Daughters of Khaine – Witch Aelves with Paired Sciansá

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DAUGHTERS OF KHAINE WARSCROLL
Witch Aelves
with Paired Sciansá
6"
1
6+
1
Witch Aelves are devotees that train endlessly in the service of Khaine. They partake in ritual combat every day to hone their martial prowess and sate their craving for violence. However, it is only in battle where they can truly immerse themselves in the holy rapture that bonds their souls with the Murder God. Witch Aelves fight with long sacrificial knives known as sciansá – steel blades each tempered in blood and blessed by a Hag Queen. Its razor sharp edge slices easily through flesh, while some bear a notch that causes profuse bleeding when twisted. Armour is generally considered an impediment to the art of slaughter, though Witch Aelves do wear enchanted bracers and pauldrons that can turn aside the rare blow that they fail to evade. As their battleline devolves from an ordered march into a whirlwind of stabbing and slicing, the Witch Aelves truly lose all self-control. Still beating hearts are ripped from victims’ chests and flesh is daubed with gore-red runes. There are many dark tales of Witch Aelves losing themselves utterly to the slaughter and turning their sacrificial knives upon supposed allies.
DAUGHTERS OF KHAINE WARSCROLL
Witch Aelves
with Paired Sciansá
MELEE WEAPONS
AtkHitWndRndDmg
Paired Sciansá [Crit (Auto-wound)]
Paired Sciansá
Crit (Auto-wound)
33+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 110
Base size: 25mm
Can be reinforced: Yes

Passive
FRENZIED FERVOUR: Witch Aelves hurl themselves at the enemy with no fear of death, cutting down foes in a whirlwind of blades.

Effect: Add 1 to the Rend characteristic of this unit’s melee weapons for the rest of the turn if this unit charged in the same turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5), WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF
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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1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
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).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

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

© Vyacheslav Maltsev 2013-2024