Daughters of Khaine – Khinerai Lifetakers

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DAUGHTERS OF KHAINE WARSCROLL
Khinerai Lifetakers
12"
2
5+
1
The Khinerai known as Lifetakers are swift-attack specialists and elite ambushers who serve to deliver aerial sneak attacks that blindside the enemy from above. Tucking their wings close, they plummet downwards at high speed. At the last moment, they spread their leathery pinions, halting their descent as they swing their sickleblades with maximum force to scythe down foes. Forged from priceless shadow-metal, these weapons are designed to slice open throats and remove heads with a single blow. Even as nearby enemies rally to pin the Khinerai Lifetakers in combat, the Khainites rise above the melee in a flurry of beating wings, looking for the next vulnerable targets to strike. Somewhat less frenzied in their ferocity than their Heartrender kin, Lifetakers possess an uncanny ability to read the battlefield. They respond with fearsome speed to enemy breakthroughs or apparent weaknesses in the enemy line, striking home in a spray of viscera.
DAUGHTERS OF KHAINE WARSCROLL
Khinerai Lifetakers
MELEE WEAPONS
AtkHitWndRndDmg
Barbed Sickle [Crit (Auto-wound)]
Barbed Sickle
Crit (Auto-wound)
23+4+11
BATTLE PROFILE

Unit Size: 5      Points: 90
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.

Reaction: You declared a FIGHT ability for this unit
FIGHT AND FLIGHT: The cults of the Khinerai are masters of the hit-and run strike.

Effect: After resolving the effect of that FIGHT ability, this unit can immediately move D6". It cannot end that move in combat with any units that it was not already in combat with at the start of the 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 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
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.
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