Daughters of Khaine – The Shadow Queen

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DAUGHTERS OF KHAINE WARSCROLL
The Shadow Queen
12"
12
4+
10
The realms at large believe the Shadow Queen to be a monstrous ally of Morathi- Khaine summoned from the darkest corners of the Shadowlands, yet the truth is far stranger. When Morathi ascended to godhood, she was cleaved in two by a vengeful soul she was consuming for power. Her form was split into the regal sorceress Morathi-Khaine and the monstrous Shadow Queen. This serpentine war form is framed by enormous bat-like wings and a mane of venomous snakes. She can pulverise stone walls with her lashing coils, whilst those who meet her dreadful gaze find their blood erupting from their veins. The Shadow Queen wields an oversized version of her legendary weapon, Heartrender, that befits her formidable stature. Morathi-Khaine and the Shadow Queen are one being joined by a single soul. Together they form a terrifying union of martial and arcane might capable of obliterating entire armies. Nevertheless, the goddess faces a constant battle to balance the clashing aspects of her psyche. In times of great strife, the appeal of the Shadow Queen’s straightforward, murderous hatred becomes very difficult to deny, and the composed power of Morathi-Khaine wavers. The ragged wound in Morathi’s godly soul may never truly heal, and she wonders if the final cost of her ascension is yet to be revealed.
DAUGHTERS OF KHAINE WARSCROLL
The Shadow Queen
RANGED WEAPONS
RngAtkHitWndRndDmg
Gaze of the Shadow Queen [Shoot in Combat]
Gaze of the Shadow Queen
Shoot in Combat
12"12+2+3D6
MELEE WEAPONS
AtkHitWndRndDmg
Heartrender [Crit (Mortal)]
Heartrender
Crit (Mortal)
83+3+23
Crown of Serpents
Crown of Serpents2D64+4+-1
Envenomed Tail
Envenomed Tail13+3+26
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: 100mm
Can be reinforced: No
Regiment Options: None
Notes: This unit can only be taken in Morathi-Khaine’s regiment.

Passive
IRON HEART OF KHAINE: The Iron Heart of Khaine is the last remnant of the fallen god, and it pulses still with life sustaining divine energies.

Effect: You cannot allocate more than 3 damage points to this unit each turn. Once 3 points have been allocated to this unit in a turn, any further damage points that would be allocated to it are ignored.

Damage points allocated to this unit cannot be healed.

If this unit would be automatically destroyed, it is not automatically destroyed. Instead, allocate 3 damage points to it (ward rolls cannot be made for those damage points).

Once Per Turn (Army), Any Combat Phase
FURY OF THE SHADOW QUEEN: Bloodshed raises the Shadow Queen’s fury to new heights and fuels the murderlust of nearby Scáthborn.

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

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If any models are slain by this ability, for the rest of the turn, add 1 to the Attacks characteristic of melee weapons used by friendly KHINERAI and MELUSAI units while they are wholly within 12" of this unit.
KEYWORDSRAMPAGE

KEYWORDS
UNIQUE, HERO, MONSTER, FLY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
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:

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.
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:

Endless Spell
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 MONSTER keyword is used in the following Daughters of Khaine warscrolls:

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.
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).

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

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

© Vyacheslav Maltsev 2013-2024