Daughters of Khaine – Warscrolls


Infantry Hero


DAUGHTERS OF KHAINE WARSCROLL
Bloodwrack Medusa
8"
6
5+
2
6+
Bloodwrack Medusae are sorceresses cursed with enormous serpentine bodies and heads crowned with snakes. They are so full of spite and shadow magic that to meet their horrific gaze can cause explosive haemorrhaging.
DAUGHTERS OF KHAINE WARSCROLL
Bloodwrack Medusa
MELEE WEAPONS
AtkHitWndRndDmg
Bloodwrack Spear and Whisperclaw [Crit (Mortal)]
Bloodwrack Spear and Whisperclaw
Crit (Mortal)
53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: Any non-AELF

Once Per Turn (Army), Your Shooting Phase
EXSANGUINATING GLARE: The Bloodwrack Medusa’s eyes blaze with pure hatred, and those who meet her gaze perish in agony as blood explodes violently from their every pore and orifice.

Declare: If this unit is in combat, pick an enemy unit in combat with it to be the target. If this unit is not in combat, pick a visible enemy unit within 12" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. Then, if any enemy models were slain by that mortal damage, inflict an amount of mortal damage on the target equal to its Health characteristic.

Passive
ARCANE RESONANCE: Those who go through the agonising ritual of the Slith-onóir become creatures of supreme arcane might.

Effect: Add 1 to casting rolls for this unit when it uses a SUMMON ability and add 1 to banishment rolls for this unit.
KEYWORDSEXALTED

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE


DAUGHTERS OF KHAINE WARSCROLL
Hag Queen
6"
5
5+
2
6+
Highest ranking of the Khainite priestesses are the Hag Queens. These zealous and cruel-hearted aelves lead their sisters in worship of the Bloody-Handed One, reciting violent dogma and brandishing sacred relics to drive their fellow Khainites into a frenzied fury.
DAUGHTERS OF KHAINE WARSCROLL
Hag Queen
MELEE WEAPONS
AtkHitWndRndDmg
Blade of Khaine
Blade of Khaine53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 Coven Matriarch, Any AELF

Once Per Turn (Army), Any Combat Phase
CATECHISMS OF VIOLENCE: The Hag Queen drives her followers into a blood-soaked fury, drawing power from their every impalement and evisceration.

Effect: For the rest of the turn, each time a visible friendly DAUGHTERS OF KHAINE unit wholly within 12" of this unit uses a FIGHT ability, after that ability has been resolved, you can pick a visible friendly DAUGHTERS OF KHAINE PRIEST wholly within 12" of this unit. That PRIEST gains 1 ritual point.
KEYWORDSEXALTED

KEYWORDS
HERO, PRIEST (1), INFANTRY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF


DAUGHTERS OF KHAINE WARSCROLL
High Gladiatrix
6"
5
5+
2
6+
A High Gladiatrix is a living conduit of Khaine’s wrath. Striding at the head of their sisters’ advance, these paragons of combat eviscerate their opponents with breathtaking skill and cruelty, to the awed delight of watching Khainites.
DAUGHTERS OF KHAINE WARSCROLL
High Gladiatrix
MELEE WEAPONS
AtkHitWndRndDmg
Barbed Whip and Gladiatrix’s Blade
Barbed Whip and Gladiatrix’s Blade63+4+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any AELF
Notes: This HERO can join an eligible regiment as a Coven Matriarch.

Once Per Turn (Army), Your Hero Phase
PARAGON OF SLAUGHTER: High Gladiatrixes carry a fearsome reputation, and their mere presence ignites a fervour in the Daughters of Khaine that no other can emulate.

Declare: Pick a visible friendly DAUGHTERS OF KHAINE INFANTRY unit wholly within 12" of this unit to be the target.

Effect: If this unit is in combat, add 1 to the Rend characteristic of the target’s melee weapons for the rest of the turn.

If this unit is not in combat, roll a dice. On a 3+, add 1 to the Rend characteristic of the target’s melee weapons for the rest of the turn.
KEYWORDSEXALTED

KEYWORDS
HERO, INFANTRY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF


DAUGHTERS OF KHAINE WARSCROLL
Krethusa the Croneseer
12"
6
5+
2
5+
A renegade prophet touched by the divine essence of a long-forgotten goddess, Krethusa the Croneseer’s rise to prominence has rocked the cult of Khaine to its core. She calls upon her powers of foresight and shadow magic to annihilate those who stand in the path of aelven destiny.
DAUGHTERS OF KHAINE WARSCROLL
Krethusa the Croneseer
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Morai-Heg
Staff of Morai-Heg43+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Coven Matriarch, Any AELF

Passive
THE CRONESEER: Krethusa’s gifts of foresight are legendary, empowered further still by sacrifice and burnt offerings.

Effect: Each time you perform a blood rite, immediately after the ability that destroyed a unit has been resolved, give this unit 1 prophecy token.
  • While this unit has 2 or more prophecy tokens, this unit cannot be picked to be the target of shooting attacks or SPELL abilities used by enemy units.
  • While this unit has 3 or more prophecy tokens, you can re-roll unmodified chanting rolls of 1 for this unit.
  • While this unit has 4 or more prophecy tokens, if the unmodified hit roll for an attack that targets this unit is 1-4, the attack fails and the attack sequence ends.

Your Hero Phase
4
OMENS OF DOOM: Krethusa uses her connection to Morai-Heg to follow the twisting skeins of fate and glean a prophetic vision.

Declare: Make a chanting roll of D6.

Effect: Pick 1 of the following effects. If the chanting roll was 10+, pick up to 2 different effects instead.

Prophecy of Exile: Pick a visible enemy WIZARD or PRIEST within 18" of this unit. Subtract 1 from that unit’s power level until the start of your next turn.

Prophecy of Dark Wings: Pick a visible friendly DAUGHTERS OF KHAINE INFANTRY unit wholly within 12" of this unit. That unit can immediately use the ‘Normal Move’ ability as if it were your movement phase and counts as having used a RUN ability this turn.

Prophecy of Futile Endeavours: Pick a visible enemy unit within 12" of this unit. Until the start of your next turn, that unit’s attacks cannot score critical hits (treat them as regular hits instead).
KEYWORDSPRAYER

KEYWORDS
UNIQUE, HERO, PRIEST (2), INFANTRY, FLY, WARD (5+)
ORDER, DAUGHTERS OF KHAINE, AELF


DAUGHTERS OF KHAINE WARSCROLL
Melusai Ironscale
8"
6
5+
2
6+
Crafted from the souls of aelves that blazed brightest with the need for revenge, the Melusai Ironscales serve Morathi as elite warleaders amongst the Scáthborn and are terrifying martial champions in their own right.
DAUGHTERS OF KHAINE WARSCROLL
Melusai Ironscale
MELEE WEAPONS
AtkHitWndRndDmg
Keldrisaíth [Crit (Mortal)]
Keldrisaíth
Crit (Mortal)
63+4+12
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 40mm
Can be reinforced: No
Regiment Options: Any non-AELF
Notes: This HERO can join an eligible regiment as a Coven Matriarch.

Passive
IRONSCALE’S FURY: The doctrine of the Melusai Ironscales is simple: every Khainite death must be answered with immediate and shockingly violent vengeance.

Effect: Each time a model in a friendly non-HERO DAUGHTERS OF KHAINE unit is slain by a combat attack, if that friendly unit is within this unit’s combat range and that model was in combat with the attacking unit, roll a dice. If that friendly unit is a Blood Sisters or a Blood Stalkers unit, roll 2 dice instead. For each 5+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.
KEYWORDSEXALTED

KEYWORDS
HERO, INFANTRY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE


DAUGHTERS OF KHAINE WARSCROLL
Morathi-Khaine
6"
6
5+
2
4+
Proclaiming herself Khaine reborn, the goddess Morathi-Khaine bestrides the realms, holding aloft the Murder God’s Iron Heart and drawing power from its wrathful emanations. Endlessly cunning and depthlessly cruel, she is a master of manipulation and capable of inspiring her faithful to achieve the extraordinary.
DAUGHTERS OF KHAINE WARSCROLL
Morathi-Khaine
MELEE WEAPONS
AtkHitWndRndDmg
Heartrender and Bladed Wings
Heartrender and Bladed Wings53+4+22
BATTLE PROFILE

Unit Size: 1      Points: 730
Base size: 40mm
Can be reinforced: No
Regiment Options: The Shadow Queen (required), 0-1 Coven Matriarch, Any DAUGHTERS OF KHAINE

Passive
THE IRON HEART OF KHAINE: As blood is spilt in his name, the Iron Heart is drained by Morathi-Khaine to further swell her powers.

Effect: Each time you perform a blood rite, immediately after the ability that destroyed a unit has been resolved, pick 1 of the following effects:
  • Until the start of your next turn, this unit is only visible to enemy units while those units are within its combat range.
  • Heal (D6) this unit or a friendly Shadow Queen.
  • A friendly Shadow Queen can immediately use the ‘Normal Move’ or ‘Retreat’ ability as if it was your movement phase.
  • Remove this unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
  • For the rest of the turn, set this unit’s Control characteristic to 5 and a friendly Shadow Queen’s Control characteristic to 15.

Your Hero Phase
DIVINE MATRIARCH: Having ascended to godhood, Morathi-Khaine’s sorcerous power knows no bounds.

Declare: Pick a visible friendly DAUGHTERS OF KHAINE PRIEST or WIZARD wholly within 12" of this unit to be the target.

Effect: Add 1 to casting rolls and chanting rolls for the target until the start of your next turn.

Your Hero Phase
7
SURGE OF HATRED: As the Shadow Queen rages, Morathi-Khaine binds that anger and unleashes it, magnifying it tenfold or imbuing a nearby cultist with a sliver of divine frenzy.

Declare: Pick either a friendly Shadow Queen wholly within 12" of this unit and in combat or a visible friendly non-HERO DAUGHTERS OF KHAINE unit wholly within 12" of this unit and in combat to be the target, then make a casting roll of 2D6.

Effect: If the target is a friendly Shadow Queen, it can immediately use a FIGHT ability as if it were your combat phase. Otherwise, inflict D3 mortal damage on each enemy unit in combat with the target.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, WIZARD (3), INFANTRY, WARD (4+)
ORDER, DAUGHTERS OF KHAINE, AELF


DAUGHTERS OF KHAINE WARSCROLL
Slaughter Queen
6"
5
5+
2
6+
It is a Slaughter Queen’s role to embody the aggressive martial prowess of Khaine himself. With blades in hand, the Slaughter Queen hacks and spins in the maelstrom of close combat while chanting blood-curdling battle rites
DAUGHTERS OF KHAINE WARSCROLL
Slaughter Queen
MELEE WEAPONS
AtkHitWndRndDmg
Deathsword and Blade of Khaine
Deathsword and Blade of Khaine63+4+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 Coven Matriarch, Any AELF

Once Per Turn (Army), Your Hero Phase
FANATICAL BLADEMASTER: The Slaughter Queen is a priest whose temple is the frenzied heartbeat between each blade strike, whose offerings are the opened throats of her enemies and whose screams of savage laughter are her ministrations to a fanatical following.

Declare: Pick a visible friendly DAUGHTERS OF KHAINE unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, pick a blessing from the ‘Blessings of Khaine’ ability that is not active. The effect of that blessing applies to the target until the start of your next turn as if it were active. If you have used the ‘Blessings of Khaine’ ability 3 or more times this battle, you can pick 2 blessings instead of 1.
KEYWORDSEXALTED

KEYWORDS
HERO, PRIEST (1), INFANTRY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF


DAUGHTERS OF KHAINE WARSCROLL
Maleneth Witchblade
6"
5
5+
2
6+
A feared assassin of the Bloody-Handed God, Maleneth Witchblade’s mysterious objectives have seen her abandon her duties as an agent of the Order of Azyr and accompany the legendary Gotrek Gurnisson into battle, where she turns her murderous talents upon the servants of ruin and darkness.
DAUGHTERS OF KHAINE WARSCROLL
Maleneth Witchblade
RANGED WEAPONS
RngAtkHitWndRndDmg
Poisoned Throwing Knives [Crit (Auto-wound), Shoot in Combat]
Poisoned Throwing Knives
Crit (Auto-wound), Shoot in Combat
10"32+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Deadly Blades [Anti-HERO (+1 Rend)]
Deadly Blades
Anti-HERO (+1 Rend)
62+4+12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 32mm
Can be reinforced: No
Regiment Options: Any DAUGHTERS OF KHAINE AELF

Passive
VIAL OF SECRETS: Maleneth wears a vial of blood around her neck that contains the soul of her former mistress, whose whispered secrets grant her an uncanny awareness.

Effect: If the unmodified hit roll for an attack that targets this unit is 1-4, the attack fails and the attack sequence ends.

Deployment Phase
HIDDEN AGENT: Maleneth is master of stealth, concealing herself amongst allies and waiting for the perfect time to strike.

Effect: If this unit has not been deployed, set up this unit in reserve in hiding. It has now been deployed.
KEYWORDSDEPLOY

Any Combat Phase
STRIKE FROM THE SHADOWS: Maleneth waits for her allies to create a distraction before darting out from cover to engage the enemy and complete her deadly mission.

Declare: Pick this unit if it is in hiding. Then, pick a friendly INFANTRY unit that has 5 or more models to be the target.

Effect: Roll a dice. On a 3+, set up this unit anywhere on the battlefield wholly within 6" of the target. If you do so, this unit must be set up in combat and has STRIKE-FIRST for the rest of the turn. On a failed roll, this unit remains in hiding but you automatically pass the roll the next time you use this ability.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF

Monster Hero


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

War Machine Hero


DAUGHTERS OF KHAINE WARSCROLL
Bloodwrack Shrine
6"
12
4+
5
6+
A Bloodwrack Shrine is a mobile altar that radiates an aura of agonising pain. As the shrine rolls into battle, its Medusa guardian hurls malevolent curses and affixes foes with her deadly gaze.
DAUGHTERS OF KHAINE WARSCROLL
Bloodwrack Shrine
RANGED WEAPONS
RngAtkHitWndRndDmg
Bloodwrack Stare [Crit (2 Hits), Shoot in Combat]
Bloodwrack Stare
Crit (2 Hits), Shoot in Combat
15"43+3+23
MELEE WEAPONS
AtkHitWndRndDmg
Shrine Guardians’ Blades
Shrine Guardians’ Blades93+4+12
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any non-AELF

Your Hero Phase
6
BORN OF SLAUGHTER: As the Khainites’ slaughterous worship reaches its apex, the Bloodwrack Medusa conjures forth a manifestation of murder and death.

Declare: If there are fewer friendly Avatars of Khaine on the battlefield than there are friendly Bloodwrack Shrines on the battlefield, make a casting roll of 2D6.

Effect: Set up an Avatar of Khaine wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Once Per Turn (Army), Your Hero Phase
AURA OF AGONY: The aura that surrounds this malefic engine can be enhanced to nullify enemy hexes and resist even the most perfidious spellcraft.

Effect: Until the start of your next turn:
  • Enemy MANIFESTATIONS cannot be set up within 12" of this unit.
  • This unit has WARD (4+) against mortal damage inflicted by SPELL abilities, PRAYER abilities and abilities used by MANIFESTATIONS.
KEYWORDSEXALTED

Reaction: You declared a SHOOT ability for this unit
AGONISING SPASMS: Those who meet the Medusa’s gaze are stricken by bone-shattering spasms, leaving them prostrate in helpless agony.

Effect: After that SHOOT ability has been resolved, if all of this unit’s attacks made as part of that SHOOT ability targeted the same enemy unit and any enemy models were slain by those attacks, roll a dice. On a 3+, that enemy unit has a maximum control score of 1 for the rest of the turn.

KEYWORDS
HERO, WAR MACHINE, WIZARD (2), WARD (6+)
ORDER, DAUGHTERS OF KHAINE


DAUGHTERS OF KHAINE WARSCROLL
Hag Queen
on Cauldron of Blood
6"
12
4+
5
6+
A Cauldron of Blood is a sacred war-shrine, its enchanted gore blessed by a Hag Queen. The presence of this relic inspires nearby worshippers and strengthens Khainite manifestations so that they are all but impossible to dispel.
DAUGHTERS OF KHAINE WARSCROLL
Hag Queen
on Cauldron of Blood
MELEE WEAPONS
AtkHitWndRndDmg
Shrine Guardians’ Blades
Shrine Guardians’ Blades93+4+12
Avatar’s Sword [Companion]
Avatar’s Sword
Companion
53+3+23
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Coven Matriarch, Any AELF

Once Per Turn (Army), Any Combat Phase
WRATHFUL REPULSION: The fierce oratory of the Hag Queen and the Cauldron of Blood’s mystical power combine to create an aura of furious defiance so strong that it makes enemies stagger.

Declare: Pick a visible friendly DAUGHTERS OF KHAINE unit that is wholly within 12" of this unit and is in combat with an enemy unit that charged this turn to be the target. If there are any friendly Slaughter Queens on Cauldrons of Blood on the battlefield, you can pick another eligible unit to be a second target.

Effect: The targets have WARD (5+) for the rest of the turn.
KEYWORDSEXALTED

Once Per Turn (Army), Your Hero Phase
ROARING IDOL: The Avatar of Khaine’s keen-edged malice strengthens bloody conjurations, making them harder to destroy.

Declare: Pick a friendly DAUGHTERS OF KHAINE MANIFESTATION wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, the target cannot be picked to be the target of BANISH abilities used by enemy units until the start of your next turn.

KEYWORDS
HERO, PRIEST (1), WAR MACHINE, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF


DAUGHTERS OF KHAINE WARSCROLL
Slaughter Queen
on Cauldron of Blood
6"
12
4+
5
6+
Some Slaughter Queens go to battle atop great Cauldrons of Blood, channelling the innate sorcery of these bladed shrines to drive nearby Khainites into a frenzy of bloodletting.
DAUGHTERS OF KHAINE WARSCROLL
Slaughter Queen
on Cauldron of Blood
MELEE WEAPONS
AtkHitWndRndDmg
Shrine Guardians’ Blades
Shrine Guardians’ Blades93+4+12
Avatar’s Sword [Companion]
Avatar’s Sword
Companion
53+3+23
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Coven Matriarch, Any AELF

Passive
CONSECRATED REVULSION: The Slaughter Queen’s fanaticism is so intense that her deity provides protection for her followers from the attacks of heathens and weaklings.

Effect: Add 1 to save rolls for visible friendly DAUGHTERS OF KHAINE INFANTRY units while they are wholly within 12" of this unit.

Passive
ICON OF SLAUGHTER: The Slaughter Queen calls out in a forbidden tongue and her acolytes surge to their feet, their exhaustion, injury and fear forgotten in an blur of bloodletting madness.

Effect: Each time a friendly DAUGHTERS OF KHAINE unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6. In addition, if there are any friendly Hag Queens on Cauldrons of Blood on the battlefield when that command is used, you receive D3 additional rally points.
KEYWORDSEXALTED

KEYWORDS
HERO, PRIEST (1), WAR MACHINE, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF

Cavalry


DAUGHTERS OF KHAINE WARSCROLL
Doomfire Warlocks
14"
3
5+
1
6+
The Doomfire Warlocks are the light cavalry of the war covens. They harass foes with blasts of arcane f lame and volleys of black-fletched bolts, harrying the enemy’s flanks and slaying unprotected targets. As the main Khainite formations are engaged, these swift riders charge in, scimitars drawn, to help overwhelm and finish off their distracted victims.
DAUGHTERS OF KHAINE WARSCROLL
Doomfire Warlocks
RANGED WEAPONS
RngAtkHitWndRndDmg
Doomfire Crossbow
Doomfire Crossbow10"23+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Scimitar
Cursed Scimitar23+4+11
Dark Steed’s Vicious Bite [Companion]
Dark Steed’s Vicious Bite
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 150
Base size: 60 × 35mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Passive
OUTMANOEUVRE: Doomfire Warlocks are the light cavalry of the war covens, worrying the enemy’s flanks and engaging unprotected targets.

Effect: When this unit uses the ‘Redeploy’ command, if you roll a 1-3 when determining the distance this unit can move, you can use a value of 4 instead.

KEYWORDS
WIZARD (1), CAVALRY, CHAMPION, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF

Infantry


DAUGHTERS OF KHAINE WARSCROLL
Blood Hags
6"
1
5+
1
6+
Clad in gleaming armour and wielding twin-pronged valthrai polearms, Blood Hags are the fighting elite of the Khainite aelves. They march into battle beside the war-shrines and warlords of the cult, messily executing any foes who dare come too close.
DAUGHTERS OF KHAINE WARSCROLL
Blood Hags
RANGED WEAPONS
RngAtkHitWndRndDmg
Ki’raich
Ki’raich10"13+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Valthrai
Valthrai33+4+11
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 28.5mm
Can be reinforced: Yes

Passive
WICKED WARDENS: The Blood Hags take sadistic pride in keeping the war-shrines full to the brim with liquid gore that they violently drained from the veins of worthy enemies.

Effect: While this unit is wholly within 12" of a friendly Hag Queen on Cauldron of Blood, Slaughter Queen on Cauldron of Blood or Shrine of Dark Tribute, this unit’s melee weapons have Anti-charge (+1 Rend).

Once Per Turn (Army), Reaction: You declared the ‘Blessings of Khaine’ ability
CRIMSON OFFERINGS: Cruel twists of the Blood Hags’ valthrai send fountains of blood gushing into the air – a generous tribute for the Murder God.

Effect: If an enemy unit was destroyed by this unit’s combat attacks this turn, when resolving that ability, you can pick 2 blessings instead of 1.

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/10), WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF


DAUGHTERS OF KHAINE WARSCROLL
Blood Sisters
8"
3
5+
1
6+
Blood Sisters are true daughters of Morathi. Channelling the hatred inside their tainted souls, each longs to drive their heartshard glaive deep into an enemy’s vitals or to transmute flesh with their agonising scáth touch.
DAUGHTERS OF KHAINE WARSCROLL
Blood Sisters
MELEE WEAPONS
AtkHitWndRndDmg
Heartshard Glaive [Crit (Mortal)]
Heartshard Glaive
Crit (Mortal)
23+4+12
BATTLE PROFILE

Unit Size: 5      Points: 140
Base size: 40mm
Can be reinforced: Yes

Once Per Turn (Army), Any Combat Phase
CRYSTAL TOUCH: The scáth touch of a Blood Sister can permanently transmute an enemy into an immobile – though still fully conscious – crystal statue.

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

Effect: Roll a dice. If the roll is equal to or less than the target’s Health characteristic, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, WARD (6+)
ORDER, DAUGHTERS OF KHAINE


DAUGHTERS OF KHAINE WARSCROLL
Blood Stalkers
8"
3
5+
1
6+
Drawing their ornate heartseeker bows, the slithering Melusai hunters known as Blood Stalkers loose volleys of arrows that seek out their targets’ hearts with uncanny accuracy.
DAUGHTERS OF KHAINE WARSCROLL
Blood Stalkers
RANGED WEAPONS
RngAtkHitWndRndDmg
Heartseeker Bow [Crit (Auto-wound)]
Heartseeker Bow
Crit (Auto-wound)
18"33+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Scianlar
Scianlar23+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 150
Base size: 40mm
Can be reinforced: Yes

Once Per Turn (Army), Reaction: You declared a SHOOT ability for this unit
BARBED ARROWS: The deadly missiles fired by the Blood Stalkers are designed so that they are not easily removed from the target’s flesh, inflicting debilitating agony even if the victim manages to survive.

Effect: After that SHOOT ability has been resolved, if all of this unit’s attacks targeted the same enemy unit, roll a dice. Add 1 to the roll if any other friendly Blood Stalkers units picked that enemy unit to be the target of all of their shooting attacks this turn. On a 3+, until the start of your next turn, subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.

KEYWORDS
INFANTRY, CHAMPION, WARD (6+)
ORDER, DAUGHTERS OF KHAINE


DAUGHTERS OF KHAINE WARSCROLL
Khainite Shadowstalkers
6"
1
5+
1
6+
Shadowstalkers are the elite assassins and agents of Morathi-Khaine. These shademarked wraiths leap between shadows to outflank their prey before charging forth in a murderous blur of sorcery and flashing knives.
DAUGHTERS OF KHAINE WARSCROLL
Khainite Shadowstalkers
RANGED WEAPONS
RngAtkHitWndRndDmg
Cursed Bolts and Missiles
Cursed Bolts and Missiles10"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Blades of Murder
Blades of Murder23+4+11
BATTLE PROFILE

Unit Size: 9      Points: 130
MODELBASE SIZE
Shroud Queen40mm
1x Slaughtershade, 2x Darkflame Warlocks, 5x Shroudblades28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Once Per Turn (Army), Your Movement Phase
SHADOW LEAP: Shadowstalkers can vanish and reappear at will as they navigate the Umbral Web.

Effect: Remove this unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.

KEYWORDS
INFANTRY, CHAMPION (1/9), WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF


DAUGHTERS OF KHAINE WARSCROLL
Khinerai Heartrenders
12"
2
5+
1
6+
Khinerai Heartrenders are merciless sky-predators who scan the battlefield for suitable quarry. Should they find a target to their liking, they will streak down from on high, hurling barbed javelins before deftly manoeuvring away.
DAUGHTERS OF KHAINE WARSCROLL
Khinerai Heartrenders
RANGED WEAPONS
RngAtkHitWndRndDmg
Barbed Javelin
Barbed Javelin12"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Barbed Javelin
Barbed Javelin13+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 100
Base size: 40mm
Can be reinforced: Yes

Once Per Turn (Army), Reaction: You declared a SHOOT ability for this unit
FIRE AND FLIGHT: Khinerai are masters of the hit-and-run strike; Heartrenders loose volleys of sharpened projectiles before darting away.

Effect: After that SHOOT ability has been resolved, this unit can move 2D6". It cannot move into combat during any part of that move.

KEYWORDS
INFANTRY, CHAMPION, FLY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE


DAUGHTERS OF KHAINE WARSCROLL
Khinerai Lifetakers
12"
2
5+
1
6+
Khinerai Lifetakers are swift-attack specialists, elite ambushers who swoop into battle to scythe down foes with their barbed sickles. They rake enemy formations in combat before flying out of the melee to seek other vulnerable prey.
DAUGHTERS OF KHAINE WARSCROLL
Khinerai Lifetakers
MELEE WEAPONS
AtkHitWndRndDmg
Barbed Sickle
Barbed Sickle23+4+11
BATTLE PROFILE

Unit Size: 5      Points: 100
Base size: 40mm
Can be reinforced: Yes

Once Per Turn (Army), Any Combat Phase
FIGHT AND FLIGHT: Khinerai are masters of the hit-and-run strike; Lifetakers bleed and maim their victims before darting away.

Effect: If this unit is in combat, it can move 12". It can pass through the combat ranges of enemy units but cannot end that move in combat. Then, roll a D3 for each enemy unit that this unit passed across during that move. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.
KEYWORDSCORE, ATTACK, FIGHT

KEYWORDS
INFANTRY, CHAMPION, FLY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE


DAUGHTERS OF KHAINE WARSCROLL
Sisters of Slaughter
6"
1
6+
1
6+
With skills honed in ritual duels and gladiatorial fights, the Sisters of Slaughter send their kruiplash whips lashing out to tear open throats and strip flesh from bone, exulting in the perfection of each gory kill.
DAUGHTERS OF KHAINE WARSCROLL
Sisters of Slaughter
MELEE WEAPONS
AtkHitWndRndDmg
Kruiplash
Kruiplash33+4+-1
BATTLE PROFILE

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

Once Per Turn (Army), Any Combat Phase
DANCE OF DEATH: Sisters of Slaughter delight in frustrating foes with acts of incredible acrobatics and martial skill.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: Subtract 1 from hit rolls and wound rolls for the target’s combat attacks for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5), WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF


DAUGHTERS OF KHAINE WARSCROLL
Witch Aelves
6"
1
6+
1
6+
Witch Aelves are devotees of bloodshed and murder, eschewing heavy armour in favour of nigh- supernatural agility. As fresh gore splatters their skin, they enter an ecstatic killing frenzy.
DAUGHTERS OF KHAINE WARSCROLL
Witch Aelves
MELEE WEAPONS
AtkHitWndRndDmg
Sciansá
Sciansá33+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 120
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 if it charged in the same turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5), WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF


DAUGHTERS OF KHAINE WARSCROLL
Gryselle’s Arenai
6"
2
6+
1
6+
Gryselle’s Arenai are expert gladiators from the fighting pits of Har Kuron. Each is highly skilled at dispatching numerous enemies in a blur of flashing weapons. The Arenai are each a veteran of countless duels to the death, but they are also peerless performers, their acrobatic leaps and dazzling flourishes making every act of carnage a prayer to their bloody god.
DAUGHTERS OF KHAINE WARSCROLL
Gryselle’s Arenai
MELEE WEAPONS
AtkHitWndRndDmg
Gladiatorial Weapons [Crit (Auto-wound)]
Gladiatorial Weapons
Crit (Auto-wound)
33+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 5      Points: 70
MODELBASE SIZE
Gryselle32mm
Kalexis, Retaria, Thrialla and Traxya28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Gladiatorial Weapons. The models in this unit are:
  • Gryselle, the Slaughterer (champion)
  • Thrialla, the Lash
  • Retaria, the Entangler
  • Kalexis, the Silvered Blur
  • Traxya, the Aegis

Any Combat Phase
ACROBATIC BLOODSHED: As they flip and twist across the battlefield, the Arenai sever arteries and slash exposed throats, leaving any enemies left alive completely disorientated.

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

Effect: For the rest of the turn, while this unit is in combat with the target, its combat attacks must target that enemy unit. In addition, if any of this unit’s attacks score a critical hit on the target this phase, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF


DAUGHTERS OF KHAINE WARSCROLL
Knives of the Crone
6"
3
5+
2
6+
Fanatical believers in the creed of the prophetic goddess Morai-Heg, the Knives of the Crone exist to serve fate’s will. They are led by the seer Kaerna Vix, who reads the viscera of slain foes to glean her deity’s desires. A cadre of killers ensure Vix’s visions come to pass: Tazari is Kaerna’s strong right hand, while Krieta eagerly butchers those who draw her master’s gaze. Finally, the arbalist Azphel stands ready to put a crossbow bolt through distant foes.
DAUGHTERS OF KHAINE WARSCROLL
Knives of the Crone
RANGED WEAPONS
RngAtkHitWndRndDmg
Aelven Crossbow [Crit (Auto-wound)]
Aelven Crossbow
Crit (Auto-wound)
10"33+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Haruspicy Blades
Haruspicy Blades33+4+1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 4      Points: 220
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Haruspicy Blades. The models in this unit are:
  • Kaerna Vix (champion)
  • Tazari
  • Krieta, Wing of the Crone
  • Azphel, the Hag’s Eye (also armed with an Aelven Crossbow)

Your Hero Phase
RITUALS OF PROPHECY: Though blind, the Crone Goddess Morai-Heg sees all. Gifted with a fragment of her oracular powers, the Knives of the Crone are able to navigate the vagaries of battle with uncanny perspicuity by reading fate in the spilled entrails of their foes.

Effect: Roll 6 dice:
  • For each 1, add 1 to the Attacks characteristic of this unit’s melee weapons until the start of your next turn.
  • For each 3, add 1" to this unit’s Move characteristic until the start of your next turn.
  • If any of the rolls are a 6, add 1 to save rolls for this unit until the start of your next turn.

KEYWORDS
UNIQUE, INFANTRY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF


DAUGHTERS OF KHAINE WARSCROLL
Morgwaeth’s Blade-coven
6"
2
6+
1
6+
As coldly ambitious as any of Morathi-Khaine’s priestesses, the ruthless Hag Queen Morgwaeth the Bloodied travels the realms in search of precious Khainite treasures. Unflinchingly loyal to their bloodthirsty mistress Morgwaeth and to the cause of Hagg Nar, the warriors of the Blade-coven have spilled the blood of countless enemies in the course of their far-ranging missions.
DAUGHTERS OF KHAINE WARSCROLL
Morgwaeth’s Blade-coven
RANGED WEAPONS
RngAtkHitWndRndDmg
Heartseeker Bow [Crit (Auto-wound)]
Heartseeker Bow
Crit (Auto-wound)
18"33+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Sacrificial Weapons [Crit (Auto-wound)]
Sacrificial Weapons
Crit (Auto-wound)
33+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 5      Points: 120
MODELBASE SIZE
Kyrae40mm
Morgwaeth, Khamyss, Kyrssa, Lethyr32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Sacrificial Weapons. The models in this unit are:
  • Morgwaeth the Bloodied (champion)
  • Khamyss
  • Kyrssa
  • Lethyr
  • Kyrae (also armed with a Heartseeker Bow)

Once Per Turn (Army), Any Hero Phase
WITCHBREW: Witchbrew drives the imbiber into such an ecstasy of destruction that they will fight on in the face of impossible odds.

Declare: Pick a friendly DAUGHTERS OF KHAINE unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, the target has WARD (5+) for the rest of the turn.

Passive
MORGWAETH THE BLOODIED: As coldly ambitious as any of Morathi-Khaine’s priestesses, the ruthless Hag Queen Morgwaeth the Bloodied travels the realms in search of precious Khainite treasures.

Effect: While this unit’s Morgwaeth the Bloodied is on the battlefield, it has PRIEST (1).

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF


DAUGHTERS OF KHAINE WARSCROLL
The Shadeborn
6"
2
5+
1
6+
Wielding weapons forged from pure shadowstone, Slythael is a deadly foe to all who stand in her way. Branded with the mircath shademark, she is possessed of a mastery of umbral magic so potent that she can leap between the shadows, appearing more akin to an insubstantial wraith than any creature of flesh and blood. Accompanying her are Drusylla and Valyssa, two former Witch Aelves whose natural grace has been heightened by Shadowstalker training. The last member of the group is Sylarc Greyblood, who excels in his mastery of umbral magic and the crossbow.
DAUGHTERS OF KHAINE WARSCROLL
The Shadeborn
RANGED WEAPONS
RngAtkHitWndRndDmg
Cursed Missiles
Cursed Missiles10"13+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Shadowstalker Blades
Shadowstalker Blades23+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 4      Points: 80
MODELBASE SIZE
Slythael Shadestalker40mm
Drusylla Vyserax, Sylarc Greyblood and Valyssa Umbrael28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Cursed Missiles and Shadowstalker Blades. The models in this unit are:
  • Slythael Shadestalker (champion)
  • Drusylla Vyserax
  • Sylarc Greyblood
  • Valyssa Umbrael

Your Movement Phase
SHADOW LEAP: Shadowstalkers can vanish and reappear at will as they navigate the Umbral Web.

Effect: Remove this unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.

Any Combat Phase
MASK OF SHADOWED MIRRORS: This mask shows attackers a haunting visage that chills them to the bone.

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

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF

Faction Terrain


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

Manifestation


DAUGHTERS OF KHAINE WARSCROLL
Avatar of Khaine
6"
7
3+
7+
6+
Towering statues animated by blood magic, Avatars of Khaine march into battle hewing with their blazing swords, uncaring of any blow the enemy might land upon their scorching metal frames. Khainites rejoice to witness the carnage they leave in their wake.
DAUGHTERS OF KHAINE WARSCROLL
Avatar of Khaine
MELEE WEAPONS
AtkHitWndRndDmg
Blade of the Bloody‑Handed God
Blade of the Bloody‑Handed God33+3+23
Passive
LORD OF MURDER INCARNATE: When a grand ritual of murder approaches completion, a deep-red, pulsing glow begins to emanate from where the Avatar’s heart would be, and its wrath becomes incandescent as it crashes through the enemy ranks.

Effect: This MANIFESTATION is affected by the ‘Blessings of Khaine’ ability as if it were a unit.

Passive
WRATH OF KHAINE: Khaine’s subjects channel their faith through this bladed idol of the Murder God, allowing it to carry out acts of monstrous carnage.

Effect: Add X to the Attacks characteristic of this MANIFESTATION’s melee weapons, where X is the number of times you have used the ‘Blessings of Khaine’ ability this battle, to a maximum of 3.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
ORDER, DAUGHTERS OF KHAINE


DAUGHTERS OF KHAINE WARSCROLL
Bladewind
12"
7
5+
7+
6+
Carried through the air by a crimson tempest of blood, these gleaming falchions carve a bloody path through anything in their way, slicing clean through armour to get to the flesh and blood beneath.
DAUGHTERS OF KHAINE WARSCROLL
Bladewind
MELEE WEAPONS
AtkHitWndRndDmg
Bladed Vortex
Bladed Vortex93+3+11
Any Combat Phase
UNNATURAL EDGE: The falchions carve through an enemy’s defences, and even powerful mystical enchantments are hewn asunder.

Declare: If this MANIFESTATION charged this turn, pick an enemy unit in combat with it to be the target.

Effect: If any damage points are allocated to the target this phase by this MANIFESTATION’s combat attacks, ward rolls cannot be made for the target for the rest of the battle.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE


DAUGHTERS OF KHAINE WARSCROLL
Bloodwrack Viper
9"
10
4+
7+
6+
The Bloodwrack Viper is an enormous serpent formed from boiling blood, a manifestation of hatred and bitterness that binds its prey in a crushing embrace before attacking with its monstrous fangs.
DAUGHTERS OF KHAINE WARSCROLL
Bloodwrack Viper
MELEE WEAPONS
AtkHitWndRndDmg
Fanged Strikes [Anti-HERO (+1 Rend), Crit (Mortal)]
Fanged Strikes
Anti-HERO (+1 Rend), Crit (Mortal)
44+2+13
Any Combat Phase
CRUSHING COILS: The coils of the Bloodwrack Viper wrap around an enemy, pinning them in place.

Declare: Pick an enemy HERO or MONSTER in combat with this MANIFESTATION to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-LAST for the rest of the turn.

Passive
BIND AND BITE: As the Bloodwrack Viper constricts, the victim is completely at the mercy of its deadly bite.

Effect: This unit’s combat attacks score critical hits on unmodified hit rolls of 4+ if the target of those attacks has STRIKE-LAST.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
ORDER, DAUGHTERS OF KHAINE


DAUGHTERS OF KHAINE WARSCROLL
Heart of Fury
-
7
4+
7+
6+
A manifestation of Khaine’s Iron Heart, this blood-dripping icon burns with supernatural rage. Those bathed in its wrathful aura enter a delirious frenzy that sees them inured to pain.
DAUGHTERS OF KHAINE WARSCROLL
Heart of Fury
Passive
LOCUS OF THE MURDER GOD: As the faithful look upon a Heart of Fury, they are imbued with Khaine’s undying rage, a wrath so all encompassing that not even pain can penetrate it.

Effect: Subtract 1 from wound rolls for attacks that target friendly DAUGHTERS OF KHAINE INFANTRY units while they are wholly within 12" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
ORDER, DAUGHTERS OF KHAINE

Regiment of Renown


REGIMENT OF RENOWN
Bloodthirsty Shiver
The Idoneth refer to a formation of two Allopexes as a Bloodthirsty Shiver – and for good reason. Perfected by the warlike Fuethán enclave and sought after by many forces of Order, this deadly pairing is fast, resilient and brimming with raw killing power. In their wake, the ethersea is stained red with the blood of the foe.
REGIMENT OF RENOWN
Bloodthirsty Shiver
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 300

Your Hero Phase
HUNT OF THE BLOODTHIRSTY SHIVER: Advancing in tandem, the Akhelian Allopexes either evade the foe in skilled formation or close in to deliver the killing bite.

Effect: If both units in this Regiment of Renown are within each other’s combat range, pick 1 of the following effects to apply until the start of your next turn:

Evasive Approach: While both units in this Regiment of Renown are within each other’s combat range, subtract 1 from hit rolls for attacks that target them.

Ferocious Attack: While both units in this Regiment of Renown are within each other’s combat range, their Allopex’s Ferocious Bites have Crit (2 Hits).


REGIMENT OF RENOWN
Bundo Whalebiter
Kraken-eater Mega-Gargants are irascible old souls who have seen it all. They find just as much satisfaction in watching the sun rise while seated atop their favourite rock as they do in destroying a village, and they crave the relief that only the sea can provide – as well as the bounty that washes up on its shores. Bundo Whalebiter is a legend along Ghur’s Coast of Tusks. He is that rarest of things, a gargant known for both brain and brawn, and has been ever since an encounter with ocean-dwelling aelves near the Icefangs. While pursuing the aelves – for the sight of their sea creatures flying about out of the water irritated him to no end – Bundo was distracted by a Fangmora Eel to which a glowing lantern had been attached. The gargant throttled the creature and took the trinket, hanging it from his ear as a fetching accoutrement. The aetherquartz in the lantern worked its magics upon Bundo, heightening his intellect such that he can now converse with shocking clarity for a gargant. As a result, Bundo has won many mercenary contracts by arguing the value in having colossal aid to call upon.
REGIMENT OF RENOWN
Bundo Whalebiter

BATTLE PROFILE

Points: 450

Once Per Turn (Army), Any Combat Phase
DEAD CUNNING, FOR A GARGANT: The aelven artefact hanging from Bundo’s ear has increased his intellect, giving him brains as well as brawn. He can be uncannily patient, knowing just where and when to strike to cause maximum havoc. Some say his hoard even contains strange papery things called ‘books’…

Effect: For the rest of the turn, add 1 to the Attacks characteristic of this unit’s weapons.

Then, roll a dice. On a 4+, this unit has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Dawnrider Lance
When the need is great, a Vanari Lord Regent may lead a squadron of Dawnriders to aid the efforts of the Lumineth’s allies. Since the Reinvention, the aelves of Hysh have come to understand that no matter their people’s great power, the realms would have been entirely consumed by Chaos if not for the efforts of other civilisations. Therefore, when the hour is dire, they will ride out to tip the scales in Order’s favour.
REGIMENT OF RENOWN
Dawnrider Lance

BATTLE PROFILE

Points: 260

Once Per Turn (Army), Any Charge Phase
BLINDING CHARGE: As they bear down on the foe with great swiftness, the aetherquartz in the Dawnriders’ armour reacts, causing it to blaze with a fierce radiance that makes their enemies flinch at a critical moment.

Declare: Pick a unit in this Regiment of Renown that charged this turn. Then, pick an enemy INFANTRY unit within 1" of that unit to be the target.

Effect: For the rest of the turn, ignore positive modifiers to save rolls for the target.

Passive
MASTERS OF ALL TERRAIN: These Dawnriders have been dispatched on multiple missions throughout the realms. Consequently, their steeds have become accustomed to traversing all kinds of terrain, be it scree, sand or swamp.

Effect: Ignore negative modifiers to run rolls and charge rolls for units in this Regiment of Renown and to their Move characteristic.


REGIMENT OF RENOWN
Drekki’s Privateers
Drekki Flynt is one of the most famous skyfarers in Kharadron society, a rogue and opportunist whose feats grow ever more outrageous in the telling. Captain of the Frigate the Aelsling, Flynt has lent the services of his vessel and his crew to many causes over the years – few of them entirely noble.
REGIMENT OF RENOWN
Drekki’s Privateers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 500

Deployment Phase
CRUISING INTO POSITION: The Aelsling’s speed and agility allow her to enter battle at the perfect moment.

Declare: Pick all units in this Regiment of Renown that have not been deployed.

Effect: Set up all of those units in reserve plying the winds. They have now been deployed.
KEYWORDSDEPLOY

Passive
YOU CALL IT YOURS, I CALL IT MINE: Aether-gold is Drekki Flynt’s great love, but other treasures will do in a pinch.

Effect: Add 1 to hit rolls and wound rolls for shooting attacks made by units in this Regiment of Renown that target an enemy unit that is within 6" of an enemy unit that has an enhancement.

Your Movement Phase
DAREDEVIL DEPLOYMENT: Flynt’s crew lead the way with guns blazing.

Declare: Pick the Arkanaut Frigate in this Regiment of Renown to use this ability if it is plying the winds.

Effect: Set up the Arkanaut Frigate anywhere on the battlefield more than 9" from all enemy units. Then, set up all other units in this Regiment of Renown wholly within 6" of the Arkanaut Frigate and more than 9" from all enemy units.

Passive
THE GOOD SHIP AELSLING: Flynt’s beloved skyship has endured all that the realms can throw at her with stubborn indifference.

Effect: The Aelsling in this Regiment of Renown has a Health characteristic of 17 instead of 14.


REGIMENT OF RENOWN
Drycha’s Talons
Queen of the Outcasts and bitter enemy of all who dare despoil the wilds, Drycha Hamadreth is the embodiment of nature’s cruelty. To ensure the annihilation of particularly dangerous foes, she will sometimes deign to ally with outsiders whose goals align with her own.
REGIMENT OF RENOWN
Drycha’s Talons
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

Drycha Hamadreth


BATTLE PROFILE

Points: 360

Passive
BITTER ROOTS: Where Drycha’s Talons roam, thorned vines and strangling roots, grown fat on the gore spilled by the Outcasts, churn through the undergrowth with malign intent.

Effect: If they do not otherwise have one, terrain features have a friendly overgrown token while they are contested by a Spite-Revenants unit in this Regiment of Renown.

Passive
CONCEALED IN THE SHADOWS: The Talons hide in plain sight, waiting until their enemy is close before tearing them limb from limb.

Effect: While they are wholly within 3" of a terrain feature, the Spite-Revenants units in this Regiment of Renown are not visible to enemy units more than 12" away from them.


REGIMENT OF RENOWN
Elthwin’s Thorns
The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched by maddening energies. Over time, the spirit-song that naturally envelops her fellow Sylvaneth has become torturously faint to Elthwin, and it is only the Arch-Revenant’s strength of will that has staved off insanity.
REGIMENT OF RENOWN
Elthwin’s Thorns
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 220

Your Shooting Phase
GOSSAMID CHAMPION: Elthwin directs her Gossamid kin to let fly volleys of suppressing shots.

Declare: Pick the Arch-Revenant in this Regiment of Renown to use this ability, the pick a visible enemy unit within 12" of them to be the target.

Effect: Until the start of your next turn, subtract X from charge rolls for the target, where X is the number of damage points allocated to the target this phase by shooting attacks made by the Gossamid Archers unit in the Regiment of Renown, to a maximum of 6.

Once Per Turn (Army), Your Shooting Phase
FLIGHT OF THE ZEPHYRSPITES: In their effort to reach Alarielle’s court and be healed, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.

Effect: If both units in this Regiment of Renown are within each other’s combat range and neither unit is in combat, roll a dice. On a 3+, remove both units from the battlefield, then set them up again within each other’s combat range, wholly within 3" of a terrain feature and more than 9" from all enemy units.


REGIMENT OF RENOWN
Enforcers of the Tithe
Unlike most undead, the Ossiarchs are willing to compromise – provided their tithe is not waylaid. Though they bear little trust for the forces of Chaos, a desperate or cunning general may be able to direct them towards a mutual foe. After all, the Bonereapers will happily harvest the corpses of both sides...
REGIMENT OF RENOWN
Enforcers of the Tithe

BATTLE PROFILE

Points: 470

Once Per Turn (Army), Any Combat Phase
COLLECT THE TITHE: Nothing may halt the tithe-harvest.

Declare: Pick the GOTHIZZAR HARVESTER in this Regiment of Renown to use this ability, then pick a NON-HERO INFANTRY unit (friendly or enemy) within its combat range to be the target.

Effect: Roll a dice. If the roll equals or exceeds the target’s Health characteristic, 1 model in the target unit is slain, then give the unit using this ability 1 bone-tithe point.

Your Hero Phase
7
SOUL TAX: Part of the Ossiarchs’ tithe is inevitably a portion of their allies’ souls.

Declare: Pick the Mortisan Ossifector in this Regiment of Renown to cast this spell, then:
  • Pick a friendly unit, excluding units in this Regiment of Renown, to be the target.
  • Pick a unit in this Regiment of Renown to be the recipient.
The target and the recipient must be wholly within 12" of and visible to the caster. Then, make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • The target has a maximum control score of 1.
  • Add 1 to hit rolls and wound rolls for the recipient’s combat attacks.
KEYWORDSSPELL

Your Movement Phase
REBUILD ON THE MARCH: Ossiarch war-constructs can fashion new warriors at a fearsome rate if bone is in ample supply.

Declare: Pick the Gothizzar Harvester in this Regiment of Renown to use this ability if it has 6 bone-tithe points. Then, pick another unit in this Regiment of Renown that has been destroyed to be the target.

Effect: Reset the Gothizzar Harvester’s bone-tithe points to 0. Then, set up a replacement of the target unit with half the number of models (rounding up) wholly within 9" of the Gothizzar Harvester and more than 9" from all enemy units.


REGIMENT OF RENOWN
Exile Scavengers
His Endrineering commission revoked after repeated accusations of ‘unsanctioned resource sharing’, Gronn Ymorsson took matters into his own hands by bribing some Skywardens and stealing a Gunhauler, then fleeing the sky-port authorities before they noticed. He follows armies who can open the way to worthy treasure, swooping down to claim the loot when the coast is clear.
REGIMENT OF RENOWN
Exile Scavengers

BATTLE PROFILE

Points: 410

Deployment Phase
AN EYE FOR LOOT: The Exile Scavengers observe from above to locate the best spot to swoop in and ‘claim their fee’.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve studying the battlefield. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
SWOOP IN: Once the moment is right, Gronn and his crew strike hard and fast.

Declare: Pick the Grundstok Gunhauler in this Regiment of Renown to use this ability if it is studying the battlefield.

Effect: Set up the Grundstok Gunhauler on the battlefield more than 6" from all enemy units that have an artefact of power and more than 9" from all other enemy units. Then, set up all other units in this Regiment of Renown wholly within 3" of the Grundstok Gunhauler and more than 6" from all enemy units.

Once Per Turn (Army), Your Combat Phase
WHAT’S YOURS IS MINE: Gronn has always had a cavalier attitude when it comes to ownership.

Declare: Pick an enemy unit in combat with a unit in this Regiment of Renown to be the target. Then, pick an artefact of power the target has.

Effect: Roll a dice. Add 1 to the roll for each unit in this Regiment of Renown that is in combat with the target. On a 6+, the target no longer has that artefact of power.


REGIMENT OF RENOWN
Heroes of The Jade Abbey
Renowned for defeating the plague daemon Gelgus Pust, thwarting his plans to befoul the life-giving waters of the Everspring and ultimately banishing evil from the Jade Abbey, these legendary heroes are welcomed with open arms into the forces of Order.
REGIMENT OF RENOWN
Heroes of The Jade Abbey
ORGANISATION
  • 0-1 Kelthannor the Forest Prince

This Regiment of Renown is built during army composition. You must include at least 1 of the units opposite in this regiment and can include 1 of each of them. Add together the points values of each unit you include in this regiment to determine its points cost.

UnitPoints
Edmark Valoran, the Manticore Knight+110
Bren Tylis, the Renegade Saint+120
Inara Sion, the Cleansing Blade+120
Drolf Ironhead, the Grizzled Explorer+100
Kelthannor, the Forest Prince+150
Jacobus Vyne, the Jade Wizard+130
Drasher Vorn, the Rampaging Beast+150


Passive
STRONGER TOGETHER: Fighting shoulder to shoulder, the saviours of the Jade Abbey are nigh unstoppable.

Effect: While each unit in this Regiment of Renown is wholly within 6" of each other unit in this Regiment of Renown, add 1 to the Attacks characteristic of melee weapons used by units in this Regiment of Renown.

End of Any Turn
WATERS OF THE EVERSPRING: A single drop from the shimmering depths of the Everspring can cure sickness and heal suppurating wounds.

Effect: Heal (1) each unit in this Regiment of Renown.


REGIMENT OF RENOWN
Mask of the Deceiver
The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass.

DISCIPLES OF TZEENTCH WARSCROLL
Mask of The Deceiver
5"
6
5+
2
5+
The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass.
DISCIPLES OF TZEENTCH WARSCROLL
Mask of The Deceiver
MELEE WEAPONS
AtkHitWndRndDmg
The Trickster’s Staff
The Trickster’s Staff33+3+1D3
Deployment Phase
MASKED IN PLAIN SIGHT: Few can see through the Changeling’s disguise.

Declare: This unit must be deployed using this ability.

Effect: Set up this unit in reserve incognito. It has now been deployed.

Friendly incognito units are destroyed at the end of the fifth battle round and not at the start of the fourth battle round
KEYWORDSDEPLOY

Any Hero Phase
BAIT AND SWITCH: The Changeling swaps places with a temporary ally

Declare: This unit can use this ability if it is incognito. Pick this unit and a friendly INFANTRY HERO to be the targets. One target must be incognito and the other must be on the battlefield.

Effect: Set up the incognito target wholly within 6" of the other target and not in combat. Then, remove the other target from the battlefield and set it up in reserve incognito.

If this unit is destroyed, before removing it from play, set up the friendly incognito unit wholly within 6" of a battlefield edge and not in combat.

Your Hero Phase
6
FORCEFUL COMMAND: The Changeling imbues its orders with compelling enchantments so that none can disobey.

Declare: Pick a visible friendly unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • The target cannot use MOVE abilities.
  • The target’s melee weapons have Anti-charge (+1 Rend).
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (5+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


REGIMENT OF RENOWN
Namarti Shore Raid
Led by a veteran Akhelian Thrallmaster, a Namarti Shore Raid is trained to harry the enemy relentlessly. Such contingents are often dispatched to aid the Idoneth’s allies as scouts and ambush troops. Their swiftness allows them to outflank and surprise enemy hosts, turning the tide of battle.
REGIMENT OF RENOWN
Namarti Shore Raid
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 270

Deployment Phase
IN THE SHADOW OF THE ETHERSEA: Though their allies may not understand the nature of the ethersea, they have come to rely on the advantages it provides in battle as the Idoneth advance out of sight of the enemy.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve in the ethersea. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
LAUNCH THE ATTACK: There is a sudden blur of movement as these Namarti warriors burst forth from an unseen quarter.

Declare: Pick each unit in this Regiment of Renown that is in the ethersea.

Effect: Set up each unit on the battlefield wholly within 7" of a battlefield edge, more than 9" from all enemy units and within the combat range of another unit in this Regiment of Renown. Then, each unit can immediately move D3". The units cannot move into combat during any part of that move.


REGIMENT OF RENOWN
Sigil Convocation
Some Scinari Calligraves embark on the path of the wanderer, not content to restrict their efforts at healing the lands to Hysh. These aelves have mastered the art of magical coalescence, giving a degree of permanence to their spells, which they utilise to aid the allies of the Lumineth in other realms. The assemblages of magic summoned and shepherded by these roaming mage-scribes are known as Sigil Convocations.
REGIMENT OF RENOWN
Sigil Convocation
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

Designer’s Note: Including this Regiment of Renown in your army does not stop you from being able to pick a manifestation lore for your army


BATTLE PROFILE

Points: 130

Your Hero Phase
6
CYCLE MANIFESTATION: With a deft gesture, the caster dismisses one manifestation and uses its power to summon another.

Declare: Pick the Scinari Calligrave in this Regiment of Renown to cast this spell, pick 1 of the friendly MANIFESTATIONS below that is not on the battlefield, then make a casting roll of 2D6.

Effect: If there is already a friendly MANIFESTATION from the list above on the battlefield, it is immediately banished. Then, set up the MANIFESTATION you picked within 1" of the caster and visible to them. If that MANIFESTATION is a Sanctum of Amyntok, it must instead be set up wholly within 12" of the caster, more than 3" from all enemy units, and with its 3 parts touching each other so that they form a ring.
KEYWORDSSUMMON, SPELL

Reaction: Opponent declared a SPELL ability
SWIFT ERASURE: With a dismissive flourish, the Calligrave nullifies the inelegantly wrought spells of the foe.

Effect: Roll a dice for each friendly unit that was picked to be a target of that SPELL ability and that is wholly within 12" of the Scinari Calligrave in this Regiment of Renown. On a 4+, that SPELL ability has no effect on that unit.

Once Per Turn, Your Movement Phase
ARCANE TAXONOMY: The Convocation’s master is never found far from the objects of their magical studies, compelled to take notes and record observations even as battle rages around them.

Effect: Remove the Scinari Calligrave in this Regiment of Renown from the battlefield and set it up again on the battlefield wholly within 3" of a friendly MANIFESTATION and more than 7" from all enemy units.


REGIMENT OF RENOWN
Sky-Port Profiteers
The Kharadron Overlords are nothing if not pragmatic when it comes to defending their interests. The elite groups known as Sky-Port Profiteers are dispatched to seek allies and secure the most vital territories. Litigious Codewrights negotiate terms, ably backed up by the firepower of their Grundstok bodyguards.
REGIMENT OF RENOWN
Sky-Port Profiteers

BATTLE PROFILE

Points: 350

Your Hero Phase
1
SUPPLIES DONT COME CHEAP: Profiteers will dispatch aid to beleaguered allies in exchange for payment.

Declare: Pick a visible terrain feature within 18" of the Codewright in this Regiment of Renown. Each friendly unit wholly within 3" of that terrain feature is a target.

Effect: Roll a D3 for each target. On a 2+, Heal (X) the target, where X is an amount equal to the roll.

Your Movement Phase
1
NO ONE RIDES FOR FREE: Kharadron can make a healthy profit transporting allies via the skyways.

Declare: Pick a friendly INFANTRY unit with up to 10 models that is wholly within 9" of the Codewright in this Regiment of Renown and not in combat to be the target.

Effect: Remove the target from the battlefield, then set it up again on the battlefield more than 9" from all enemy units.

Your Shooting Phase
1
LONG-RANGE SUPPORT: The Codewright can call in a long-range barrage to reduce a troublesome obstacle to dust.

Declare: Pick an objective within 15" of the Codewright in this Regiment of Renown and that no friendly units are contesting. Each unit contesting that objective is a target.

Effect: Roll a dice for each target. If the roll exceeds the target’s Health characteristic, inflict an amount of mortal damage on the target equal to the roll.


REGIMENT OF RENOWN
The Horizon Seekers
One of the most famed Vanguard formations is that of Lord-Aquilor Tyran Veld, a grizzled veteran who has fought campaigns in every realm save Azyr. Known as the Horizon Seekers, his retinue are often seconded to Sigmar's allies, serving as scouts and putting their hard-earned knowledge of the realms' hinterlands to good effect as they harry enemies and seize control of vital objectives.
REGIMENT OF RENOWN
The Horizon Seekers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 500

Passive
HUNTER’S COHESION: The Horizon Seekers have long roamed the wilderness together, operating in well-honed unison to run circles around the foe.

Effect: Each time this Regiment of Renown’s Lord-Aquilor uses its ’Ride the Winds Aetheric’ ability, you can pick all units in this Regiment of Renown that are not in combat to be the targets.

In addition, add 1 to hit rolls for attacks made by this Regiment of Renown’s Lord-Aquilor and VANGUARD-PALLADORS units that target a HUNTED enemy unit.

Designer’s Note: See the ’Astral Compass’ ability on the Vanguard-Hunters warscroll to see how an enemy unit can become Hunted.


REGIMENT OF RENOWN
The Twisted Branch
Former denizens of the predatory forest known as the Gnarlwood, these cursed Sylvaneth were driven out of their lair by a cataclysmic disaster. Now they wander the realms in search of a cure for their supernatural malady, joining forces with any who will have them to annihilate the enemies of the Everqueen.
REGIMENT OF RENOWN
The Twisted Branch
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 210

Deployment Phase
SEARCHING FOR REMEDIES: The Twisted Branch are often found scouting ahead of their allies, looking for any clue that might offer hope of a cure for their curse.

Effect: Remove each unit in this Regiment of Renown from the battlefield and set them up again wholly within 6" of a terrain feature and more than 9" from all enemy units.

Your Hero Phase
7
SOOTHING PULSE: The Branchwych who shepherds these cursed Sylvaneth magically soothes her paraspite-afflicted kin while they await a true cure to their ailments.

Declare: Pick the Branchwych in this Regiment of Renown to cast this spell, pick a visible friendly unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Heal (3) the target.
KEYWORDSSPELL


REGIMENT OF RENOWN
Valnir’s Stormwing
One of the brightest stars of the Hammers of Sigmar, Knight-Draconis Aldus Valnir is an expert drake-rider known for his death-defying bravery. Lending his lance to Sigmar's allies in the fight against darkness, he is accompanied in battle by his loyal bodyguard Ortana. The two have developed a formidable synergy, timing their aerial charges to deliver a devastating one-two punch to the enemy.
REGIMENT OF RENOWN
Valnir’s Stormwing

BATTLE PROFILE

Points: 350

Once Per Battle (Army), Your Hero Phase
HOUR OF RETRIBUTION: Aldus Valnir and Ortana dive down from the clouds into the midst of the reelingfoe, using the shock of their sudden assault to inflict maximum damage.

Effect: For the rest of the turn:
  • Add 1 to wound rolls for attacks made by units in this Regiment of Renown.
  • Add 1 to save rolls for units in this Regiment of Renown.


REGIMENT OF RENOWN
Fjori’s Flamebearers
The duardin of Fjori’s Flamebearers are the last survivors of many magmaholds that once stood in the Adamantine Chain, now overrun by troggoths and Skaven. Fjori has galvanised them to search for new purpose – and like true sons of Grimnir they will take on any challenge, no matter how monstrous.
REGIMENT OF RENOWN
Fjori’s Flamebearers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 420

Passive
TOE TO TOE: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.

Effect: Subtract 10 from the control scores of enemy MONSTERS while they are in combat with any units in this Regiment of Renown.

Passive
GRIMNIR’S DEFIANCE: For these vengeful Fyreslayers, the bigger the enemy, the better.

Effect: Units in this Regiment of Renown cannot be picked to be the target of RAMPAGE abilities used by enemy units.


REGIMENT OF RENOWN
Gotrek Gurnisson
Gotrek Gurnisson hails from a world lost to legend. After a great shame befell him, he swore an oath to meet an honourable death in battle – but with his warrior skill and the unwelcome favour of the fallen god Grimnir, no foe has yet proven equal to the task. Cantankerous, surly and stubborn to a fault, Gotrek is ever travelling across the realms in search of battle. For a worthy cause, he might lend his axe for a time; still, allies are wise to keep out of the Slayer’s business, if they know what’s good for them.
REGIMENT OF RENOWN
Gotrek Gurnisson
ORGANISATION
  • 1 Gotrek Gurnisson

BATTLE PROFILE

Points: 320


FYRESLAYERS WARSCROLL
Gotrek Gurnisson
4"
8
5+
2
3+
Gotrek Gurnisson hails from a world lost to legend. After a great shame befell him, he swore an oath to meet an honourable death in battle – but with his warrior skill and the unwelcome favour of the fallen god Grimnir, no foe has yet proven equal to the task. Cantankerous, surly and stubborn to a fault, Gotrek is ever travelling across the realms in search of battle. For a worthy cause, he might lend his axe for a time; still, allies are wise to keep out of the Slayer’s business, if they know what’s good for them.
FYRESLAYERS WARSCROLL
Gotrek Gurnisson
MELEE WEAPONS
AtkHitWndRndDmg
Zangrom-az [Crit (Mortal)]
Zangrom-az
Crit (Mortal)
82+2+23
Any Combat Phase
1
UNSTOPPABLE BATTLE FURY: Once Gotrek has started to fight, he continues to do so with a relentless fury that abates only when all his opponents lie slain.

Effect: is unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.

Passive
‘I’LL GET THERE MYSELF!’: Gotrek is renowned for his legendary stubbornness.

Effect: This unit cannot be set up in reserve and cannot be targeted by abilities that would remove it from the battleeld.

KEYWORDS
UNIQUE, INFANTRY, HERO, WARD (3+)
ORDER, DUARDIN


REGIMENT OF RENOWN
Norgrimm’s Rune Throng
Once, Clan Arzabul were nobles amongst the Khazalid Empire. Yet the fall of that nation quashed their fortunes. Rather than succumb to despair, the Runelord Norgrimm leads his surviving kin to search ruined karaks for valuable rune-lore. Amongst this recovered knowledge is the Rune of Restored Hearth.
REGIMENT OF RENOWN
Norgrimm’s Rune Throng
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 320

Once Per Battle (Army), Your Hero Phase
RUNE OF RESTORED HEARTH: Upon striking this rune, Norgrimm and his kin are filled with a tenacious impulse to restore their people’s glory.

Effect: If the Runelord in the Regiment of Renown is contesting an objective, for the rest of the battle, units in this Regiment of Renown have WARD (5+) while they are contesting that objective.

Your Hero Phase
4
WRATH AND RUIN: The very earth cracks before the priest, venting fire and sulphurous fumes that engulf the enemy.

Declare: Pick the Runelord in this Regiment of Renown to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Roll 6 dice. If the chanting roll was 8+, roll 9 dice instead. For each 5+, inflict 1 mortal damage on the target. If 3 or more damage points are allocated to the target as a result of those dice rolls, ignore positive modifiers to save rolls for the target until the start of your next turn.
KEYWORDSPRAYER, UNLIMITED


REGIMENT OF RENOWN
Nurgle’s Gift
Nurgle is a generous god, granting gifts even to those who deny their genius. It takes only one infected well, watering hole or imported keg for corruption to bite. At first, a warrior feels little but mild discomfort – but as the day of battle draws near, their suffering deepens, and an eager giggling echoes through the aether...
REGIMENT OF RENOWN
Nurgle’s Gift

BATTLE PROFILE

Points: 180

Deployment Phase
INCUBATION PERIOD: Nurgle’s gifts can incubate slowly within the afflicted, gaining a malign sentience.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve festering within. They have now been deployed.
KEYWORDSDEPLOY

Passive
BURSTING WITH LIFE: Guts roil and buboes weep before cheering Nurglings burst forth from the slain.

Effect: If a friendly non-NURGLE’S GIFT unit would be destroyed, before the last model is removed from play, roll a dice. Add 1 to the roll for each other friendly non-NURGLE’S GIFT unit that has been destroyed this battle. On a 5+, pick a friendly unit that is festering within and set it up wholly within 6" of that model. It can be set up in combat.


REGIMENT OF RENOWN
Saviours of Cinderfall
The backstreets and catacombs of the God-King’s free cities conceal innumerable threats, from lurking monsters to hidden cults. It is the duty of the Saviours of Cinderfall to root out these horrors with blade and spell, and there are few more effective at this than Hanniver Toll and his companion Armand Callis. Along with a motley retinue of hired blades, these heroes fight a bitter underground war to keep the Cities of Sigmar from sliding into disorder and bloodshed.
REGIMENT OF RENOWN
Saviours of Cinderfall
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 290

Passive
DUTY BOUND: Hanniver Toll has assembled a formidable array of agents, bound by oath – or debt – to serve Sigmar unto death.

Effect: While every model in the same unit in the Regiment of Renown is contesting the same objective, add 1 to save rolls and ward rolls for that unit.

Once Per Battle (Army), Deployment Phase
SIGMAR’S JUSTICE: Callis, Toll and their companions are single-minded in their purpose: the elimination of a high-priority target.

Declare: Pick an enemy unit to be marked for justice. You can pick a unit that is in reserve.

Effect: For the rest of the battle, add 1 to wound rolls for combat attacks made by units in this Regiment of Renown that target a unit that is marked for justice.


REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire
Having learned the Great Secret of mercenary work from a local Mega-Gargant, Snerk Mooneata decided to give it a go. Finding little success, the bossgrot took the next best option: periodically waking a surly troggoth and acting as the go-between for the beast. Snerk, of course, holds onto the troggoth’s half of the pay. For safekeeping.
REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire

BATTLE PROFILE

Points: 220

Your Charge Phase
GO DAT WAY!: Snerk makes sure to give his troggoth mate a jab if they get distracted. Which they do. Often.

Declare: Pick the Dankhold Troggoth in this Regiment of Renown to be the target if it is within 12" of the Loonboss in this Regiment of Renown.

Effect: For the rest of the turn, the target can still use CHARGE abilities even if it used a RETREAT ability in the same turn.

Passive
TAKTIKAL COWERING: Snerk can usually be found hurling insults from behind his mate’s solid, regenerating body.

Effect: While the Loonboss in this Regiment of Renown is within the combat range of the Dankhold Troggoth in this Regiment of Renown:
  • That Loonboss has WARD (4+).
  • Each time you make a successful ward roll for that Loonboss, allocate 1 damage point to that Dankhold Troggoth after the damage sequence for that Loonboss has been resolved (ward rolls cannot be made for those damage points).


REGIMENT OF RENOWN
Stumblefoot Gargant
The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 140

Once Per Turn (Army), Your Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on that target equal to the roll.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE


REGIMENT OF RENOWN
The Blacktalons
From scions of the Dark Gods to marauding orruk warlords, threats to Sigmar’s people lurk in every corner of the realms. It is Neave Blacktalon, the God-King’s foremost assassin, who must put down these fell champions. Neave travels upon winds of magic during battle to unleash storms of never-ending axe blows. With her come the Blacktalons, tightly knit companions and warriors of deadly renown all.
REGIMENT OF RENOWN
The Blacktalons

BATTLE PROFILE

Points: 320

Once Per Battle (Army), Any Combat Phase
JUSTICE WILL BE SERVED: When her appointed target is within her grasp, Neave fights with the overwhelming fury of an Azyrite storm.

Declare: Pick the Neave Blacktalon in this Regiment of Renown to be the target if it is in combat with an enemy HERO.

Effect: The target can use 2 FIGHT abilities this phase. Each time it does so, if it is in combat with an enemy HERO, all of its attacks must target an enemy HERO. In addition, after the first FIGHT ability is used, the target has STRIKE-LAST for the rest of the turn.
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).
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 non-AELF DAUGHTERS OF KHAINE keyword is used in the following Daughters of Khaine warscrolls:

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.
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.
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).
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.

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

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.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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

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 may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES can join an eligible regiment as a Coven Matriarch.

Infantry Hero
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.

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

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

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

18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
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.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Place of Power
HEROES within 3" of this terrain feature can use the ‘Activate Place of Power’ ability.
Passive
BLOOD RITES: Manifold are the Khainite blood rituals, but no offering holds greater weight than the spilling of gore in a ritualistic bacchanal.

Effect: You perform a blood rite each time:
  • An enemy unit is destroyed and any damage points were allocated to that unit by a friendly anointed unit’s combat attacks in the same turn.
  • A friendly anointed unit is destroyed.
  • A friendly unit contesting an objective you control is destroyed.
  • An enemy unit is destroyed by a friendly DAUGHTERS OF KHAINE unit’s attacks and any models in that enemy unit were contesting an objective you do not control in the same phase.
  • A unit (friendly or enemy) is destroyed and it was within 3" of a Place of Power at the start of the phase.
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).
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.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

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

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

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

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

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

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:

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).

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

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.
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

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.
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.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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.
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.
18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • 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.

  • 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).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
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.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used 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.

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

Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).

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

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.
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

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

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
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.

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:

14.3 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

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
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.

The MUSICIAN 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:

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

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

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.

The VANGUARD-PALLADORS keyword is used in the following Stormcast Eternals warscrolls:

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