Daughters of Khaine

They crave battle and seek power through bloodshed, honouring their deity with every kill. Even their closest allies shudder to witness the gory rituals that renew and reinvigorate these graceful murderers. They are the Daughters of Khaine, and to cross blades with them is to invite death.

This page contains all of the rules you need to field your Daughters of Khaine miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Daughters of Khaine
  Daughters of KhaineFaction Pack4September 2024
  Fyreslayers
  FyreslayersFaction Pack4November 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4November 2024
  Stormcast Eternals
  Stormcast EternalsBattletome4October 2024
  Sylvaneth
  SylvanethFaction Pack4October 2024
  Sons of Behemat
  Sons of BehematFaction Pack4September 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4August 2024

Faction Rules


Battle Traits

Daughters of Khaine armies can use the following abilities:

Once Per Battle, Any Combat Phase
1
ALL-OUT SLAUGHTER: The leaders of the Daughters of Khaine can exhort their warriors to commit acts of terrible slaughter.

Declare: Pick a friendly DAUGHTERS OF KHAINE INFANTRY unit that is in combat to use this ability.

Effect: That unit can use 2 FIGHT abilities this phase. After the first is used, this unit has STRIKE-LAST for the rest of the turn.

Passive
BLOOD RITES: Before battle, the Daughters take part in holy rites of bloodletting. With each sacrifice, the faithful are imbued with a fraction of their god’s furious power.

Effect: A different effect applies to friendly Daughters of Khaine units each battle round, as shown below. The effects of all previous battle rounds also apply to those units.

Battle Round 1:
Quickening Bloodlust: Add 1 to run rolls for this unit.

Battle Round 2:
Headlong Fury: Add 1 to charge rolls for this unit.

Battle Round 3:
Zealot’s Rage: Add 1 to hit rolls for this unit’s combat attacks.

Battle Round 4:
Slaughterer’s Wound: Add 1 to wound rolls for this unit’s combat attacks.

Battle Round 5:
Frenzied Worshippers: Add 1 to the Attacks characteristic of this unit’s melee weapons.

Battle Formations

You can pick 1 of the following battle formations for a Daughters of Khaine army. Each battle formation grants a different ability you can use in the battle.

Scáthcoven

Passive
SPEED OF THE SCÁTHBORN: The Melusai and Khinerai that make up the Vyperic Guard strike at the heart of their enemies with lethal speed and accuracy.

Effect: If the unmodified charge roll for a friendly MELUSAI or KHINERAI unit is 8+, that unit has STRIKE-FIRST for the rest of the turn.


Cauldron Guard

Once Per Turn (Army), End of Any Turn
FRENZIED DEVOTEES: The Cauldron Guard seek to carve a path for their worshipped engines through enemy defences at the earliest opportunity.

Declare: Pick up to 3 friendly DAUGHTERS OF KHAINE INFANTRY or WAR MACHINE units that are in combat to be the targets.

Effect: For each target:
  • Make a pile-in move.
  • Then, pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.


Shadow Patrol

Once Per Turn (Army), Your Movement Phase
SHADOWPATHS: Well versed in the secrets of the shadowpaths, these warriors strike where least expected.

Declare: Pick a friendly DAUGHTERS OF KHAINE INFANTRY unit that is not in combat to use this ability.

Effect: Roll a dice. On a 3+, remove that unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.


Slaughter Troupe

Once Per Turn (Army), Reaction: You declared a CHARGE ability for a friendly DAUGHTERS OF KHAINE AELF unit
GLADIATORIAL ACROBATICS: The aelves of a Slaughter Troupe perform breathtaking displays of acrobatics as they close the distance to the foe.

Effect: Change one of the dice in the charge roll to a 4.

Heroic Traits

Paragons of Murder

HERO only

End of Any Turn
MASTER OF POISONS: This hero has intimate knowledge of all poisons and coats her blades in an elixir that leaves the most hardened warriors weak, debilitated and primed for the killing stroke.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by this unit’s combat attacks to be the target.

Effect: For the rest of the battle:
  • The target cannot be healed.
  • Slain models cannot be returned to the target unit.

End of Any Turn
BATHED IN BLOOD: This hero bathes in gore during battle, granting her healing powers.

Effect: Heal (3) this unit if it is in combat.

Passive
ZEALOUS ORATOR: Your general is a wild demagogue who inspires her followers to fight on in the face of impossible odds.

Effect: If a friendly unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.

Artefacts of Power

Gifts of Morathi

HERO only

Once Per Battle, Your Hero Phase
KHAINITE PENDANT: The wearer can call for Khaine’s blessing as easily as drawing breath.

Declare: Pick a friendly DAUGHTERS OF KHAINE PRIEST wholly within 12" of this unit.

Effect: Give that unit D6 ritual points.

Passive
CROWN OF WOE: Forged from the cult of Khaine’s first sacrificial altar, an aura of dread surrounds the wearer of this baleful crown.

Effect: Subtract 2 from the control scores of enemy units while they are within 9" of this unit.

Once Per Battle, Your Movement Phase
SEVENFOLD SHADOW: This hero possesses a living shadow that can, at a command, envelop them and transport them across the shadow realm.

Effect: If this unit is not in combat, remove it from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSCORE

Spell Lore

Lore of Shadows

Your Hero Phase
5
STEED OF SHADOWS: A coal-black creature with wings of night materialises from the darkness and swoops across the battlefield, hastening the movement of the Khainites below.

Declare: Pick a friendly DAUGHTERS OF KHAINE WIZARD to cast this spell, pick a visible friendly DAUGHTERS OF KHAINE unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target can use CHARGE abilities this turn even if it used a RUN ability in the same turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
DOOMFIRE: The wizard hurls bolt of blazing black flame at their foes.

Declare: Pick a friendly DAUGHTERS OF KHAINE WIZARD to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: If the target unit has fewer than 10 models, inflict D3 mortal damage on the target.
If the target unit has 10-19 models, inflict D6 mortal damage on the target.
If the target unit has 20 or more models, inflict 6 mortal damage on the target.
KEYWORDSSPELL

Your Hero Phase
8
MINDRAZOR: The wizard summons spectral blades into their allies’ hands, weapons whose edges are honed by the wielder’s faith as much as the victim’s fear.

Declare: Pick a friendly DAUGHTERS OF KHAINE WIZARD to cast this spell, pick a visible friendly DAUGHTERS OF KHAINE unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Add 1 to the Rend characteristic of the target’s melee weapons until the start of your next turn. In addition, if the target charged this turn, add 1 to the Damage characteristic of its melee weapons until the start of your next turn.
KEYWORDSSPELL

Prayer Lore

Prayers of the Khainite Cult

Your Hero Phase
5
SACRAMENT OF BLOOD: The dreaded rune of Khaine spontaneously manifests on the brows of the faithful as if carved there by some ghostly knife.

Declare: Pick a friendly DAUGHTERS OF KHAINE PRIEST to chant this prayer, pick a visible friendly Daughters of Khaine unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, add 1 to the current battle round number when determining which effects of the ‘Blood Rites’ ability apply to the target. If the chanting roll was 10+, until the start of your next turn, treat the current battle round number as 5 when determining which effects of the ‘Blood Rites’ ability apply to the target instead.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
MARTYR’S SACRIFICE: The priestess beseeches Khaine to give those faithful who have been slain the strength to deliver one final blow.

Declare: Pick a friendly DAUGHTERS OF KHAINE PRIEST to chant this prayer, pick a visible friendly DAUGHTERS OF KHAINE unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, each time a model in the target unit is slain by a combat attack, before removing the model from play, pick an enemy unit in combat with the target and roll a dice. If the chanting roll was 8+, roll 2 dice instead of 1. For each 5+, inflict 1 mortal damage on that enemy unit after the FIGHT ability has been resolved.
KEYWORDSPRAYER

Your Hero Phase
4
COVENANT OF THE IRON HEART: The hearts of the Murder God’s followers become as cold and hard as iron, crushing their fears and doubts with a chilling contempt.

Declare: Pick a friendly DAUGHTERS OF KHAINE PRIEST to chant this prayer, pick a visible friendly DAUGHTERS OF KHAINE unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Ignore negative modifiers to the target’s control score until the start of your next turn. In addition, if the chanting roll was 8+, add 5 to the target’s control score until the start of your next turn.
KEYWORDSPRAYER

Manifestation Lore

Manifestations of Khaine

Your Hero Phase
6
SUMMON BLADEWIND: The caster calls upon their mastery of blood magic to conjure a twirling quartet of giant, blood-slick blades.

Declare: If there is not a friendly Bladewind on the battlefield, pick a friendly DAUGHTERS OF KHAINE WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Bladewind wholly within 9" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Your Hero Phase
5
SUMMON HEART OF FURY: The skies turn crimson as this bleeding icon descends upon the battle.

Declare: If there is not a friendly Heart of Fury on the battlefield, pick a friendly DAUGHTERS OF KHAINE PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: Set up a Heart of Fury wholly within 9" of the chanter and visible to them.
KEYWORDSSUMMON, PRAYER

Your Hero Phase
6
SUMMON BLOODWRACK VIPER: The caster weaves their outstretched hand in an elaborate pattern that mimics the structure of a monstrous snake drenched in blood.

Declare: If there is not a friendly Bloodwrack Viper on the battlefield, pick a friendly DAUGHTERS OF KHAINE WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Bloodwrack Viper wholly within 9" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Army of Renown

The Croneseer’s Pariahs

When you pick the Daughters of Khaine faction for your army, you can choose for it to be a The Croneseer’s Pariahs Army of Renown. If you do so, use these faction rules instead of the Daughters of Khaine faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the CRONESEER’S PARIAHS keyword.

ROSTER OPTIONS

Battle Traits

Passive
PLUMES OF AUSPICIOUS SMOKE: The mists that spill from the Croneseer’s cauldrons are thick with augury and omen, and those who inhale them are forewarned of imminent danger.

Effect: Friendly CAULDRON OF BLOOD units are either empty or full. They start the battle empty.

While a friendly CAULDRON OF BLOOD unit is full:
  • That CAULDRON OF BLOOD has WARD (4+) against damage points inflicted by shooting attacks.
  • Subtract 1 from hit rolls for shooting attacks that target friendly CRONESEER’S PARIAHS units while they are wholly within 9" of that CAULDRON OF BLOOD.

End of Any Turn
LADEN WITH PROPHECY: The viscera collected in a Cauldron of Blood and burned to enhance Krethusa’s haruspicy shroud all those nearby in a blood-tinged pall.

Declare: Pick a friendly empty CAULDRON OF BLOOD.

Effect: If any enemy models were slain this turn by that CAULDRON OF BLOOD’s combat attacks, it becomes full.

Passive
GUIDED BY MORAI-HEG: Morai-Heg guides her followers’ weapons into subtle chinks in the enemy’s armour.

Effect: Add 1 to the Rend characteristic of combat attacks made by friendly non-HERO INFANTRY units while they are wholly within 9" of a friendly Krethusa.

Once Per Turn (Army), Any Charge Phase
SKILLED SKIRMISHERS: Doomfire Warlocks excel in strike-and-fade warfare, evading their foes while unleashing a hail of death.

Declare: Pick a friendly CRONESEER’S PARIAHS CAVALRY unit that has not charged this turn and is in combat with an enemy unit that charged this turn to be the target.

Effect: Roll a dice. On 3+, the target can immediately use a RETREAT ability as if it were your movement phase. In addition, no mortal damage is inflicted on the target by that RETREAT ability.

Once Per Battle (Army), Your Hero Phase
THE BLOOD REVEALS ALL: It matters not from which body the entrails are taken.

Declare: Pick a friendly CRONESEER’S PARIAHS HERO within the combat range of a friendly empty CAULDRON OF BLOOD. Then, pick another unit within the combat range of that HERO to be the target.

Effect: Roll a dice. Allocate a number of damage points to the target equal to the roll (ward rolls cannot be made for those damage points). Then, that CAULDRON OF BLOOD becomes full.


Heroic Traits

HERO only
Passive
PROSELYTE OF MORAI-HEG: This general has heeded the words imparted by Morai-Heg’s vessel and can see the predicted patterns of battle.

Effect: Enemy units cannot use commands while they are in combat with this unit.


Artefacts of Power

HERO only
Once Per Turn, End of Any Turn
BLADE OF PROPHETIC DOOM: Some weapons are in thrall to the grimmest prophecies imaginable, and are fated to cause untold disaster with a single strike.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 2+:
  • If the target is not damaged, inflict 1 mortal damage on it.
  • If the target is damaged, inflict an amount of mortal damage on it equal to the roll.


Prayer Lore

Your Hero Phase
3
WINGS OF THE CRONE GODDESS: Morai-Heg grants the blessing of flight to her faithful as sable feathers burst from their limbs.

Declare: Pick a friendly CRONESEER’S PARIAHS PRIEST to chant this prayer, pick a visible friendly CRONESEER’S PARIAHS unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn:
  • The target has FLY.
  • Add 2" to the target’s Move characteristic. If the chanting roll was 8+, add 6" to the target’s Move characteristic instead.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
5
AUGURY OF BATTLE: Perhaps Morai-Heg has foreseen the deaths of these warriors today. Or perhaps she has not.

Declare: Pick a friendly CRONESEER’S PARIAHS PRIEST to chant this prayer, pick a visible friendly CRONESEER’S PARIAHS unit wholly within 18" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, the target has WARD (5+). If the chanting roll was 10+, you can pick up to 2 friendly CRONESEER’S PARIAHS units wholly within 18" of the caster instead of 1.
KEYWORDSPRAYER

Your Hero Phase
4
AUSPICIOUS STRIKE: Morai-Heg imparts a brief vision of a deadly weapon thrust.

Declare: Pick a friendly CRONESEER’S PARIAHS PRIEST to chant this prayer, pick a visible friendly CRONESEER’S PARIAHS unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, each time the unmodified hit roll for an attack made against the target is 1, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved. If the chanting roll was 10+, inflict 1 mortal damage for each unmodified hit roll of 1-2 instead.
KEYWORDSPRAYER

13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.

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

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

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

18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

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

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Passive
BLOOD RITES: Before battle, the Daughters take part in holy rites of bloodletting. With each sacrifice, the faithful are imbued with a fraction of their god’s furious power.

Effect: A different effect applies to friendly Daughters of Khaine units each battle round, as shown below. The effects of all previous battle rounds also apply to those units.

Battle Round 1:
Quickening Bloodlust: Add 1 to run rolls for this unit.

Battle Round 2:
Headlong Fury: Add 1 to charge rolls for this unit.

Battle Round 3:
Zealot’s Rage: Add 1 to hit rolls for this unit’s combat attacks.

Battle Round 4:
Slaughterer’s Wound: Add 1 to wound rolls for this unit’s combat attacks.

Battle Round 5:
Frenzied Worshippers: Add 1 to the Attacks characteristic of this unit’s melee weapons.
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.

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

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).

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

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.

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