Daughters of Khaine – The Shadow Queen

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DAUGHTERS OF KHAINE WARSCROLL
The Shadow Queen
12"
15
4+
10
6+
The Shadow Queen is Morathi-Khaine’s dark reflection, the accumulation of all her hatred and bitterness given monstrous form. This serpentine monster delights in snatching up foes in her lashing coils and crushing them to death.
DAUGHTERS OF KHAINE WARSCROLL
The Shadow Queen
MELEE WEAPONS
AtkHitWndRndDmg
Heartrender [Crit (Mortal)]
Heartrender
Crit (Mortal)
83+3+23
Envenomed Tail [Crit (Mortal)]
Envenomed Tail
Crit (Mortal)
13+3+26
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: 100mm
Can be reinforced: No
Notes: This unit can only be taken in Morathi‐Khaine’s regiment.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Heartrender is 5.

Once Per Battle (Army), Your Hero Phase
TWO BODIES, ONE SOUL: Should either the Shadow Queen or Morathi-Khaine be struck down, their shared soul ensures their mutual survival.

Declare: This unit can use this ability even if it has been destroyed. If you have used the Blessings of Khaine ability 3 or more times this battle, pick a friendly Morathi-Khaine or Shadow Queen that has been destroyed to be the target.

Effect: Set up a replacement unit identical to the target within 3" of a friendly Morathi-Khaine or Shadow Queen.

Once Per Turn (Army), Any Combat Phase
COILS OF THE SHADOW QUEEN: The Shadow Queen can grasp individuals in her deadly coils and utterly crush the life from them.

Declare: If any enemy units are constricted, they are no longer constricted. Pick an enemy HERO or MONSTER in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, until the start of your next turn, the target is constricted while it is in combat with this unit.

This unit’s combat attacks that target a constricted enemy unit score critical hits on unmodified hit rolls of 5+.
KEYWORDSRAMPAGE

Any Combat Phase
CROWN OF SERPENTS: The snakes that adorn the Shadow Queen's brow are magical creatures with a deadly sentience all of their own. Their poisons are many and varied, each serving a nefarious purpose.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll 5 dice. Add 2 to each roll if the target is constricted. For each 5+, pick 1 of the following effects. You cannot pick the same effect more than once per turn.
  • Subtract 1 from hit rolls for the target’s combat attacks for the rest of the turn.
  • Subtract 1 from wound rolls for the target’s combat attacks for the rest of the turn.
  • Random characteristic rolls for the Damage characteristic of the target’s melee weapons are treated as unmodified rolls of 1 for the rest of the turn.
  • Inflict D3 mortal damage on the target.
  • The target cannot be healed or have slain models returned to it for the rest of the turn.

KEYWORDS
UNIQUE, HERO, MONSTER, FLY, 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.
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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The UNIQUE keyword is used in the following Daughters of Khaine warscrolls:

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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

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.
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.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
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.
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).
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
© Vyacheslav Maltsev 2013-2026