Daughters of Khaine – Shrine of Dark Tribute

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DAUGHTERS OF KHAINE WARSCROLL
Shrine of Dark Tribute
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12
4+
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6+
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DAUGHTERS OF KHAINE WARSCROLL
Shrine of Dark Tribute
BATTLE PROFILE

Unit Size: 1      Points: 20
Base size: 130mm
Can be reinforced: No

The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

Your Hero Phase
CALL TO MURDER: The Shrine of Dark Tribute is a locus of sorcerous energy for the Daughters of Khaine and a keystone of their bloody rituals.

Effect: Pick a blessing from the ‘Blessings of Khaine’ ability that is active. That blessing is no longer active. Then, pick a blessing that is not active. That blessing is now active.

Designer’s Note: When you use this ability, you are not using the ‘Blessings of Khaine’ ability.

Your Hero Phase
IN DARK COMMUNION: Those Khainites who worship under the shadow of this fell shrine can hear the heartbeat of their merciless deity.

Declare: Pick a friendly DAUGHTERS OF KHAINE WIZARD or PRIEST within 3" of this terrain feature to be the target.

Effect: The target is in dark communion until this terrain feature uses this ability again or until this terrain feature is removed from the battlefield, whichever comes first. While the target is in dark communion, you can re-roll 1 casting roll or 1 chanting roll for the target each turn.

KEYWORDS
FACTION TERRAIN, WARD (6+)
ORDER, DAUGHTERS OF KHAINE
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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Universal Core Abilities - 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

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).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
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.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

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

Once Per Turn (Army), End of Any Turn
BLESSINGS OF KHAINE: As ever more blood is spilt in tribute, so too are the Khainites lavished with ever more blessings from their deity.

Declare: You can only use this ability if you performed any blood rites this turn.

Effect: Pick 1 of the following blessings that is not active. That blessing is active. While a blessing is active, its effect applies to friendly DAUGHTERS OF KHAINE units. The effects of more than 1 blessing can apply to a unit at the same time.
  • Blessing of Ruthlessness: Add 1 to hit rolls for those units’ combat attacks.
  • Blessing of Hatred: Add 1 to wound rolls for those units’ combat attacks.
  • Blessing of Haste: Add 3" to those units’ Move characteristic.
  • Blessing of Zeal: If those units charged in the same turn, they have WARD (5+) for the rest of the turn.
  • Blessing of Shadow: Subtract 1 from hit rolls for shooting attacks that target those units.
  • Blessing of Cruelty: Those units can use CHARGE and/or SHOOT abilities even if they have used a RETREAT ability in the same turn.
  • Blessing of Clarity: Add 1 to chanting rolls and casting rolls for those units.
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 PRIEST keyword is used in the following Daughters of Khaine warscrolls:

Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.

The DAUGHTERS OF KHAINE and WIZARD keywords are used in the following Daughters of Khaine warscrolls:

© Vyacheslav Maltsev 2013-2026