Daughters of Khaine – Bloodwrack Medusa

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DAUGHTERS OF KHAINE WARSCROLL
Bloodwrack Medusa
8"
6
5+
2
It is considered a high honour among Khainite aelves to be selected for the Slith‑onóir. In this gory ritual, their flesh is pierced by the fangs of the hissing serpents that crown the Shadow Queen’s skull. This results in the agonising transformation of the chosen into monstrous beings blessed with a portion of Morathi’s strength and magic – the Bloodwrack Medusae. Bloodwrack Medusae wield sorcerous energies, and their eyes blaze with the power of death. Any who meet a Medusa’s gaze find their body exsanguinated in a welter of gore. Neither does the sorceress shy away from combat; wielding the razor-sharp gauntlet known as a whisperclaw in concert with a Bloodwrack spear, the Medusa can cut a swathe through any foes foolish enough to approach her. Those selected for the Slith-onóir might be the rising champions of their sect, but some are chosen because they are openly contentious when it comes to Morathi- Khaine’s strictures or her claims of a divine mandate. Regardless, after the ritual, Bloodwrack Medusae become the goddess’s most faithful and loyal servants. Naturally resonant with arcane power, they eagerly absorb every scrap of magical knowledge that she grants them, including all manner of malicious spells and curses.
DAUGHTERS OF KHAINE WARSCROLL
Bloodwrack Medusa
RANGED WEAPONS
RngAtkHitWndRndDmg
Bloodwrack Stare [Shoot in Combat]
Bloodwrack Stare
Shoot in Combat
12"12+
See below
MELEE WEAPONS
AtkHitWndRndDmg
Bloodwrack Spear and Whisperclaw
Bloodwrack Spear and Whisperclaw53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Avatar of Khaine, Any KHINERAI, Any MELUSAI

Passive
BLOODWRACK STARE: Should a victim’s eyes lock with a Bloodwrack Medusa’s stare for even a second, their lifeblood will violently rebel, flooding from every pore until their body collapses into a pool of gore.

Effect: Each time this unit attacks with its Bloodwrack Stare, if the attack scores a hit, roll a number of dice equal to the number of models in the target unit. For each 5+, inflict 1 mortal damage on that unit. You cannot pick the same enemy unit to be targeted by attacks made with a Bloodwrack Stare more than once per phase.

Reaction: You declared a FIGHT ability for this unit
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.

Effect: Pick a friendly non-HERO MELUSAI unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

KEYWORDS
HERO, WIZARD (1), INFANTRY, 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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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.
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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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).

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

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

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

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

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

© Vyacheslav Maltsev 2013-2024