, THE BLADE-COVEN
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.

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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.
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.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
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.

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

Leader
None
© Vyacheslav Maltsev 2013-2024