Daughters of Khaine – Melusai Ironscale

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DAUGHTERS OF KHAINE WARSCROLL
Melusai Ironscale
8"
6
5+
2
The Ironscales are Morathi-Khaine’s trusted inner coven and, as far as the lower-ranking Khainites are concerned, speak with the voice of the goddess. So intense is their hatred of Chaos and desire for revenge that these Scáthborn can be counted upon to lay down their lives for but a chance at the vengeance they crave. They are privy to truths concealed from most and are granted the honour of contributing to Morathi’s councils of war, for even the goddess recognises their innate talent in military matters. Ironscales are responsible for the protection of Morathi-Khaine and one of their number serves as the commander of her elite Vyperic Guard. The souls of the Ironscales have been threaded with arcane wards that allow them to resist magical energies, allowing them to hunt down ancient artefacts and sites of eldritch power for their master. Wielding serpent-crested staves known as keldrisaíth, they loose bolts of shadowy energy into the foe and strike down their enemies with lightning-fast blows. When their mistress is threatened, the coiling serpents atop these weapons lunge forwards to bury their fangs deep into an enemy’s chest.
DAUGHTERS OF KHAINE WARSCROLL
Melusai Ironscale
RANGED WEAPONS
RngAtkHitWndRndDmg
Keldrisaíth
Keldrisaíth12"23+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Keldrisaíth [Crit (Mortal)]
Keldrisaíth
Crit (Mortal)
63+4+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Avatar of Khaine, Any KHINERAI, Any MELUSAI

Reaction: You declared a FIGHT ability for this unit
GORY OFFERING: As a Melusai Ironscale holds the crystallised heart of a slain foe aloft, the power of Khaine pulses through it, empowering any fellow Melusai nearby.

Effect: Pick a friendly non-HERO MELUSAI unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

Passive
WRATH OF THE SCÁTHBORN: An Ironscale leads her Melusai kin in the swift slaughter of the foe.

Effect: You can re-roll charge rolls for friendly MELUSAI units while they are wholly within 12" of this unit.

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

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

The non-HERO MELUSAI keyword is used in the following Daughters of Khaine warscrolls:

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.

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

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2024