Daughters of Khaine – Krethusa the Croneseer

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DAUGHTERS OF KHAINE WARSCROLL
Krethusa the Croneseer
12"
6
5+
2
Descending upon pinions of pure darkness, Krethusa is a herald of imminent doom. By peering into the spilt blood and scorched bones of her foes, Krethusa can read the tides of battle. She darts and dives alongside the bubbling Cauldrons of Blood, weaving prophecies and chanting dark prayers. Krethusa’s supernatural foresight and gift of flight are said to come not from Morathi-Khaine but from a source far darker and more ancient: Morai-Heg, an aelven deity of death and fate that perished in a time long forgotten at the hands of Slaanesh. Upon the advent of Morathi’s ascension, a shard of Morai-Heg’s divinity escaped from the Dark Prince’s gullet to pierce through Krethusa’s very soul, causing ink-black feathers to erupt from her back. Though she is a serious threat to Morathi’s power, the goddess has found herself forced to keep her alive; Krethusa has the trust of Sigmar’s people, to say nothing of a growing retinue of loyal followers who now view Morathi with doubt and suspicion. By plucking a feather from her dark wings, Krethusa calls upon Morai-Heg’s power to decimate her foes. Each sanctified pinion can summon a flesh-eating murder of crows to tear apart any enemy foolish enough to defy her.
DAUGHTERS OF KHAINE WARSCROLL
Krethusa the Croneseer
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Morai-Heg
Staff of Morai-Heg43+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Coven Matriarch, Any AELF

Your Hero Phase
4
MURDER OF CROWS: Several of Krethusa’s feathers transform into eldritch corvids that descend upon her enemies, pecking eyes from sockets and flesh from bone.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a chanting roll of D6.

Effect: Roll a D3. If the chanting roll was 8+, roll a D6 instead. Inflict an amount of mortal damage on the target equal to the roll. In addition, if the roll exceeds the target’s Health characteristic, subtract 1 from hit rolls for the target’s attacks until the start of your next turn.
KEYWORDSPRAYER

Once Per Turn, Any Hero Phase
BURNT OFFERINGS: Casting blood into her brazier, Krethusa manipulates the twisting coils of smoke to commune with Morai‑Heg.

Declare: If this unit is within the combat range of a friendly CAULDRON OF BLOOD, pick a visible friendly non-HERO DAUGHTERS OF KHAINE AELF INFANTRY unit wholly within 18" of this unit to be the target.

Effect: Roll a dice. On a 2+, pick 1 of the following effects to apply to the target.

Prophecy of Silence: Until the start of your next turn, enemy units cannot use commands while they are in combat with the target.

Prophecy of Dark Wings: The target can use the ‘Normal Move’ ability as if it were your movement phase. That unit counts as having used a Run ability this turn.

Prophecy of Reclamation: For the rest of the turn, while the target is contesting an objective, subtract 10 from the control scores of enemy units contesting that objective that do not have the HERO or MONSTER keyword.

KEYWORDS
UNIQUE, HERO, PRIEST (1), INFANTRY, FLY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF
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 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.

The non-HERO DAUGHTERS OF KHAINE, AELF and INFANTRY keywords are used in the following Daughters of Khaine warscrolls:

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

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).
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
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
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.
This HERO can join an eligible regiment as a Coven Matriarch.

Infantry Hero

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

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On a chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

The CAULDRON OF BLOOD keyword is used in the following Daughters of Khaine warscrolls:

Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

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

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
© Vyacheslav Maltsev 2013-2024