Daughters of Khaine – Heart of Fury

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DAUGHTERS OF KHAINE WARSCROLL
Heart of Fury
-
7
4+
7
Many Khainite battle prayers gain their strength from Morathi’s own divine essence, but the ruler of Hagg Nar has also granted her most trusted sorcerers the knowledge to cast new and terrible arcane conjurations of her own devising. Invoked by incantation and sacrifice, the blazing manifestation known as a Heart of Fury has appeared in the skies above many a Khainite war coven, stirring all who look upon it into a delirious frenzy that allows them to shrug off the gravest injuries. The enemies of Hagg Nar have learnt to dread this omen, for it heralds terrible bloodshed. As the heat of battle swells to a burning frenzy, the most devout of Khaine’s priestesses can draw upon Morathi-Khaine’s own power. When these gore-streaked zealots scream a prayer that is as much a war cry as a call of worship, a manifestation of the Heart of Fury crystallises in the firmament in a crimson miasma. This blood-dripping icon burns with supernatural rage. It is held aloft by an iron glove above the battlefield, bathing all those below in its wrathful aura. Those Daughters of Khaine so empowered by its light are sent into a frenzy of murder, continuing to fight and kill even when stricken with mortal wounds.
DAUGHTERS OF KHAINE WARSCROLL
Heart of Fury
Passive
LOCUS OF THE MURDER GOD: This prayer takes the form of Khaine’s undying power and bestows death-defying energies upon his faithful.

Effect: Subtract 1 from wound rolls for combat attacks that target friendly DAUGHTERS OF KHAINE INFANTRY units while they are wholly within 12" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, INVOCATION, 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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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.
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.

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

Endless Spell
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
© Vyacheslav Maltsev 2013-2024