Daughters of Khaine – Witch Aelves
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6"
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6+
7
WARSCROLL

Witch Aelves

Witch Aelves are devotees of bloodshed and murder, eschewing heavy armour in favour of nigh-supernatural agility. As fresh gore splatters their skin, they enter an ecstatic killing frenzy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Paired Sciansá
Paired Sciansá1"33+4+-1
Sciansá
Sciansá1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 115
Battlefield Role: Battleline
Base size: 25mm
Notes: A Draichi Ganeth army can include 1 reinforced or double-reinforced Witch Aelves unit in addition to the other reinforced units it can include.

Each model in a Witch Aelves unit is armed with 1 of the following weapon options: Sciansá and Bladed Buckler; or Paired Sciansá. All models in the unit must be armed with the same weapon option.

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

SHIELD: If this unit is armed with Bladed Bucklers, it has a Save characteristic of 5+ instead of 6+.

CHAMPION: 1 model in this unit can be a Hag. 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 Death Pennant Bearer. You can re-roll failed battleshock tests for this unit if it includes any Death Pennant Bearers.

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. This unit can run and still charge later in the turn if it includes any Hornblowers.

Bladed Bucklers: The martial skill of these warriors allows them to turn defensive techniques into deadly strikes.
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.

Frenzied Fervour: With their lieges nearby, Witch Aelves hurl themselves at the enemy with no fear of death.
Add 1 to wound rolls for attacks made with melee weapons by this unit while it is wholly within 12" of any friendly DAUGHTERS OF KHAINE TOTEMS.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, WITCH AELVES
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.
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.
25.3.2 Reinforced Units
A reinforced unit has twice as many models as its minimum unit size. If you can include reinforced units in your army, you can reinforce units with the Battleline battlefield role twice. A unit that is reinforced twice has 3 times as many models as its minimum unit size and counts as 2 units towards the number of reinforced units you can include in your army. If the description for a unit says that it is a single model, it cannot be reinforced.
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).

The DAUGHTERS OF KHAINE and TOTEM keywords are used in the following Daughters of Khaine warscrolls:

Leader, Behemoth
Leader
Behemoth
© Vyacheslav Maltsev 2013-2022