Daughters of Khaine – Morathi-Khaine

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DAUGHTERS OF KHAINE WARSCROLL
Morathi-Khaine
6"
6
5+
2
Cunning diplomat, fearsome warrior, speaker to daemons and ascended god: Morathi is all these things and more. Few beings in existence can claim a fraction of her arcane skill – with little more than a flick of her hand, Morathi is able to summon formless horrors from the umbral realm to savage her foes or to blast them with bolts of icy darkness. Morathi most often presents herself as a stunningly beautiful aelf, framed by bladed wings of shadow-metal. In this guise, she goes by the name Morathi- Khaine, purporting to be the second coming of the god of war and murder. Skilled in both slaughter and magic, she is not averse to more direct methods of attack – her ability to inspire a zealous frenzy in her followers is as lethal a weapon as her ensorcelled spear, the infamous Heartrender. Although she wields his Iron Heart, Morathi carries none of Khaine’s divine essence in her own veins. If her Khainite masses were to discover her duplicity, they would surely seek the destruction of their usurper goddess. Yet such is Morathi’s skill at manipulation, coupled with her ruthlessness in silencing dissenters, that only those with a death wish would dare challenge her openly.
DAUGHTERS OF KHAINE WARSCROLL
Morathi-Khaine
MELEE WEAPONS
AtkHitWndRndDmg
Heartrender and Bladed Wings
Heartrender and Bladed Wings53+4+22
BATTLE PROFILE

Unit Size: 1      Points: 760
Base size: 40mm
Can be reinforced: No
Regiment Options: The Shadow Queen (required), 0-1 Coven Matriarch, Any DAUGHTERS OF KHAINE

Your Hero Phase
7
MIRROR DANCE: Morathi casts a spell of shifting, revealing a shadowpath between herself and the Shadow Queen.

Declare: If a friendly Shadow Queen is on the battlefield, make a casting roll of 2D6.

Effect: Place 2 tokens on the battlefield, one directly underneath the centre of this unit’s base and one directly underneath the centre of a friendly Shadow Queen’s base. Then, remove this unit and that Shadow Queen from the battlefield. Set up each unit again with its base overlapping the centre of the other token, then remove the tokens. If it is not possible to set up either of the units on the battlefield, return both units to their original positions. Each unit can only be set up in combat with units that the other unit was already in combat with.
KEYWORDSSPELL

Passive
ONE SOUL, TWO BODIES: Morathi‑Khaine and the Shadow Queen are two entities that share the same life force.

Effect: Each time a damage point would be allocated to this unit, it is instead allocated to a friendly The Shadow Queen (you cannot make any further ward rolls for that damage point).

If this unit would be automatically destroyed by another ability, it is not automatically destroyed. Instead, allocate 3 damage points to a friendly The Shadow Queen (ward rolls cannot be made for those damage points).

If a friendly The Shadow Queen is destroyed, this unit is automatically destroyed.

Passive
SORCERESS SUPREME: Few beings in existence can claim a fraction of Morathi’s skill in the magical art.

Effect: Add 1 to casting rolls for this unit.

KEYWORDS
WARMASTER, UNIQUE, HERO, WIZARD (3), INFANTRY, 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.
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:

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.

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

This HERO can join an eligible regiment as a Coven Matriarch.

Infantry Hero
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
© Vyacheslav Maltsev 2013-2024