Daughters of Khaine – Bladewind

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DAUGHTERS OF KHAINE WARSCROLL
Bladewind
12"
7
6+
7+
When Morathi-Khaine or one of her devoted Bloodwrack Medusae are beset by foes, they will summon a whirling cloud of cursed falchions to slice their foes to ribbons. Carried through the air by a crimson tempest of blood, these gleaming swords carve a steaming path through anything in their way. These enchanted blades are summoned from Morathi’s own cauldron for the use of these spellcasters and are possessed of a hateful sentience. They are manifestations coalesced from steaming blood, and contain the life-essence of the countless slain foes that bubbles within the Máthcoir. The desecrated brew bubbles with bloodlust and hatred that, once imbued in the swords of the Bladewind, drive them to slice through armour with unnatural ease to get to the flesh and blood beneath. These falchions are sharp enough to pierce even the thickest of iron shields. The blades carve through rock and masonry equally as effortlessly, preying on those who would seek shelter behind them and bisecting enemy after enemy until their summoner deigns to dismiss them.
DAUGHTERS OF KHAINE WARSCROLL
Bladewind
MELEE WEAPONS
AtkHitWndRndDmg
Bladed Vortex [Crit (2 Hits)]
Bladed Vortex
Crit (2 Hits)
93+3+11
Any Combat Phase
UNNATURAL EDGE: The falchions carve through an enemy’s defences, and the swirling blades prevent them from getting their guard back up.

Declare: If this MANIFESTATION charged this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. On a 3+, ignore positive modifiers to save rolls for the target for the rest of the turn.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE
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.

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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).
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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.

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

Endless Spell

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

Endless Spell
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 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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

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.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

Endless Spell
© Vyacheslav Maltsev 2013-2024