Daughters of Khaine – Hag Queen on Cauldron of Blood

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DAUGHTERS OF KHAINE WARSCROLL
Hag Queen
on Cauldron of Blood
6"
12
4+
5
6+
A Cauldron of Blood is a sacred war-shrine, its enchanted gore blessed by a Hag Queen. The presence of this relic inspires nearby worshippers and strengthens Khainite manifestations so that they are all but impossible to dispel.
DAUGHTERS OF KHAINE WARSCROLL
Hag Queen
on Cauldron of Blood
MELEE WEAPONS
AtkHitWndRndDmg
Shrine Guardians’ Blades
Shrine Guardians’ Blades93+4+12
Avatar’s Sword [Companion]
Avatar’s Sword
Companion
53+3+23
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Coven Matriarch, Any AELF

Once Per Turn (Army), Any Combat Phase
WRATHFUL REPULSION: The fierce oratory of the Hag Queen and the Cauldron of Blood’s mystical power combine to create an aura of furious defiance so strong that it makes enemies stagger.

Declare: Pick a visible friendly DAUGHTERS OF KHAINE unit that is wholly within 12" of this unit and is in combat with an enemy unit that charged this turn to be the target. If there are any friendly Slaughter Queens on Cauldrons of Blood on the battlefield, you can pick another eligible unit to be a second target.

Effect: The targets have WARD (5+) for the rest of the turn.
KEYWORDSEXALTED

Once Per Turn (Army), Your Hero Phase
ROARING IDOL: The Avatar of Khaine’s keen-edged malice strengthens bloody conjurations, making them harder to destroy.

Declare: Pick a friendly DAUGHTERS OF KHAINE MANIFESTATION wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, the target cannot be picked to be the target of BANISH abilities used by enemy units until the start of your next turn.

KEYWORDS
HERO, PRIEST (1), WAR MACHINE, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF
Those HEROES can join an eligible regiment as a Coven Matriarch.

Infantry Hero
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
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.
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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Universal Core Abilities - 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).
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.
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 PRIEST keyword is used in the following Daughters of Khaine warscrolls:

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

Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).

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

© Vyacheslav Maltsev 2013-2026