Daughters of Khaine – Melusai Ironscale

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DAUGHTERS OF KHAINE WARSCROLL
Melusai Ironscale
8"
6
5+
2
6+
Crafted from the souls of aelves that blazed brightest with the need for revenge, the Melusai Ironscales serve Morathi as elite warleaders amongst the Scáthborn and are terrifying martial champions in their own right.
DAUGHTERS OF KHAINE WARSCROLL
Melusai Ironscale
MELEE WEAPONS
AtkHitWndRndDmg
Keldrisaíth [Crit (Mortal)]
Keldrisaíth
Crit (Mortal)
63+4+12
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 40mm
Can be reinforced: No
Regiment Options: Any non-AELF
Notes: This HERO can join an eligible regiment as a Coven Matriarch.

Passive
IRONSCALE’S FURY: The doctrine of the Melusai Ironscales is simple: every Khainite death must be answered with immediate and shockingly violent vengeance.

Effect: Each time a model in a friendly non-HERO DAUGHTERS OF KHAINE unit is slain by a combat attack, if that friendly unit is within this unit’s combat range and that model was in combat with the attacking unit, roll a dice. If that friendly unit is a Blood Sisters or a Blood Stalkers unit, roll 2 dice instead. For each 5+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.
KEYWORDSEXALTED

KEYWORDS
HERO, INFANTRY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES can join an eligible regiment as a Coven Matriarch.

Infantry Hero
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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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).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.

The non-AELF DAUGHTERS OF KHAINE keyword is used in the following Daughters of Khaine warscrolls:

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).
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.
© Vyacheslav Maltsev 2013-2026