Daughters of Khaine – Warscrolls


Leader, Behemoth


13
5+
8
WARSCROLL

Hag Queen on Cauldron of Blood

A Cauldron of Blood is a sacred sacrificial bowl, its enchanted gore blessed by a Hag Queen. The presence of this relic inspires nearby worshippers, offering them mystical protections in the name of the Murder God.
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
Blade of Khaine
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: 270
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 Hag Queen on Cauldron of Blood is armed with a Blade of Khaine.

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

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 ofKhaine 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.

Witchbrew: Witchbrew drives the imbiber into such an ecstasy of destruction that they will fight on in the face of impossible odds.
At the start of your hero phase, you can pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 12" of this unit to drink witchbrew. A unit cannot drink witchbrew more than once in the same hero phase.

If you do so, add 1 to the number of the current battle round when determining the abilities gained by that unit from the Blood Rites battle trait until the end of that turn. This ability and other similar abilities are cumulative.

Touch of Death: In battle, Hag Queens can beseech Khaine to strike down a foe upon whom they lay their hand.
Touch of Death is a prayer that has an answer value of 3 and a range of 3". If answered, pick 1 enemy unit within range and visible to the chanter. That enemy unit suffers D3 mortal wounds.

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


13
5+
8
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


12
4+
10
WARSCROLL

The Shadow Queen

The Shadow Queen is Morathi-Khaine’s dark reflection, the accumulation of all her hatred and bitterness given monstrous form. This serpentine monster delights in snatching up foes in her lashing coils and crushing them to death.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gaze of the Shadow Queen
Gaze of the Shadow Queen18"12+2+-3D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heartrender
Heartrender2"3+3+-23
Crown of Serpents
Crown of Serpents1"2D63+3+-1
Envenomed Tail
Envenomed Tail3"13+3+-2
DAMAGE TABLE
Wounds SufferedMoveHeartrenderEnvenomed Tail
0-614"86
7-812"75
9-1010"64
11+8"53
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 680
Battlefield Role: Leader, Behemoth
Base size: 100mm
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.

The Shadow Queen is armed with Gaze of the Shadow Queen, Heartrender, Crown of Serpents and Envenomed Tail.

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

FLY: This unit can fly.

MORATHI-KHAINE: If this unit is included in an army, then the army must include Morathi-Khaine. This unit cannot be a general. References to Morathi-Khaine on this warscroll refer to the Morathi-Khaine unit in the same army as this unit.

Fury of the Shadow Queen: Bloodshed raises the Shadow Queen’s fury to new heights, in turn fuelling the murderlust of nearby Scáthborn.
While this unit is within 3" of any enemy units, add 1 to the Attacks characteristic of melee weapons used by friendly KHINERAI and MELUSAI units wholly within 18" of this unit.

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

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

If this unit is destroyed, after removing this unit from play, Morathi-Khaine is also destroyed.

Iron Heart of Khaine: The Iron Heart of Khaine is the last remnant of the fallen god, and it pulses still with life-sustaining divine energies.
No more than 3 wounds and/or mortal wounds can be allocated to this unit in the same turn. Once 3 wounds and/or mortal wounds have been allocated to this unit in the same turn, not counting any wounds that were negated, any further wounds and mortal wounds that would be allocated to this unit are ignored and have no effect.

Designer’s Note: This means that once 3 wounds and/or mortal wounds have been allocated to this unit in a turn, any abilities that state a wound or mortal wound that would be allocated cannot be negated (such as Sigvald’s Shardslash ability) have no effect on attacks and/or abilities that target this unit.

Wounds and mortal wounds allocated to this unit at the start of the battle round count towards the number of wounds allocated to this unit in the first turn of that battle round. Wounds and mortal wounds allocated to this unit at the end of the battle round count towards the number of wounds allocated to this unit in the second turn of that battle round.

If the effect of an ability or spell would cause this unit to be destroyed without any wounds being allocated, 3 wounds are allocated to this unit instead. These wounds can only be negated if 3 wounds and/or mortal wounds have been already allocated to this unit in the same turn.

Wounds allocated to this unit cannot be healed.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, HERO, MONSTER, THE SHADOW QUEEN

Leader


8"
6
5+
8
WARSCROLL

Bloodwrack Medusa

Bloodwrack Medusae are sorceresses gifted - or cursed - with enormous serpentine bodies and heads crowned with snakes. They are so full of spite and shadow magic that to meet their horrific gaze can cause explosive haemorrhaging.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodwrack Stare
Bloodwrack Stare12"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodwrack Spear
Bloodwrack Spear2"33+3+-1D3
Whisperclaw
Whisperclaw1"43+3+-1
Tail of Serpents
Tail of Serpents2"D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 40mm
Notes: Single

A Bloodwrack Medusa is armed with a Bloodwrack Stare, Bloodwrack Spear, Whisperclaw and Tail of Serpents.

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

Bloodwrack Stare: Should a victim’s eyes lock with a Medusa’s stare for even a second, their life blood will violently rebel, flooding from every pore until their body collapses into a pool of gore.
Do not use the attack sequence for an attack made with a Bloodwrack Stare. Instead, roll a number of dice equal to the number of models in the target unit that are within range of the attack. For each 5+, the target unit suffers 1 mortal wound.

Melusai Kin: A Bloodwrack Medusa leads her Melusai kin into battle, encouraging them to follow her example and strike down the enemy with brutal swiftness.
At the start of your combat phase, you can pick 1 friendly MELUSAI unit wholly within 12" of this unit. Add 1 to the number of the current battle round when determining the abilities gained by that unit from the Blood Rites battle trait until the end of that phase. This ability and other similar abilities are cumulative.

Enfeebling Foe: The Bloodwrack Medusa reaches into her victims’ minds, sapping their strength.
Enfeebling Foe is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Subtract 1 from wound rolls for attacks made with melee weapons by that unit until your next hero phase.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, MEDUSAE, HERO, WIZARD, BLOODWRACK MEDUSA


13
5+
8
WARSCROLL

Bloodwrack Shrine

A Bloodwrack Shrine is a mobile altar that radiates an aura of agonising pain. As the shrine rolls into battle, its Medusa guardian hurls malevolent curses and affixes foes with her deadly gaze.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodwrack Stare
Bloodwrack Stare12"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodwrack Spear
Bloodwrack Spear2"33+3+-1D3
Goadstaves
Goadstaves2"3+3+-1
Whisperclaw
Whisperclaw1"43+3+-1
Tail of Serpents
Tail of Serpents2"D64+4+-1
DAMAGE TABLE
Wounds SufferedMoveGoadstavesAura of Agony
0-66"62+
7-85"53+
9-104"44+
11+3"35+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 120 x 92mm
Notes: Single

A Bloodwrack Shrine is ridden by a Bloodwrack Medusa armed with a Bloodwrack Stare, Bloodwrack Spear, Whisperclaw and Tail of Serpents.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shrine Brood

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

COMPANION: This unit is accompanied by Shrinekeepers armed with Goadstaves.

Aura of Agony: Bloodwrack Shrines emit an aura that causes waves of agony to course through the enemy.
At the start of your hero phase, you can roll 1 dice for each enemy unit within 7" of this unit. If the roll is equal to or greater than the Aura of Agony value shown on this unit’s damage table, that enemy unit suffers D3 mortal wounds. The same unit cannot be affected by this ability more than once per turn.

Bladed Impact: The bladed carriage of a Bloodwrack Shrine 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.

Bloodwrack Stare: Should a victim’s eyes lock with a Bloodwrack Medusas stare for even a second, their life blood will violently rebel, flooding from every pore until their body collapses into a pool of gore.
Do not use the attack sequence for an attack made with a Bloodwrack Stare. Instead, roll a number of dice equal to the number of models in the target unit that are within range of the attack. For each 5+, the target unit suffers 1 mortal wound.

Melusai Kin: A Bloodwrack Medusa leads her Melusai kin into battle, encouraging them to follow her example and strike down the enemy with brutal swiftness.
At the start of your combat phase, you can pick 1 friendly MELUSAI unit wholly within 12" of this unit. Add 1 to the number of the current battle round when determining the abilities gained by that unit from the Blood Rites battle trait until the end of that phase. This ability and other similar abilities are cumulative.

Enfeebling Foe: The Bloodwrack Medusa reaches into her victims minds, sapping their strength.
Enfeebling Foe is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Subtract 1 from wound rolls for attacks made with melee weapons by that unit until your next hero phase.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, MEDUSAE, HERO, TOTEM, WIZARD, BLOODWRACK MEDUSA, BLOODWRACK SHRINE


6"
5
5+
8
WARSCROLL

Hag Queen

Highest-ranking of the Khainite priestesses are the Hag Queens. These zealous and cruel-hearted aelves lead their sisters in worship of the Bloody-Handed One, administering potions that drive their fellow Khainites y into a frenzied fury.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blade of Khaine
Blade of Khaine1"43+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 25mm
Notes: Single

A Hag Queen is armed with a Blade of Khaine.

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

Witchbrew: Witchbrew drives the imbiber into such an ecstasy of destruction that they will fight on in the face of impossible odds.
At the start of your hero phase, you can pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 12" of this unit to drink witchbrew. A unit cannot drink witchbrew more than once in the same hero phase.

If you do so, add 1 to the number of the current battle round when determining the abilities gained by that unit from the Blood Rites battle trait until the end of that turn. This ability and other similar abilities are cumulative.

Touch of Death: In battle, Hag Queens can beseech Khaine to strike down a foe upon whom they lay their hand.
Touch of Death is a prayer that has an answer value of 3 and a range of 3". If answered, pick 1 enemy unit within range and visible to the chanter. That enemy unit suffers D3 mortal wounds.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, HERO, PRIEST, HAG QUEEN


6"
6
5+
8
WARSCROLL

High Gladiatrix

A High Gladiatrix is a living conduit of Khaine’s wrath. Striding at the head of their sisters’ advance, these paragons of combat ride the wave of fanaticism that spreads through a warcoven, channelling it into acts of gruesome murder.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Whip
Barbed Whip3"43+3+-11
Gladiatrix’s Blade
Gladiatrix’s Blade1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A High Gladiatrix is armed with a Barbed Whip and Gladiatrix’s Blade.

Dance of Death: High Gladiatrixes manoeuvre through the 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.

Killing Stroke: A High Gladiatrix prides herself on slaying enemies with magnificently gory flourishes, killing them with a brutal whip motion or single precise stroke from her blade.
At the end of the combat phase, you can pick 1 enemy HERO within 1" of this unit and roll a D3. Add the number of wounds allocated to that enemy HERO to the roll. If the roll is equal to or greater than that enemy HERO’s Wounds characteristic, it is slain.

Paragon of Slaughter: The spectacular acts of death-dealing performed by a High Gladiatrix inspire nearby Daughters of Khaine, setting their souls aflame with the power of the Bloody-Handed God.
Melee weapons used by friendly WITCH AELVES and SISTERS OF SLAUGHTER units wholly within 12" of any friendly units with this ability have a To Wound characteristic of 3+ instead of 4+ and a Rend characteristic of -1 instead of ‘-’.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, HERO, HIGH GLADIATRIX


8"
6
5+
9
WARSCROLL

Melusai Ironscale

Crafted from the souls of aelves that blazed brightest with the need for revenge, the Melusai Ironscales serve Morathi as elite war leaders amongst the Scáthborn and are terrifying martial champions in their own right.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Keldrisaíth
Keldrisaíth18"33+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Keldrisaíth
Keldrisaíth2"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single

A Melusai Ironscale is armed with a Keldrisaíth.

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

Blood of the Oracle: The soul of each Melusai Ironscale has been experimented upon by Morathi to increase their resistance to hostile magics.
Each time this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spells abilities on this unit.

Gory Offering: As a Melusai Ironscale holds the crystallised heart of a slain foe aloft, the power of Khaine pulses through it, empowering any fellow Melusai nearby.
If any enemy models are slain by wounds caused by this unit’s attacks in the combat phase, add 1 to the Attacks characteristic of friendly MELUSAI units wholly within 12" of this unit until the end of that phase.

Turned to Crystal: The scáth touch of an Ironscale can permanently transmute an enemy into an immobile - though still fully conscious - crystal statue.
At the end of the combat phase, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that enemy unit suffers 1 mortal wound.

Wrath of the Scáthborn: With a shrieked prayer to Khaine and Morathi, an Ironscale leads her Melusai kin in the swift slaughter of the foe.
You can use this command ability in your charge 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 MELUSAI unit. That unit can attempt a charge even if it ran in the same turn.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, SCÁTHBORN, MELUSAI, HERO, MELUSAI IRONSCALE


6"
6
4+
8
WARSCROLL

Morathi-Khaine

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
Heartrender
Heartrender2"33+3+-2D3
Bladed Wings
Bladed Wings2"63+3+-11
PITCHED BATTLE PROFILE

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.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, HERO, WIZARD, MORATHI-KHAINE


6"
5
5+
8
WARSCROLL

Morgwaeth the Bloodied

As coldly ambitious as any of Morathi-Khaine’s priestesses, the ruthless Hag Queen Morgwaeth the Bloodied travels the realms in search of precious Khainite treasures.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Glaive of Khaine
Glaive of Khaine2"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 32mm
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.

Morgwaeth the Bloodied is armed with a Glaive of Khaine.

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

Witchbrew: Witchbrew drives the imbiber into such an ecstasy of destruction that they will fight on in the face of impossible odds.
At the start of your hero phase, you can pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 12" of this unit to drink witchbrew. A unit cannot drink witchbrew more than once in the same hero phase.

If you do so, add 1 to the number of the current battle round when determining the abilities gained by that unit from the Blood Rites battle trait until the end of that turn. This ability and other similar abilities are cumulative.

Touch of Death: In battle, Hag Queens can beseech Khaine to strike down a foe upon whom they lay their hand.
Touch of Death is a prayer that has an answer value of 3 and a range of 3". If answered, pick 1 enemy unit within range and visible to the chanter. That enemy unit suffers D3 mortal wounds.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, HAGG NAR, HERO, PRIEST, HAG QUEEN, MORGWAETH THE BLOODIED


6"
5
5+
8
WARSCROLL

Slaughter Queen

It is a Slaughter Queen’s role to embody the aggressive martial prowess of Khaine himself. With blades in hand, the Slaughter Queen hacks and spins in the maelstrom of close combat while chanting blood-curdling battle rites.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Deathsword and Blade of Khaine
Deathsword and Blade of Khaine1"43+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 25mm
Notes: Single

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

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

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, SLAUGHTER QUEEN


14"
6
5+
9
WARSCROLL

Krethusa the Croneseer

A renegade prophet touched by the divine essence of a long-forgotten goddess, Krethusa the Croneseer’s rise to prominence has rocked the cult of Khaine to its core. She calls upon her powers of foresight and shadow magic to annihilate those who stand in the path of aelven destiny.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Morai-Heg
Staff of Morai-Heg2"43+4+-12
Clawed Arm
Clawed Arm1"23+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique

Krethusa the Croneseer is armed with the Staff of Morai-Heg and a Clawed Arm.

FLY: This unit can fly.

Burnt Offerings: Casting blood into her brazier, Krethusa manipulates the twisting coils of smoke to commune with Morai-Heg.
Once per turn, in the hero phase, if this unit is wholly within 6" of a friendly CAULDRON OF BLOOD, you can say that it will commune with Morai-Heg.

If you do so, pick 1 friendly DAUGHTERS OF KHAINE unit wholly within 9" of this unit that does not have the SCÁTHBORN, MEDUSAE, MELUSAI, THE SHADOW QUEEN or MORATHI-KHAINE keyword and roll a dice. On a 2+, you can pick 1 of the following prophecies to apply to that unit. A unit cannot be affected by the same prophecy more than once per turn.

Prophecy of Silence: Until the end of the turn, enemy units within 3" of this unit cannot receive commands.

Prophecy of Dark Wings: This unit can immediately make a normal move if it has not already made a normal move, retreated or been set up on the battlefield in this phase.

Prophecy of Reclamation: Until the end of the turn, while this unit is contesting an objective, enemy units can only contest that objective if they have the HERO or MONSTER keyword.

Foresight of Morai-Heg: The premonitions bestowed upon Krethusa enable her to avoid almost certain death.
This unit has a ward of 4+.

Murder of Crows: Several of Krethusa’s feathers transform into eldritch corvids that descend upon her enemies, pecking eyes from sockets and flesh from bone.
Murder of Crows is a prayer that has an answer value of 4 and a range of 18". If answered, pick 1 enemy unit within range and visible to the chanter. That unit suffers D3 mortal wounds. Then, roll a dice. If the roll is equal to or higher than the Wounds characteristic of that enemy unit, subtract 1 from hit rolls for attacks made by that unit for the rest of the battle.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, HERO, PRIEST, KRETHUSA THE CRONESEER


6"
5
4+
9
WARSCROLL

Slythael Shadestalker

Wielding weapons forged from pure shadowstone, Slythael is a deadly foe to all who stand in her way. Branded with the mircath shademark, her mastery of umbral magic is so potent that she can leap between the shadows, appearing more akin to an insubstantial wraith than a creature of flesh and blood.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Shadowstone Staff
Shadowstone Staff18"33+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Shadowstone Sword and Umbral Blade
Shadowstone Sword and Umbral Blade1"33+3+-13
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique. Slythael Shadestalker and The Shadeborn units must be taken as a set. Although taken as a set, each is a separate unit.

Slythael Shadestalker is armed with a Shadowstone Staff, and a Shadowstone Sword and Umbral Blade.

Shadow Leap: Shadowstalkers can vanish and reappear at will as they navigate the Umbral Web.
In your movement phase, instead of making a normal move or retreat with this unit, you can say that it will shadow leap. If you do so, remove this unit from the battlefield and set it up again anywhere on the battlefield more than 9" from all enemy units.

Impenetrable Darkness: Wrapped in shadows the Shadeborn lie in wait, ready to strike at a moment’s notice.
While this unit is more than 9" from all enemy units, this unit and friendly THE SHADEBORN units wholly within 9" of this unit have a ward of 4+.

Mask of Shadowed Mirrors: This mask shows attackers a terrifying face that chills them to the bone.
At the end of the charge phase, you can pick 1 enemy unit within 3" of this unit and roll 2D6. If the score exceeds that enemy unit’s Bravery characteristic, that enemy unit cannot issue or receive commands until the end of the turn.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, HAGG NAR, HERO, KHAINITE SHADOWSTALKERS, SLYTHAEL SHADESTALKER

Battleline


6"
1
6+
7
WARSCROLL

Sisters of Slaughter

With skills honed in ritual duels and gladiatorial fights, the Sisters of Slaughter send their kruiplash 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
Kruiplash
Kruiplash2"23+4+-1
Sacrificial Knife
Sacrificial Knife1"13+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 120
Battlefield Role: Battleline
Base size: 25mm

Each model in a Sisters of Slaughter unit is armed with 1 of the following weapon options: Kruiplash and Sacrificial Knife; or Kruiplash and Bladed Buckler. All models in the unit must be armed with the same weapon option.

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

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 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 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.

Dance of Death: Sisters of Slaughter manoeuvre through the 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.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, SISTERS OF SLAUGHTER


6"
1
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: 110
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

None


8"
2
5+
8
WARSCROLL

Blood Sisters

Blood Sisters are true daughters of Morathi. Channelling the hatred within their tainted souls, each longs to drive their heartshard glaive deep into an enemy’s vitals or to transmute flesh with their agonising scáth touch.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heartshard Glaive
Heartshard Glaive2"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 150
Battlefield Role: None
Base size: 40mm
Notes: Battleline in a Zainthar Kai army or if general is MELUSAI.

Each model in a Blood Sisters unit is armed with a Heartshard Glaive.

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

CHAMPION: 1 model in this unit can be a Gorgai. Add 1 to the Attacks characteristic of that model’s Heartshard Glaive.

Turned to Crystal: The scáth touch of a Blood Sister can permanently transmute an enemy into an immobile - though still fully conscious - crystal statue.
After this unit has fought for the first time in a phase and all of its attacks have been resolved, you can pick 1 enemy unit within 1" of this unit. Roll 1 dice for each model in this unit. For each 2+, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, SCÁTHBORN, MELUSAI, BLOOD SISTERS


8"
2
5+
8
WARSCROLL

Blood Stalkers

Drawing their ornate heartseeker bows, the slithering Melusai hunters known as Blood Stalkers loose volleys of arrows that seek out their targets’ hearts with uncanny accuracy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heartseeker Bow
Heartseeker Bow24"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Scianlar
Scianlar1"23+4+-1
Blood Wyrm
Blood Wyrm1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 180
Battlefield Role: None
Base size: 40mm
Notes: Battleline in a Zainthar Kai army or if general is MELUSAI.

Each model in a Blood Stalkers unit is armed with a Heartseeker Bow and Scianlar.

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

CHAMPION: 1 model in this unit can be a Krone. That model is armed with a Blood Wyrrn in addition to its other weapons.

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).

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, SCÁTHBORN, MELUSAI, BLOOD STALKERS


14"
2
5+
6
WARSCROLL

Doomfire Warlocks

Doomfire Warlocks are expert light cavalry, adept at harrying flanks with crossbow fire or cutting down targets with their cursed scimitars. They can harness the power of shadow, hurling bolts of black flame to destroy their targets.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doomfire Crossbow
Doomfire Crossbow12"24+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cursed Scimitar
Cursed Scimitar1"24+3+-11
Vicious Bite
Vicious Bite1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 120
Battlefield Role: None
Base size: 60 x 35mm

Each model in a Doomfire Warlocks unit is armed with a Doomfire Crossbow and Cursed Scimitar.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadow Patrol

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

MOUNT: This unit’s Dark Steeds are each armed with a Vicious Bite.

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

Doomfire Coven: The arcane power of a Doomfire coven grows with every warlock that joins their party.
Add 1 to casting and unbinding rolls for this unit while it has 5 or more models.

Doomfire: The Doomfire Warlocks hurl bolts of blazing black flame at their foes.
Doomfire is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. If the caster’s unit has fewer than 5 models, that enemy unit suffers D3 mortal wounds. If the caster’s unit has 5-9 models, that enemy unit suffers D6 mortal wounds. If the caster’s unit has 10 or more models, that enemy unit suffers 6 mortal wounds.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, WIZARD, DOOMFIRE WARLOCKS


6"
1
4+
7
WARSCROLL

Khainite Shadowstalkers

Shadowstalkers are the elite assassins and agents of Morathi-Khaine. These shademarked wraiths leap between shadows to outflank their prey before charging forth in a murderous blur of sorcery and flashing knives.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cursed Missiles
Cursed Missiles6"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Assassin’s Blades
Assassin’s Blades1"24+3+-1
Umbral Blades
Umbral Blades1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 9      Points: 140
Battlefield Role: None
Base size: 28.5mm
Notes: Battleline in a Khailebron army.

Each model in a Khainite Shadowstalkers unit is armed with Cursed Missiles and Assassin’s Blades.

CHAMPION: 1 model in this unit can be a Shroud Queen. That model is armed with Cursed Missiles and Umbral Blades instead of Cursed Missiles and Assassin’s Blades. In addition, a Shroud Queen has a Wounds characteristic of 3.

Shadow Leap: Shadowstalkers can vanish and reappear at will as they navigate the Umbral Web.
In your movement phase, instead of picking this unit to make a normal move or retreat, you can say that it will shadow leap. If you do so, remove this unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, KHAINITE SHADOWSTALKERS


14"
1
5+
7
WARSCROLL

Khinerai Heartrenders

The Khinerai Heartrenders are merciless sky-predators that scan the battlefield for suitable quarry. Should they find a target to their liking, they will streak down from on high, hurling barbed javelins and slashing with cruel heartpiercer shields.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Javelin
Barbed Javelin12"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Javelin
Barbed Javelin1"14+4+-11
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 100
Battlefield Role: None
Base size: 40mm

Each model in a Khinerai Heartrenders unit is armed with a Barbed Javelin.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Scáthcoven
 • Shadow Patrol
 • Shrine Brood
 • Slaughter Troupe

FLY: This unit can fly.

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

Descend to Battle: The Khinerai delight in using their leathery wings to descend upon the foe from unexpected vectors.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is circling high above as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit on the battlefield more than 9" from all enemy units.

Fire and Flight: Heartrenders are masters of the hit-and-run strike, loosing volleys of sharpened projectiles before darting away.
After this unit shoots, this unit can make a normal move of 6".

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, SCÁTHBORN, KHINERAI, KHINERAI HEARTRENDERS


14"
1
5+
7
WARSCROLL

Khinerai Lifetakers

Khinerai Lifetakers are swift-attack specialists, elite ambushers that swoop into battle to scythe down foes with their barbed sickles. They rake enemy formations in combat before flying out of the melee to seek other vulnerable prey.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Sickle
Barbed Sickle1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 80
Battlefield Role: None
Base size: 40mm

Each model in a Khinerai Lifetakers unit is armed with a Barbed Sickle.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Cauldron Guard
 • Scáthcoven
 • Shadow Patrol
 • Shrine Brood

FLY: This unit can fly.

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

Descend to Battle: The Khinerai delight in using their leathery wings to descend upon the foe from unexpected vectors.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is circling high above as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit on the battlefield more than 9" from all enemy units.

Fight and Flight: The cults of the Khinerai are masters of the hit-and-run strike.
After this unit fights, you can roll a dice. On a 4+, this unit can retreat 6".

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, SCÁTHBORN, KHINERAI, KHINERAI LIFETAKERS


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


6"
2
5+
7
WARSCROLL

Gryselle’s Arenai

Gryselle’s Arenai are expert gladiators from the fighting pits of Har Kuron. Each is highly skilled at dispatching numerous enemies in a blur of flashing weapons.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gladiatorial Weapons
Gladiatorial Weapons1"33+3+-1
Gladiatorial Blades
Gladiatorial Blades1"43+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 100
Battlefield Role: None
MODELBASE SIZE
Gryselle32mm
Kalexis, Retaria, Thrialla and Traxya28.5mm
Notes: Single, Unique

The models in Gryselle’s Arenai are Gryselle, the Slaughterer; Kalexis, the Silvered Blur; Retaria, the Entangler; Thrialla, the Lash; and Traxya, the Aegis. Gryselle is armed with Gladiatorial Blades. Kalexis, Retaria, Thrialla and Traxya are each armed with Gladiatorial Weapons.

CHAMPION: Gryselle, the Slaughterer, is the unit champion and has a Wounds characteristic of 3. That model can issue commands to their own unit.

Dance of Death: Sisters of Slaughter manoeuvre through the 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.

Acrobatic Bloodshed: As they flip and twist across the battlefield, the gladiators sever arteries and slash exposed throats, leaving any enemies left alive completely disorientated.
If the unmodified hit rolls of 3 or more attacks made by this unit that target the same enemy unit in the same phase are 6, the strike-last effect applies to that enemy unit until the end of the turn.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, HAR KURON, SISTERS OF SLAUGHTER, GRYSELLE’S ARENAI


6"
2
4+
8
WARSCROLL

The Shadeborn

Accompanying Slythael Shadestalker are Drusylla and Valyssa, two former Witch Aelves whose natural grace has been heightened by Shadowstalker training. The last member of the group is Sylarc, who wields umbral magic and a repeater handbow with equal precision and lethality.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cursed Missiles
Cursed Missiles6"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Assassin’s Blades
Assassin’s Blades1"43+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 210
Battlefield Role: None
Base size: 28.5mm
Notes: Single, Unique. Slythael Shadestalker and The Shadeborn units must be taken as a set. Although taken as a set, each is a separate unit.

The models in The Shadeborn are Drusylla, Valyssa and Sylarc. Each is armed with Cursed Missiles and Assassin’s Blades.

Shadow Leap: Shadowstalkers can vanish and reappear at will as they navigate the Umbral Web.
In your movement phase, instead of making a normal move or retreat with this unit, you can say that it will shadow leap. If you do so, remove this unit from the battlefield and set it up again anywhere on the battlefield more than 9" from all enemy units.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, AELF, HAGG NAR, KHAINITE SHADOWSTALKERS, THE SHADEBORN

Behemoth


9"
9
4+
10
WARSCROLL

Avatar of Khaine

Animated by dark bloodletting rituals, Avatars of Khaine are iron statues imbued with a killing rage. When the right words are spoken, they march forth to hew apart enemies of the creed, or engulf them in jets of boiling gore.
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
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Behemoth
Base size: 40mm
Notes: Single

An Avatar of Khaine is 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.

Animus of Sorcery and Sacrifice: An Avatar of Khaine is protected from harm by the fell energies that created it.
This unit has a ward of 5+.

Wrath of Khaine: Khaine’s subjects channel their faith through bladed idols of the Murder God, allowing it to carry out acts of monstrous carnage.
This unit counts as a MONSTER for the purposes of the Monstrous Rampage rules (core rules, 21.1), but you can only carry out a Stomp or Smash To Rubble monstrous rampage with it. It cannot be picked to be the target of a monstrous rampage.

KEYWORDS
ORDER, DAUGHTERS OF KHAINE, TOTEM, AVATAR OF KHAINE


14
3+
10
WARSCROLL

Carmine Dragon*

The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soul-sheering Blast
Soul-sheering Blast12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raking Claws
Raking Claws2"4+3+-22
Amethyst Fangs
Amethyst Fangs3"33+-2D6
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveRaking ClawsAmethyst Fangs
0-616"82+
7-914"73+
10-1111"64+
12+9"55+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single

DESCRIPTION

A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.

FLY: This model can fly.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the ORDER keyword.

ABILITIES

Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
This model has a ward of 5+.

Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purple-glowing pile of ash.
Do not use the attack sequence for an attack made with Soul-sheering Blast. Instead, roll a dice. On a 5+, the target unit suffers D6 mortal wounds.

Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a spell or the ability of an endless spell, you can roll a dice. On a 4+, ignore the effects of that spell or the ability of that endless spell on this model.

KEYWORDS
ORDER, DRAGON, MONSTER, CARMINE DRAGON


14
3+
6
WARSCROLL

Dread Maw*

Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slime Spray
Slime Spray12"14+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cavernous Maw
Cavernous Maw3"33+2+D6
Writhing Coils
Writhing Coils2"4+4+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveCavernous MawWrithing Coils
0-614"-33D6
7-812"-22D6
9-1010"-2D6
11+8"-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in reserve. If you do so, at the end of your second movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.

Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a ward of 5+.

Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across terrain features and other models in the same manner as a model that can fly.

Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1 wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.

KEYWORDS
MONSTER, DREAD MAW


14
10
WARSCROLL

Incarnate Elemental of Beasts*

Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Amber Breath
Amber Breath12"D65+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Talons
Savage Talons2"3+4+-21
Impaling Horns
Impaling Horns2"44+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveSavage Talons
0-510"3+12
6-88"4+10
9-117"4+8
12+6"5+6
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.

Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.

Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.

KEYWORDS
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS


14
10
WARSCROLL

Incarnate Elemental of Fire*

An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Bolts
Fiery Bolts18"4+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tendrils of Fire
Tendrils of Fire2"63+4+-1
Burning Lance
Burning Lance3"33+2+-22
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveFiery Bolts
0-38"3+10
4-67"4+8
7-96"4+6
10-125"5+4
13+4"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.

Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3 mortal wounds.

Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

KEYWORDS
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE


20
4+
6
WARSCROLL

Magma Dragon*

These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brimstone Dragonfire
Brimstone Dragonfire18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Furnace-hot Jaws
Furnace-hot Jaws3"43+2+D6
Crushing Claws
Crushing Claws2"4+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveFurnace-hot JawsCrushing Claws
0-1016"-38
11-1314"-37
14-1612"-26
17+10"-25
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single

DESCRIPTION

A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

FLY: This model can fly.

ABILITIES

Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6 mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.

Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a wound or mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.

KEYWORDS
DRAGON, MONSTER, MAGMA DRAGON


12
4+
5
WARSCROLL

Merwyrm*

Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough to go into battle against them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Breath
Chill Breath8"64+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hideous Jaws
Hideous Jaws1"33+3+D3
Powerful Tail
Powerful Tail2"14+3+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveHideous JawsPowerful Tail
0-58"-36
6-77"-2D6
8-96"-2D3
10+5"-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.

Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

KEYWORDS
MONSTER, MERWYRM

Endless Spell


Endless Spell WARSCROLL

Bladewind

Carried through the air by a crimson tempest of blood, these gleaming falchions carve a bloody path through anything in their way, slicing through armour with unnatural ease to get to the flesh and blood beneath.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 30
Battlefield Role: Endless Spell
Base size: 50mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 9". If successfully cast, set up this endless spell wholly within range of the caster.

Only DAUGHTERS OF KHAINE WIZARDS can attempt to summon this endless spell.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 12" and can fly.

Unnatural Edge: The falchions carve through rock and masonry effortlessly, preying on those who would seek shelter behind them.
After this endless spell has moved, roll a dice for each unit that has any models it passed across and for each other unit that is within 1" of it at the end of its move. On a 2+, that unit suffers 1 mortal wound.

In addition, do not apply the cover modifier to save rolls for attacks that target units within 12" of this endless spell.


Endless Spell WARSCROLL

Bloodwrack Viper

The Bloodwrack Viper is an enormous serpent formed from boiling blood, a manifestation of hatred and bitterness that binds its prey in a crushing embrace before squeezing so forcefully that the victim explodes in a shower of gore.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 60
Battlefield Role: Endless Spell
Base size: 100mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 7 and a range of 9". If successfully cast, set up this endless spell wholly within range of the caster.

Only DAUGHTERS OF KHAINE WIZARDS can attempt to summon this endless spell.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 9" and can fly.

Fanged Strike: The serpent curls around its enemies and tightens its coils, choking its prey in torrents of unnatural ichor before striking with its monstrous fangs.
After this endless spell has moved, the commanding player must pick 1 unit within 1" of it and roll 3 dice. For each roll that is equal to or greater than that unit’s Wounds characteristic, 1 model in that unit is slain.

Monster of Blood: A Bloodwrack Viper is a powerful creature that can be ordered to go on a terrible rampage.
At the end of the charge phase, the commanding player can count this endless spell as a MONSTER for the purposes of the Monstrous Rampage rules (core rules, 21.1), but they can only carry out a Stomp or Smash To Rubble monstrous rampage with it. It cannot be picked to be the target of a monstrous rampage.

Invocation


Invocation WARSCROLL

Heart of Fury

The most devout of Khaine’s priestesses can summon a manifestation of his Iron Heart, a blood-dripping icon that burns with supernatural rage. Those bathed in its wrathful aura continue to fight and kill even when stricken with mortal wounds.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 50
Battlefield Role: Invocation
Base size: 50mm

SUMMONING: This invocation is summoned with a prayer that has an answer value of 3 and a range of 12". If answered, set up this invocation wholly within range and visible to the chanter. Only DAUGHTERS OF KHAINE PRIESTS can attempt to summon this invocation.

Locus of the Murder God: This prayer takes the form of Khaine’s undying power and bestows death-defying energies upon his faithful.
At the start of the combat phase, if this invocation is on the battlefield, the commanding player must roll a dice.

On a 1-5, until the end of that phase, subtract 1 from the damage inflicted (to a minimum of 1) by each successful attack that targets a DAUGHTERS OF KHAINE unit in the commanding player’s army wholly within 12" of this invocation.

On a 6, until the end of that phase, subtract 1 from the damage inflicted (to a minimum of 1) by each successful attack that targets a DAUGHTERS OF KHAINE unit in the commanding player’s army wholly within 12" of this invocation and add 1 to the Attacks characteristic of melee weapons used by DAUGHTERS OF KHAINE units in the commanding player’s army wholly within 12" of this invocation.

In addition, if the roll was a 6, this invocation is removed from play at the end of that phase.

Warscroll Battalion


Warscroll Battalion

Vyperic Guard

ORGANISATION
 • Morathi-Khaine
 • The Shadow Queen
 • 1-3 Bloodwrack Medusae or Melusai Ironscales in any combination
 • 2-6 Blood Sisters or Blood Stalkers units in any combination
Frenzied Devotees: The frenzied warriors that make up a war coven are inured to injury and pain, and they will keep on fighting at any cost.
The first ward roll you make for each unit in this battalion in a phase is automatically successful (do not make a ward roll).


Warscroll Battalion

Shrine Brood

ORGANISATION
 • 1 Bloodwrack Shrine
 • 2 Blood Sisters or Blood Stalkers units in any combination
 • 2 KHINERAI units
Frenzied Devotees: The frenzied warriors that make up a war coven are inured to injury and pain, and they will keep on fighting at any cost.
The first ward roll you make for each unit in this battalion in a phase is automatically successful (do not make a ward roll).


Warscroll Battalion

Cauldron Guard

ORGANISATION
 • 1 HAG QUEEN
 • 2 Witch Aelves units
 • 2 Khinerai Lifetakers units
Frenzied Devotees: The frenzied warriors that make up a war coven are inured to injury and pain, and they will keep on fighting at any cost.
The first ward roll you make for each unit in this battalion in a phase is automatically successful (do not make a ward roll).


Warscroll Battalion

Slaughter Troupe

ORGANISATION
 • 1 SLAUGHTER QUEEN
 • 2 Sisters of Slaughter units
 • 2 Khinerai Heartrenders units
Frenzied Devotees: The frenzied warriors that make up a war coven are inured to injury and pain, and they will keep on fighting at any cost.
The first ward roll you make for each unit in this battalion in a phase is automatically successful (do not make a ward roll).


Warscroll Battalion

Scáthcoven

ORGANISATION
 • 1 Bloodwrack Medusa or Melusai Ironscale
 • 1-4 Blood Sisters units
 • 1-2 Blood Stalkers units
 • 0-2 KHINERAI units
Frenzied Devotees: The frenzied warriors that make up a war coven are inured to injury and pain, and they will keep on fighting at any cost.
The first ward roll you make for each unit in this battalion in a phase is automatically successful (do not make a ward roll).


Warscroll Battalion

Shadow Patrol

ORGANISATION
 • 2 Doomfire Warlocks units
 • 4 KHINERAI units
Frenzied Devotees: The frenzied warriors that make up a war coven are inured to injury and pain, and they will keep on fighting at any cost.
The first ward roll you make for each unit in this battalion in a phase is automatically successful (do not make a ward roll).

Regiment of Renown


Regiment of Renown

Elthwin’s Thorns

The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched with maddening energies. Over time, the spirit-song that naturally envelops her fellow Sylvaneth has become torturously faint to Elthwin, and it is only the Arch-Revenant’s strength of will that has staved off insanity.
ORGANISATION
 • 1 Arch-Revenant (Leader)
 • 5 Gossamid Archers
If your army has an ORDER general but is not a Sylvaneth army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even though its number of units and points value exceeds the amount allowed for allied units.
ABILITIES

Gossamid Champion: Elthwin has fought alongside her Gossamid Archers innumerable times. Under her command, their arrows unerringly strike the weak points of their targets.
Add 1 to wound rolls for attacks made by the GOSSAMID ARCHERS unit in this regiment of renown while it is wholly within 12" of the ARCH-REVENANT in this regiment of renown.

Flight of the Zephyrspites: In their effort to return to Alarielle’s court, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.
If the GOSSAMID ARCHERS unit in this regiment of renown is within 3" of the ARCH-REVENANT in this regiment of renown when you roll a 2+ to retreat using its Zephyrspites ability, instead of retreating, you can remove both units from the battlefield, then immediately set them up again so that the GOSSAMID ARCHERS unit is wholly within 3" of a terrain feature, the ARCH-REVENANT is wholly within 3" of the GOSSAMID ARCHERS unit, and both units are more than 9" from all enemy units.


Regiment of Renown

Norgrimm’s Rune Throng

Once, Clan Arzabul were nobles amongst the Khazalid Empire. Yet the fall of that kingdom quashed their fortunes. Rather than succumb to despair, the Runelord Norgrimm leads the survivors to search the ruined karaks for valuable rune-lore. Amongst this recovered knowledge is the Rune of Restored Hearth.
ORGANISATION
 • 1 Runelord (Leader)
 • 10 Irondrakes
 • 10 Longbeards
If your army has an ORDER general but is not a Cities of Sigmar army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even though its number of units and points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 340
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Norgrimm’s Rune Throng. Although taken as a set, each is a separate unit.

ABILITIES

Rune of Restored Hearth: Each time he strikes this rune, Norgrimm and his kin are one step closer to the restoration of their ancient glory, and they’ll be damned if anyone tries to set them back.
Once per battle, in your hero phase, you can pick 1 objective within 6" of the RUNELORD in this regiment of renown and say Norgrimm will strike the Rune of Restored Hearth. If you do so, for the rest of the battle, models in this regiment of renown count as 2 models for the purposes of contesting that objective, and their unit has a ward of 5+ while they are contesting that objective.


Regiment of Renown

The Blacktalons

From scions of the Dark Gods to marauding orruk warlords, threats to Sigmar’s people lurk in every corner of the realms. It is Neave Blacktalon, the God-King’s foremost assassin, who must put down these fell champions. Neave travels upon winds of magic during battle to unleash storms of never-ending axe blows. With her come the Blacktalons, tightly knit companions and warriors of deadly renown all.
ORGANISATION
 • 1 Neave Blacktalon
 • 1 Neave’s Companions unit
 • 1 Lorai, Child of the Abyss
If your army has an ORDER general but is not a Stormcast Eternals army, you can include these warscrolls in your army as a special type of ally called The Blacktalons regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army as an ally even if its points value exceeds the amount allowed for allied units. The units in The Blacktalons regiment of renown are considered to belong to their own core battalion that has the Unified battalion ability (core rules, 26.2.1).
ABILITIES

Justice Will Be Served: When a potential target is near, the Blacktalons are resolute in their determination to deliver Azyrite justice.
Friendly THE BLACKTALONS units have a ward of 6+.


Regiment of Renown

Fjori’s Flamebearers

ORGANISATION
 • 1 Grimhold Exile
 • 1 Auric Hearthguard unit with 5 models
 • 1 Hearthguard Berzerkers unit with 5 models
 • 1 Vulkite Berzerkers with Fyresteel Handaxes unit with 10 models
If your army has an ORDER general but is not a Fyreslayers army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even if its points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 540
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Fjori’s Flamebearers. Although taken as a set, each is a separate unit.

ABILITIES

Toe to Toe: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.
Enemy MONSTERS within 3" of any units in this regiment of renown cannot contest objectives.

Defiance of Grimnir: For these vengeful Fyreslayers, the bigger the enemy, the better.
Units in this regiment of renown cannot be picked when your opponent carries out a monstrous rampage.

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

Leader, Behemoth
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
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.
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.

The PRIEST keyword is 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

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

Leader, Behemoth

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

Leader, Behemoth
Leader
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.
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
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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).

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

None

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

Leader
None
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

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

Leader, Behemoth
Behemoth
• Merwyrm
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.
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 MEDUSAE keyword is used in the following Daughters of Khaine warscrolls:

Leader

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

Leader
None

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

Leader
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.
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.

The SISTERS OF SLAUGHTER keyword is used in the following Daughters of Khaine warscrolls:

Battleline
None

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

Leader
None

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

Leader
None
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.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.

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

Leader
None
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. Units cannot run if they are within 3" of an enemy unit.

The SISTERS OF SLAUGHTER keyword is used in the following Daughters of Khaine warscrolls:

Battleline
None
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.

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

Leader, Behemoth
Leader
Behemoth
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.

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

None

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

Behemoth

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

Leader
None
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.

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