Daughters of Khaine – Blood Sisters

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DAUGHTERS OF KHAINE WARSCROLL
Blood Sisters
8"
2
5+
1
Blood Sisters are powerful warriors employed either as bodyguards for High Priestesses or Bloodwrack Medusae, or as a potent vanguard for the war covens. They are renowned for the particular cruelty and spite they display upon the battlefield, for they enjoy agonising their victims for prolonged periods before the killing stroke comes. Each Blood Sister is equipped with a heartshard glaive – a heavy polearm ideal for driving through armour and ribs to impale an enemy’s heart. Their kragath war-masks are crafted to recall the god of murder’s own terrible visage. Each kragath is also layered with illusory enchantments that allow the wearer to take the form of a normal aelf, should the occasion require it. Blood Sisters can channel the blackness of their tainted souls into a strike known as the scáth touch. The lightest contact from such a blow can transform the victim into an unmoving crystal statue that is still horrifically conscious. The brood nests of the Melusai are lined with these living monuments. As sensualists, the Blood Sisters consider an eternity of sensory deprivation the worst of all possible fates, hence their delight in inflicting it upon others. For a Blood Sister, the ultimate cruelty is to thrust her glaive quickly enough to slice out a foe’s beating heart while transmuting them to still-living crystal.
DAUGHTERS OF KHAINE WARSCROLL
Blood Sisters
MELEE WEAPONS
AtkHitWndRndDmg
Heartshard Glaive [Crit (Mortal)]
Heartshard Glaive
Crit (Mortal)
23+4+12
BATTLE PROFILE

Unit Size: 5      Points: 140
Base size: 40mm
Can be reinforced: Yes

Any Combat Phase
CRYSTAL TOUCH: The scáth touch of a Blood Sister can permanently transmute an enemy into an immobile – though still fully conscious – crystal statue.

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

Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, MELUSAI
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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1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
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.

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

© Vyacheslav Maltsev 2013-2024