Daughters of Khaine – Doomfire Warlocks

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DAUGHTERS OF KHAINE WARSCROLL
Doomfire Warlocks
14"
3
5+
1
The Doomfire Warlocks are the light cavalry of the war covens. They harass foes with blasts of arcane flame and volleys of black-fletched bolts, harrying the enemy’s flanks and slaying unprotected targets. As the main Khainite formations are engaged, these swift riders charge in, scimitars drawn, to help overwhelm and finish off their distracted victims. Up close, Doomfire Warlocks are gaunt and pallid, their black eyes full of spite. Emblazoned upon their brows are hateful runes that cause them great pain but are also vital in keeping them alive. There are few male aelves in the cities of the Daughters of Khaine – fewer still within the war covens. This is by nefarious design. Only the weakest souls retrieved from Slaanesh are used to create male aelves, and all are worked hard, fed poorly and drained of blood in daily rituals. Doomfire Warlocks are at least given a measure of false autonomy, allowing them to ride to battle and wield dark arcane power. However, their dhaimkhyr – the sacred rune that grants Warlocks their magic – keeps them bound to Morathi’s will, and she will also use this connection to siphon off portions of their soul to keep them withered and subservient.
DAUGHTERS OF KHAINE WARSCROLL
Doomfire Warlocks
RANGED WEAPONS
RngAtkHitWndRndDmg
Doomfire Crossbow
Doomfire Crossbow10"23+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Scimitar
Cursed Scimitar23+4+11
Dark Steed’s Vicious Bite [Companion]
Dark Steed’s Vicious Bite
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 150
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
OUTMANOEUVRE: Doomfire Warlocks are the light cavalry of the war covens, worrying the enemy’s flanks and engaging unprotected targets.

Effect: When this unit uses the ‘Redeploy’ command, if you roll a 1-3 when determining the distance this unit can move, you can use a value of 4 instead.

KEYWORDS
WIZARD (1), CAVALRY, CHAMPION, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF
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.

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.
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:

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

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

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
© Vyacheslav Maltsev 2013-2024