Daughters of Khaine – Scourge of Ghyran Bloodwrack Shrine

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DAUGHTERS OF KHAINE WARSCROLL
Scourge of Ghyran Bloodwrack Shrine
6"
12
4+
5
6+
Khainite forces in Ghyran make great use of Bloodwrack Shrines, monuments to torment and bitterness attended to by a serpentine monster known as a Medusa, who delights in inflicting pain on her victims. At the apex of the Shrine sits a cursed mirror, emanating an aura of bitter hatred powerful enough to ravage mortals and shatter arcane manifestations into eldritch motes.
DAUGHTERS OF KHAINE WARSCROLL
Scourge of Ghyran Bloodwrack Shrine
RANGED WEAPONS
RngAtkHitWndRndDmg
Bloodwrack Stare [Shoot in Combat, Crit (2 Hits)]
Bloodwrack Stare
Shoot in Combat, Crit (2 Hits)
15"43+3+23
MELEE WEAPONS
AtkHitWndRndDmg
Medusa’s Spear and Shrinekeeper’s Goadstaves
Medusa’s Spear and Shrinekeeper’s Goadstaves83+4+12
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Coven Matriarch, Any DAUGHTERS OF KHAINE
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Your Hero Phase
5
REFLECTED AGONY: A pulsing wave of pain emanates from the Bloodwrack Shrine, repelling enemies and even arcane manifestations.

Declare: Make a casting roll of 2D6.

Effect: Until the start of your next turn, enemy units and enemy MANIFESTATIONS cannot be set up within 12" of this unit.
KEYWORDSSPELL

Once Per Turn (Army), Any Shooting Phase
WRACKING GAZE: Those who look into the eyes of a Bloodwrack Medusa for more than a moment find themselves paralysed in agony as their blood begins to boil in their veins.

Declare: Pick a visible enemy unit within 15" of this unit to be the target.

Effect: Roll a dice. If the roll is equal to or less than that enemy unit’s Health characteristic, for the rest of the phase, you can re-roll failed hit rolls for attacks made by this unit that target that enemy unit.

KEYWORDS
HERO, WAR MACHINE, WIZARD (2), WARD (6+)
ORDER, DAUGHTERS OF KHAINE, MELUSAI
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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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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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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:

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

Those HEROES 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

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

3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
© Vyacheslav Maltsev 2013-2025