Daughters of Khaine – Khinerai Heartrenders

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DAUGHTERS OF KHAINE WARSCROLL
Khinerai Heartrenders
12"
2
5+
1
The Khinerai Heartrenders sweep out of the skies, dark streaks that cut swiftly through low clouds. With streams of vapour still clinging to their bodies, they use their momentum to launch cruelly barbed javelins with great force. These missiles travel with such velocity that they can skewer both a mounted warrior and their steed and still embed themselves deep into the ground. The Heartrenders do not stop to watch the gory aftermath of their arrival. Always do they seek new prey, their powerful wings carrying them to another part of the battlefield in moments, javelins materialising out of the mists into their hands. Should a tempting enough target present itself, the Heartrenders will forego their missile assault and dive straight into combat – their spiked shortspears are perfectly weighted for hand-to-hand fighting, and they can swiftly retreat should the enemy bring overpowering numbers. Heartrenders conceal their faces behind gilded masks, never revealing their true appearance even to their fellow Khainites. Some say that their faces are horrifically deformed and avian, possessing none of the statuesque beauty that the aelves prize. Perhaps this might account for their bloodthirsty nature and the cruel delight with which they pursue and slaughter retreating foes.
DAUGHTERS OF KHAINE WARSCROLL
Khinerai Heartrenders
RANGED WEAPONS
RngAtkHitWndRndDmg
Barbed Javelin [Crit (Auto-wound)]
Barbed Javelin
Crit (Auto-wound)
12"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Barbed Javelin
Barbed Javelin13+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 110
Base size: 40mm
Can be reinforced: Yes

Deployment Phase
CIRCLING IN THE SKIES ABOVE: The Khinerai circle high above the battlefield, waiting for the perfect moment to strike.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve in the skies. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
DEATH FROM ABOVE: The Khinerai delight in using their leathery wings to descend upon the foe from unexpected vectors.

Declare: Pick this unit if it is in the skies.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units.

Any Shooting Phase
FIRE AND FLIGHT: Heartrenders are masters of the hit-and-run strike, loosing volleys of sharpened projectiles before darting away.

Effect: If this unit used a SHOOT ability this phase, this unit can move D6". It cannot move into combat during any part of that move.

KEYWORDS
INFANTRY, CHAMPION, FLY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, KHINERAI
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).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

Endless Spell
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.

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

© Vyacheslav Maltsev 2013-2024