Daughters of Khaine – Maleneth Witchblade

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DAUGHTERS OF KHAINE WARSCROLL
Maleneth Witchblade
6"
5
5+
2
6+
A feared assassin of the Bloody-Handed God, Maleneth Witchblade’s mysterious objectives have seen her abandon her duties as an agent of the Order of Azyr and accompany the legendary Gotrek Gurnisson into battle, where she turns her murderous talents upon the servants of ruin and darkness.
DAUGHTERS OF KHAINE WARSCROLL
Maleneth Witchblade
RANGED WEAPONS
RngAtkHitWndRndDmg
Poisoned Throwing Knives [Crit (Auto-wound), Shoot in Combat]
Poisoned Throwing Knives
Crit (Auto-wound), Shoot in Combat
10"32+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Deadly Blades [Anti-HERO (+1 Rend)]
Deadly Blades
Anti-HERO (+1 Rend)
62+4+12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 32mm
Can be reinforced: No
Regiment Options: Any DAUGHTERS OF KHAINE AELF

Passive
VIAL OF SECRETS: Maleneth wears a vial of blood around her neck that contains the soul of her former mistress, whose whispered secrets grant her an uncanny awareness.

Effect: If the unmodified hit roll for an attack that targets this unit is 1-4, the attack fails and the attack sequence ends.

Deployment Phase
HIDDEN AGENT: Maleneth is master of stealth, concealing herself amongst allies and waiting for the perfect time to strike.

Effect: If this unit has not been deployed, set up this unit in reserve in hiding. It has now been deployed.
KEYWORDSDEPLOY

Any Combat Phase
STRIKE FROM THE SHADOWS: Maleneth waits for her allies to create a distraction before darting out from cover to engage the enemy and complete her deadly mission.

Declare: Pick this unit if it is in hiding. Then, pick a friendly INFANTRY unit that has 5 or more models to be the target.

Effect: Roll a dice. On a 3+, set up this unit anywhere on the battlefield wholly within 6" of the target. If you do so, this unit must be set up in combat and has STRIKE-FIRST for the rest of the turn. On a failed roll, this unit remains in hiding but you automatically pass the roll the next time you use this ability.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF
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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The UNIQUE keyword is used in the following Daughters of Khaine warscrolls:

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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).
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.
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.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
© Vyacheslav Maltsev 2013-2026