Daughters of Khaine – Warscrolls


Infantry Hero


DAUGHTERS OF KHAINE WARSCROLL
Bloodwrack Medusa
8"
6
5+
2
It is considered a high honour among Khainite aelves to be selected for the Slith‑onóir. In this gory ritual, their flesh is pierced by the fangs of the hissing serpents that crown the Shadow Queen’s skull. This results in the agonising transformation of the chosen into monstrous beings blessed with a portion of Morathi’s strength and magic – the Bloodwrack Medusae. Bloodwrack Medusae wield sorcerous energies, and their eyes blaze with the power of death. Any who meet a Medusa’s gaze find their body exsanguinated in a welter of gore. Neither does the sorceress shy away from combat; wielding the razor-sharp gauntlet known as a whisperclaw in concert with a Bloodwrack spear, the Medusa can cut a swathe through any foes foolish enough to approach her. Those selected for the Slith-onóir might be the rising champions of their sect, but some are chosen because they are openly contentious when it comes to Morathi- Khaine’s strictures or her claims of a divine mandate. Regardless, after the ritual, Bloodwrack Medusae become the goddess’s most faithful and loyal servants. Naturally resonant with arcane power, they eagerly absorb every scrap of magical knowledge that she grants them, including all manner of malicious spells and curses.
DAUGHTERS OF KHAINE WARSCROLL
Bloodwrack Medusa
RANGED WEAPONS
RngAtkHitWndRndDmg
Bloodwrack Stare [Shoot in Combat]
Bloodwrack Stare
Shoot in Combat
12"12+
See below
MELEE WEAPONS
AtkHitWndRndDmg
Bloodwrack Spear and Whisperclaw
Bloodwrack Spear and Whisperclaw53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Avatar of Khaine, Any KHINERAI, Any MELUSAI

Passive
BLOODWRACK STARE: Should a victim’s eyes lock with a Bloodwrack Medusa’s stare for even a second, their lifeblood will violently rebel, flooding from every pore until their body collapses into a pool of gore.

Effect: Each time this unit attacks with its Bloodwrack Stare, if the attack scores a hit, roll a number of dice equal to the number of models in the target unit. For each 5+, inflict 1 mortal damage on that unit. You cannot pick the same enemy unit to be targeted by attacks made with a Bloodwrack Stare more than once per phase.

Reaction: You declared a FIGHT ability for this unit
MELUSAI KIN: A Bloodwrack Medusa leads her Melusai kin into battle, encouraging them to follow her example and strike down the enemy with brutal swiftness.

Effect: Pick a friendly non-HERO MELUSAI unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

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


DAUGHTERS OF KHAINE WARSCROLL
Hag Queen
6"
5
5+
2
The High Priestesses known as Hag Queens are the guardians of Khaine’s mysteries and the leaders of their temple’s rites. Through Morathi’s teachings, the Hag Queens learn secret rituals, words of power and divine incantations that allow Khaine’s energies to flow like blood from a severed artery. It is the Hag Queens who are responsible for concocting the potion that drives their fellow Khainites into a rapturous battle-rage. Known as witchbrew, this sacred concoction is derived from the blood of Slaughter Queens slain in the service of Khaine. Resonant with the fierce exultation that the deceased experienced in their final moments, this holy liquid is refined and blended through a sorcerous process known only to the High Priestesses. The resulting broth has the viscous consistency of clotting blood, and a single draught heightens the senses to supernatural levels, imbuing the drinker with an uncontrollable bloodlust and robbing them of any sense of self preservation. Khainites under the influence of witchbrew will ignore even the most horrific wounds as they carve their foes apart. Hag Queens, of course, do not simply observe their workings from afar; when their sacred duties have been performed, they join the killing as mercilessly as any of their kin.
DAUGHTERS OF KHAINE WARSCROLL
Hag Queen
MELEE WEAPONS
AtkHitWndRndDmg
Blade of Khaine [Crit (Mortal)]
Blade of Khaine
Crit (Mortal)
43+4+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 Coven Matriarch, 0-1 Avatar of Khaine, Any AELF

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.

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


DAUGHTERS OF KHAINE WARSCROLL
High Gladiatrix
6"
5
5+
2
Those aelves that become High Gladiatrixes are not merely promoted but instead undergo a bloody apotheosis within the gladiatorial arena. They are marked by their ability to overcome ever more perilous contests of arms – and with brutal, exhilarating flair. At the beginning of a night’s death-games, they may fight a single snarling Frost Sabre, but such will soon be followed by a mob of captive orruks and a duo of rampaging Stegadons. They are their deity’s will made manifest, incarnated in each dazzling display of slaughter. Though High Gladiatrixes hold no formal position amongst the war covens, few of Morathi’s generals would deny their aid. They are one woman armies, wielding serpentine whips and blades to eviscerate their foes with a contemptuous flick of the wrist. Bands of Witch Aelves and Sisters of Slaughter flock to a High Gladiatrix’s presence, fighting with such fervour that it is said they would follow their idols into the Realm of Chaos itself. The crimson blessings that radiate from the High Gladiatrix intensify with each successive act of carnage until the battlefield is awash with gore.
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: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Avatar of Khaine, Any AELF
Notes: This HERO can join an eligible regiment as a Coven Matriarch.

Any Combat Phase
PARAGON OF SLAUGHTER: The spectacular acts of death-dealing performed by a High Gladiatrix inspire nearby Daughters of Khaine, setting their souls aflame with the power of the Bloody-Handed God.

Declare: If this unit is in combat, pick a visible friendly non-HERO DAUGHTERS OF KHAINE AELF INFANTRY unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 2+, add 1 to the Rend characteristic of melee weapons used by the target for the rest of the turn.

Once Per Battle, Any Combat Phase
KILLING STROKE: A High Gladiatrix prides herself on slaying enemies with magnificently gory flourishes, killing them with a brutal whip motion or single precise stroke from her blade.

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

Effect: Roll 2D6. If the roll exceeds the target’s Health characteristic, it is automatically destroyed.

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


DAUGHTERS OF KHAINE WARSCROLL
Krethusa the Croneseer
12"
6
5+
2
Descending upon pinions of pure darkness, Krethusa is a herald of imminent doom. By peering into the spilt blood and scorched bones of her foes, Krethusa can read the tides of battle. She darts and dives alongside the bubbling Cauldrons of Blood, weaving prophecies and chanting dark prayers. Krethusa’s supernatural foresight and gift of flight are said to come not from Morathi-Khaine but from a source far darker and more ancient: Morai-Heg, an aelven deity of death and fate that perished in a time long forgotten at the hands of Slaanesh. Upon the advent of Morathi’s ascension, a shard of Morai-Heg’s divinity escaped from the Dark Prince’s gullet to pierce through Krethusa’s very soul, causing ink-black feathers to erupt from her back. Though she is a serious threat to Morathi’s power, the goddess has found herself forced to keep her alive; Krethusa has the trust of Sigmar’s people, to say nothing of a growing retinue of loyal followers who now view Morathi with doubt and suspicion. By plucking a feather from her dark wings, Krethusa calls upon Morai-Heg’s power to decimate her foes. Each sanctified pinion can summon a flesh-eating murder of crows to tear apart any enemy foolish enough to defy her.
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: 170
Base size: 60mm
Can be reinforced: No
Regiment Options: 0-1 Coven Matriarch, Any AELF

Your Hero Phase
4
MURDER OF CROWS: Several of Krethusa’s feathers transform into eldritch corvids that descend upon her enemies, pecking eyes from sockets and flesh from bone.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a chanting roll of D6.

Effect: Roll a D3. If the chanting roll was 8+, roll a D6 instead. Inflict an amount of mortal damage on the target equal to the roll. In addition, if the roll exceeds the target’s Health characteristic, subtract 1 from hit rolls for the target’s attacks until the start of your next turn.
KEYWORDSPRAYER

Once Per Turn, Any Hero Phase
BURNT OFFERINGS: Casting blood into her brazier, Krethusa manipulates the twisting coils of smoke to commune with Morai‑Heg.

Declare: If this unit is within the combat range of a friendly CAULDRON OF BLOOD, pick a visible friendly non-HERO DAUGHTERS OF KHAINE AELF INFANTRY unit wholly within 18" of this unit to be the target.

Effect: Roll a dice. On a 2+, pick 1 of the following effects to apply to the target.

Prophecy of Silence: Until the start of your next turn, enemy units cannot use commands while they are in combat with the target.

Prophecy of Dark Wings: The target can use the ‘Normal Move’ ability as if it were your movement phase. That unit counts as having used a Run ability this turn.

Prophecy of Reclamation: For the rest of the turn, while the target is contesting an objective, subtract 10 from the control scores of enemy units contesting that objective that do not have the HERO or MONSTER keyword.

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


DAUGHTERS OF KHAINE WARSCROLL
Melusai Ironscale
8"
6
5+
2
The Ironscales are Morathi-Khaine’s trusted inner coven and, as far as the lower-ranking Khainites are concerned, speak with the voice of the goddess. So intense is their hatred of Chaos and desire for revenge that these Scáthborn can be counted upon to lay down their lives for but a chance at the vengeance they crave. They are privy to truths concealed from most and are granted the honour of contributing to Morathi’s councils of war, for even the goddess recognises their innate talent in military matters. Ironscales are responsible for the protection of Morathi-Khaine and one of their number serves as the commander of her elite Vyperic Guard. The souls of the Ironscales have been threaded with arcane wards that allow them to resist magical energies, allowing them to hunt down ancient artefacts and sites of eldritch power for their master. Wielding serpent-crested staves known as keldrisaíth, they loose bolts of shadowy energy into the foe and strike down their enemies with lightning-fast blows. When their mistress is threatened, the coiling serpents atop these weapons lunge forwards to bury their fangs deep into an enemy’s chest.
DAUGHTERS OF KHAINE WARSCROLL
Melusai Ironscale
RANGED WEAPONS
RngAtkHitWndRndDmg
Keldrisaíth
Keldrisaíth12"23+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Keldrisaíth [Crit (Mortal)]
Keldrisaíth
Crit (Mortal)
63+4+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Avatar of Khaine, Any KHINERAI, Any MELUSAI

Reaction: You declared a FIGHT ability for this unit
GORY OFFERING: As a Melusai Ironscale holds the crystallised heart of a slain foe aloft, the power of Khaine pulses through it, empowering any fellow Melusai nearby.

Effect: Pick a friendly non-HERO MELUSAI unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

Passive
WRATH OF THE SCÁTHBORN: An Ironscale leads her Melusai kin in the swift slaughter of the foe.

Effect: You can re-roll charge rolls for friendly MELUSAI units while they are wholly within 12" of this unit.

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


DAUGHTERS OF KHAINE WARSCROLL
Morathi-Khaine
6"
6
5+
2
Cunning diplomat, fearsome warrior, speaker to daemons and ascended god: Morathi is all these things and more. Few beings in existence can claim a fraction of her arcane skill – with little more than a flick of her hand, Morathi is able to summon formless horrors from the umbral realm to savage her foes or to blast them with bolts of icy darkness. Morathi most often presents herself as a stunningly beautiful aelf, framed by bladed wings of shadow-metal. In this guise, she goes by the name Morathi- Khaine, purporting to be the second coming of the god of war and murder. Skilled in both slaughter and magic, she is not averse to more direct methods of attack – her ability to inspire a zealous frenzy in her followers is as lethal a weapon as her ensorcelled spear, the infamous Heartrender. Although she wields his Iron Heart, Morathi carries none of Khaine’s divine essence in her own veins. If her Khainite masses were to discover her duplicity, they would surely seek the destruction of their usurper goddess. Yet such is Morathi’s skill at manipulation, coupled with her ruthlessness in silencing dissenters, that only those with a death wish would dare challenge her openly.
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: 760
Base size: 40mm
Can be reinforced: No
Regiment Options: The Shadow Queen (required), 0-1 Coven Matriarch, Any DAUGHTERS OF KHAINE

Your Hero Phase
7
MIRROR DANCE: Morathi casts a spell of shifting, revealing a shadowpath between herself and the Shadow Queen.

Declare: If a friendly Shadow Queen is on the battlefield, make a casting roll of 2D6.

Effect: Place 2 tokens on the battlefield, one directly underneath the centre of this unit’s base and one directly underneath the centre of a friendly Shadow Queen’s base. Then, remove this unit and that Shadow Queen from the battlefield. Set up each unit again with its base overlapping the centre of the other token, then remove the tokens. If it is not possible to set up either of the units on the battlefield, return both units to their original positions. Each unit can only be set up in combat with units that the other unit was already in combat with.
KEYWORDSSPELL

Passive
ONE SOUL, TWO BODIES: Morathi‑Khaine and the Shadow Queen are two entities that share the same life force.

Effect: Each time a damage point would be allocated to this unit, it is instead allocated to a friendly The Shadow Queen (you cannot make any further ward rolls for that damage point).

If this unit would be automatically destroyed by another ability, it is not automatically destroyed. Instead, allocate 3 damage points to a friendly The Shadow Queen (ward rolls cannot be made for those damage points).

If a friendly The Shadow Queen is destroyed, this unit is automatically destroyed.

Passive
SORCERESS SUPREME: Few beings in existence can claim a fraction of Morathi’s skill in the magical art.

Effect: Add 1 to casting rolls for this unit.

KEYWORDS
WARMASTER, UNIQUE, HERO, WIZARD (3), INFANTRY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE, AELF


DAUGHTERS OF KHAINE WARSCROLL
Slaughter Queen
6"
5
5+
2
Slaughter Queens are the martial leaders of the war covens, chosen for their skilled bladework and their fanaticism for dealing death. For a Slaughter Queen, the battlefield is her temple, and the jetting blood of an opened throat is her sacred offering to almighty Khaine. They fight with a sword in each hand, weaving a pattern of red ruination. The Blade of Khaine – blessed with the furore of war – strikes with blurring speed, while the Deathsword is imbued with Morathi’s scorn, its enchanted edge slicing gaping clefts in flesh and armour with even the slightest stroke. A Slaughter Queen wears little in the way of armour, instead relying upon feints, deft dodges and flawless acrobatics to avoid enemy blows. No Khainite can help but be inspired by the unrestrained butchery enacted by a Slaughter Queen. Where these priestesses roam, the land is soon watered with the blood of the freshly slain. Though they prefer bladework to ministry, Slaughter Queens are still adept at channelling the hot rage of Khaine into devastating battle prayers. All learn the killing words of power – appellations of Khaine that, when shouted at the correct pitch, can smite an enemy or even blunt an incoming spell.
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: 150
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 Coven Matriarch, 0-1 Avatar of Khaine, Any AELF

Once Per Turn (Army), Any Combat Phase
ORGY OF SLAUGHTER: The Slaughter Queen orders her warriors to renew their assault twice over.

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

Effect: Roll a dice. On a 3+, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

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

Monster Hero


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

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

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

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

Damage points allocated to this unit cannot be healed.

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

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

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

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

KEYWORDS
UNIQUE, HERO, MONSTER, FLY, WARD (6+)
ORDER, DAUGHTERS OF KHAINE

War Machine Hero


DAUGHTERS OF KHAINE WARSCROLL
Bloodwrack Shrine
6"
12
4+
5
Honoured are the Khainites chosen to be ritualistically transformed into a Bloodwrack Medusa. These writhing sorceresses have an affinity for the arcane and their eyes blaze with the power of death. Any who meet a Medusa’s gaze find their body exsanguinated in a welter of gore. Neither does this servant of Morathi shy away from combat; wielding the razor-sharp gauntlet known as a whisperclaw in concert with a Bloodwrack spear, the Medusa can cut a swathe through any foes foolish enough to approach her. Some Bloodwrack Medusae are borne into battle atop mobile shrines. Propelled by unseen magics, the bladed Bloodwrack Shrine grinds forward to crash into the enemy battleline. Two shrineguards armed with long goadstaves strike out, while the writhing Medusa uses her weapons and deadly gaze to join the slaughter. As formidable as the shrine is in close combat, it has another, more sinister purpose. A strange mirror known as a scáthmre stands at the shrine’s centre, reflecting not just the Bloodwrack Medusa’s deadly gaze but also an agonising aura, a shadowy projection of the scathing hatred harboured by the monstrous serpentine creature. Such is the power of this dark emanation that it causes nearby foes to perish in the throes of unbearable torment.
DAUGHTERS OF KHAINE WARSCROLL
Bloodwrack Shrine
RANGED WEAPONS
RngAtkHitWndRndDmg
Bloodwrack Stare [Shoot in Combat]
Bloodwrack Stare
Shoot in Combat
12"12+
See below
MELEE WEAPONS
AtkHitWndRndDmg
Bloodwrack Spear and Whisperclaw
Bloodwrack Spear and Whisperclaw53+4+12
Shrinekeepers’ Goadstaves
Shrinekeepers’ Goadstaves63+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Avatar of Khaine, Any KHINERAI, Any MELUSAI

Your Hero Phase
AURA OF AGONY: Bloodwrack Shrines emit an aura that causes waves of agony to course through the enemy.

Declare: Pick up to 3 different enemy units within 9" of this unit to be the targets.

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

Any Charge Phase
BLADED IMPACT: The bladed carriage of a Bloodwrack Shrine can cleave its way through enemy ranks with ease.

Declare: If this unit charged this phase, pick an enemy unit within 1" 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.

Passive
BLOODWRACK STARE: Should a victim’s eyes lock with a Bloodwrack Medusa’s stare for even a second, their lifeblood will violently rebel, flooding from every pore until their body collapses into a pool of gore.

Effect: Each time this unit attacks with its Bloodwrack Stare, if the attack scores a hit, roll a number of dice equal to the number of models in the target unit. For each 5+, inflict 1 mortal damage on that unit. You cannot pick the same enemy unit to be targeted by attacks made with a Bloodwrack Stare more than once per phase.

KEYWORDS
HERO, WAR MACHINE, WIZARD (1), WARD (6+)
ORDER, DAUGHTERS OF KHAINE, MELUSAI


DAUGHTERS OF KHAINE WARSCROLL
Hag Queen
on Cauldron of Blood
6"
12
4+
5
For a battle worthy of their finest ritual offerings, the war covens of the Daughters of Khaine bring forth the greatest of their religion’s icons – the Cauldrons of Blood. Mounted on iron-shod wheels, these arcane devices surge forward, propelled solely by the incantations of their riders, as if the machine itself was lured onwards by the promise of carnage. Each is connected to Morathi’s own cauldron, which drains a portion of each sacrifice poured inside. When a Hag Queen accompanies the altar, she brings the blood within the iron vat to a furious boil until it gives off billowing clouds of crimson steam. This offers strange protections, and Khainites nearby find themselves able to shrug off wounds or dodge blows more easily. Those fortunate enough to be offered a draught of the cauldron’s brew find themselves plunged into an ecstasy of violence, their martial prowess magnified by the Lord of Murder. Brought to life by blood rituals, the iron statue of Khaine upon the shrine roars its anger in torrents of molten metal blood or swings its massive sword to hack down those who dare close with the cauldron.
DAUGHTERS OF KHAINE WARSCROLL
Hag Queen
on Cauldron of Blood
RANGED WEAPONS
RngAtkHitWndRndDmg
Torrent of Burning Blood [Shoot in Combat]
Torrent of Burning Blood
Shoot in Combat
10"63+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Blade of Khaine [Crit (Mortal)]
Blade of Khaine
Crit (Mortal)
43+4+12
Avatar’s Sword
Avatar’s Sword53+3+23
Witch Aelves’ Sciansá
Witch Aelves’ Sciansá63+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 350
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Coven Matriarch, Any AELF

Passive
ALTAR OF KHAINE: The powerful magic that fuels the Cauldron of Blood grants empowerment and protection to those nearby.

Effect: Add 1 to save rolls for friendly DAUGHTERS OF KHAINE INFANTRY units while they are wholly within 9" of this unit.
In addition, add 1 to chanting rolls for friendly DAUGHTERS OF KHAINE PRIESTS while they are wholly within 9" of this unit.

Any Charge Phase
BLADED IMPACT: The bladed carriage hauling a Cauldron of Blood can cleave its way through enemy ranks with ease.

Declare: If this unit charged this phase, pick an enemy unit within 1" 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.

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.

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


DAUGHTERS OF KHAINE WARSCROLL
Slaughter Queen
on Cauldron of Blood
6"
12
4+
5
Slaughter Queens are the martial leaders of the war covens, chosen for their skilled bladework and their fanaticism for dealing death. For a Slaughter Queen, the battlefield is her temple, and the jetting blood of an opened throat is her sacred offering to almighty Khaine. They fight with a sword in each hand, weaving a pattern of red ruination. For a battle worthy of their finest ritual offerings, the war covens of the Daughters of Khaine bring forth the greatest of their religion’s icons – the Cauldrons of Blood. Mounted on iron-shod wheels, these arcane devices surge forward, propelled solely by the incantations of their riders, as if the machine itself was lured onwards by the promise of carnage. Each is connected to Morathi’s own cauldron, which drains a portion of each sacrifice poured inside. Slaughter Queens who have spilt rivers of blood in the name of their goddess are granted the honour of riding one to battle, and their aggressive strategy sees them wield it more like a close-combat war machine. Brought to life by blood rituals, the iron statue of Khaine upon the shrine roars its anger in torrents of molten metal blood or swings its massive sword to hack down those who dare close with the cauldron.
DAUGHTERS OF KHAINE WARSCROLL
Slaughter Queen
on Cauldron of Blood
RANGED WEAPONS
RngAtkHitWndRndDmg
Torrent of Burning Blood [Shoot in Combat]
Torrent of Burning Blood
Shoot in Combat
10"63+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Deathsword and Blade of Khaine
Deathsword and Blade of Khaine63+4+12
Avatar’s Sword
Avatar’s Sword53+3+23
Witch Aelves’ Sciansá
Witch Aelves’ Sciansá63+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 350
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Coven Matriarch, Any AELF

Passive
ALTAR OF KHAINE: The powerful magic that fuels the Cauldron of Blood grants empowerment and protection to those nearby.

Effect: Add 1 to save rolls for friendly DAUGHTERS OF KHAINE INFANTRY units while they are wholly within 9" of this unit.
In addition, add 1 to chanting rolls for friendly DAUGHTERS OF KHAINE PRIESTS while they are wholly within 9" of this unit.

Once Per Turn (Army), Any Combat Phase
ORGY OF SLAUGHTER: The Slaughter Queen orders her warriors to renew their assault twice over.

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

Effect: Roll a dice. On a 3+, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

Any Charge Phase
BLADED IMPACT: The bladed carriage hauling a Cauldron of Blood can cleave its way through enemy ranks with ease.

Declare: If this unit charged this phase, pick an enemy unit within 1" 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.

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

Cavalry


DAUGHTERS OF KHAINE WARSCROLL
Doomfire Warlocks
14"
3
5+
1
The Doomfire Warlocks are the light cavalry of the war covens. They harass foes with blasts of arcane flame 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. Up close, Doomfire Warlocks are gaunt and pallid, their black eyes full of spite. Emblazoned upon their brows are hateful runes that cause them great pain but are also vital in keeping them alive. There are few male aelves in the cities of the Daughters of Khaine – fewer still within the war covens. This is by nefarious design. Only the weakest souls retrieved from Slaanesh are used to create male aelves, and all are worked hard, fed poorly and drained of blood in daily rituals. Doomfire Warlocks are at least given a measure of false autonomy, allowing them to ride to battle and wield dark arcane power. However, their dhaimkhyr – the sacred rune that grants Warlocks their magic – keeps them bound to Morathi’s will, and she will also use this connection to siphon off portions of their soul to keep them withered and subservient.
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

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 Sisters
8"
2
5+
1
Blood Sisters are powerful warriors employed either as bodyguards for High Priestesses or Bloodwrack Medusae, or as a potent vanguard for the war covens. They are renowned for the particular cruelty and spite they display upon the battlefield, for they enjoy agonising their victims for prolonged periods before the killing stroke comes. Each Blood Sister is equipped with a heartshard glaive – a heavy polearm ideal for driving through armour and ribs to impale an enemy’s heart. Their kragath war-masks are crafted to recall the god of murder’s own terrible visage. Each kragath is also layered with illusory enchantments that allow the wearer to take the form of a normal aelf, should the occasion require it. Blood Sisters can channel the blackness of their tainted souls into a strike known as the scáth touch. The lightest contact from such a blow can transform the victim into an unmoving crystal statue that is still horrifically conscious. The brood nests of the Melusai are lined with these living monuments. As sensualists, the Blood Sisters consider an eternity of sensory deprivation the worst of all possible fates, hence their delight in inflicting it upon others. For a Blood Sister, the ultimate cruelty is to thrust her glaive quickly enough to slice out a foe’s beating heart while transmuting them to still-living crystal.
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

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 unit in combat with this unit to be the target.

Effect: Roll a dice. If the roll exceeds 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, MELUSAI


DAUGHTERS OF KHAINE WARSCROLL
Blood Stalkers
8"
2
5+
1
The Blood Stalkers are Morathi-Khaine’s elite archers, a venomous guard who rain death from afar. Each bears a heartseeker bow that fires arrows blessed by Hag Queens and imbued with guiding enchantments. With uncanny accuracy, these missiles streak across the battlefield to pierce their targets’ hearts. In close combat, Blood Stalkers wield scianlar, long daggers that absorb the energies released when the bearer extracts vital organs from their victims. In battle, Melusai communicate via a series of graceful gestures and empathic signals that no enemy can decipher. This allows Blood Stalkers to hunt their prey silently before launching a sudden and deadly ambush. The first their prey knows of the danger is when barbed missiles begin to rain down upon them. The leader of a Blood Stalker pack is known as a Krone. Many employ the winged serpents known as Blood Wyrms to track their quarry. Roughly the size of a hunting hawk, they can sniff out a single drop of blood from a hundred leagues.
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: 140
Base size: 40mm
Can be reinforced: Yes

Your Shooting Phase
HEARTSEEKERS: The blood-blessed arrows loosed by these Melusai unerringly seek out the enemy’s vital organs.

Effect: If this unit has not used a MOVE ability this turn and was not set up this turn, this unit’s shooting attacks score critical hits on unmodified hit rolls of 5+ for the rest of the turn.

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


DAUGHTERS OF KHAINE WARSCROLL
Khainite Shadowstalkers
6"
1
5+
1
Whenever Morathi-Khaine desires a target discreetly slain, she sends forth her hand-picked agents – the Khainite Shadowstalkers. Each is branded with the mircath, or shademark, woven from Ulguan sorcery that grants supernatural abilities yet leashes the bearer’s soul to Morathi’s service. Able to leap from shadow to shadow and weave tools of murder from darkness, no quarry is safe. Shadowstalkers can transport themselves across vast distances by slipping through the Umbral Web, an intricate pattern of shadowy realmgates that connect the Eight Realms. Some forge pacts with shadow daemons, so thoroughly mingling their blood with these monsters that, if cut, they bleed pure darkness. Using foul sorceries, they can even command a victim’s shadow into murderous animation. Though their talents are unrivalled, all Shadowstalkers are condemned to a terrible fate: the Umbral Web gradually erodes their soul until they transform into a living shadow. Morathi conceals this horrifying truth from those upon whom she bestows the mircath. Often, these unfortunates are those whom the goddess has marked out as potential dissidents. As Shadowstalkers, they can at least serve her well before they meet their end.
DAUGHTERS OF KHAINE WARSCROLL
Khainite Shadowstalkers
RANGED WEAPONS
RngAtkHitWndRndDmg
Cursed Missiles
Cursed Missiles10"13+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Shadowstalker Blades
Shadowstalker Blades23+4+-1
BATTLE PROFILE

Unit Size: 9      Points: 110
Base size: 28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

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.
KEYWORDSCORE

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


DAUGHTERS OF KHAINE WARSCROLL
Khinerai Heartrenders
12"
2
5+
1
The Khinerai Heartrenders sweep out of the skies, dark streaks that cut swiftly through low clouds. With streams of vapour still clinging to their bodies, they use their momentum to launch cruelly barbed javelins with great force. These missiles travel with such velocity that they can skewer both a mounted warrior and their steed and still embed themselves deep into the ground. The Heartrenders do not stop to watch the gory aftermath of their arrival. Always do they seek new prey, their powerful wings carrying them to another part of the battlefield in moments, javelins materialising out of the mists into their hands. Should a tempting enough target present itself, the Heartrenders will forego their missile assault and dive straight into combat – their spiked shortspears are perfectly weighted for hand-to-hand fighting, and they can swiftly retreat should the enemy bring overpowering numbers. Heartrenders conceal their faces behind gilded masks, never revealing their true appearance even to their fellow Khainites. Some say that their faces are horrifically deformed and avian, possessing none of the statuesque beauty that the aelves prize. Perhaps this might account for their bloodthirsty nature and the cruel delight with which they pursue and slaughter retreating foes.
DAUGHTERS OF KHAINE WARSCROLL
Khinerai Heartrenders
RANGED WEAPONS
RngAtkHitWndRndDmg
Barbed Javelin [Crit (Auto-wound)]
Barbed Javelin
Crit (Auto-wound)
12"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Barbed Javelin
Barbed Javelin13+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 110
Base size: 40mm
Can be reinforced: Yes

Deployment Phase
CIRCLING IN THE SKIES ABOVE: The Khinerai circle high above the battlefield, waiting for the perfect moment to strike.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve in the skies. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
DEATH FROM ABOVE: The Khinerai delight in using their leathery wings to descend upon the foe from unexpected vectors.

Declare: Pick this unit if it is in the skies.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units.

Any Shooting Phase
FIRE AND FLIGHT: Heartrenders are masters of the hit-and-run strike, loosing volleys of sharpened projectiles before darting away.

Effect: If this unit used a SHOOT ability this phase, this unit can move D6". It cannot move into combat during any part of that move.

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


DAUGHTERS OF KHAINE WARSCROLL
Khinerai Lifetakers
12"
2
5+
1
The Khinerai known as Lifetakers are swift-attack specialists and elite ambushers who serve to deliver aerial sneak attacks that blindside the enemy from above. Tucking their wings close, they plummet downwards at high speed. At the last moment, they spread their leathery pinions, halting their descent as they swing their sickleblades with maximum force to scythe down foes. Forged from priceless shadow-metal, these weapons are designed to slice open throats and remove heads with a single blow. Even as nearby enemies rally to pin the Khinerai Lifetakers in combat, the Khainites rise above the melee in a flurry of beating wings, looking for the next vulnerable targets to strike. Somewhat less frenzied in their ferocity than their Heartrender kin, Lifetakers possess an uncanny ability to read the battlefield. They respond with fearsome speed to enemy breakthroughs or apparent weaknesses in the enemy line, striking home in a spray of viscera.
DAUGHTERS OF KHAINE WARSCROLL
Khinerai Lifetakers
MELEE WEAPONS
AtkHitWndRndDmg
Barbed Sickle [Crit (Auto-wound)]
Barbed Sickle
Crit (Auto-wound)
23+4+11
BATTLE PROFILE

Unit Size: 5      Points: 90
Base size: 40mm
Can be reinforced: Yes

Deployment Phase
CIRCLING IN THE SKIES ABOVE: The Khinerai circle high above the battlefield, waiting for the perfect moment to strike.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve in the skies. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
DEATH FROM ABOVE: The Khinerai delight in using their leathery wings to descend upon the foe from unexpected vectors.

Declare: Pick this unit if it is in the skies.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units.

Reaction: You declared a FIGHT ability for this unit
FIGHT AND FLIGHT: The cults of the Khinerai are masters of the hit-and run strike.

Effect: After resolving the effect of that FIGHT ability, this unit can immediately move D6". It cannot end that move in combat with any units that it was not already in combat with at the start of the move.

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


DAUGHTERS OF KHAINE WARSCROLL
Sisters of Slaughter
with Bladed Bucklers
6"
1
5+
1
To the Sisters of Slaughter, combat is everything. Their entire lives are dedicated to fighting – only through mastery of melee can they truly worship Khaine. They spin, leap and pose dramatically as they use whips and blades to slaughter their foes. The Sisters of Slaughter are considered extremist even by other Khainites. Whether absorbed by revenge or overcome with the murderous spirit of Khaine, the warriors take the vow of druharú and don masks of living metal. In an excruciating rite involving boiling blood and spells of bonding, those who would join the sisterhood permanently graft the helms onto their heads, the metal leering ever more cruelly as it scents blood. Barbed whips known as kruiplash are the weapon of choice for the Sisters of Slaughter, and some also wield a bladed buckler that can turn enemy strikes and deliver a lethal counter-blow of its own. When the barbed whips are used in battle, the serpentine coils snap out to sever limbs, lacerate eyes or puncture armour to flay the flesh beneath.
DAUGHTERS OF KHAINE WARSCROLL
Sisters of Slaughter
with Bladed Bucklers
MELEE WEAPONS
AtkHitWndRndDmg
Kruiplash [Anti-INFANTRY (+1 Rend)]
Kruiplash
Anti-INFANTRY (+1 Rend)
23+4+-1
BATTLE PROFILE

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

Passive
DANCE OF DIVERSION: Sisters of Slaughter move around their enemies with ease, making them nearly impossible to strike down.

Effect: Subtract 1 from hit rolls for combat attacks that target this unit.

Passive
BLADED BUCKLERS: The martial skill of these warriors allows them to turn defensive techniques into deadly strikes.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

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


DAUGHTERS OF KHAINE WARSCROLL
Sisters of Slaughter
with Sacrificial Knives
6"
1
6+
1
To the Sisters of Slaughter, combat is everything. Their entire lives are dedicated to fighting – only through mastery of melee can they truly worship Khaine. They spin, leap and pose dramatically as they use whips and blades to slaughter their foes. The Sisters of Slaughter are considered extremist even by other Khainites. Whether absorbed by revenge or overcome with the murderous spirit of Khaine, the warriors take the vow of druharú and don masks of living metal. In an excruciating rite involving boiling blood and spells of bonding, those who would join the sisterhood permanently graft the helms onto their heads, the metal leering ever more cruelly as it scents blood. Barbed whips known as kruiplash are the weapon of choice for the Sisters of Slaughter, and some Sisters battle with a short stabbing blade in addition to their lash. When the barbed whips are used in battle, the serpentine coils snap out to sever limbs, lacerate eyes or puncture armour to flay the flesh beneath.
DAUGHTERS OF KHAINE WARSCROLL
Sisters of Slaughter
with Sacrificial Knives
MELEE WEAPONS
AtkHitWndRndDmg
Kruiplash and Sacrificial Knife [Anti-INFANTRY (+1 Rend)]
Kruiplash and Sacrificial Knife
Anti-INFANTRY (+1 Rend)
33+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 120
Base size: 25mm
Can be reinforced: Yes

Enemy Combat Phase
DANCE OF DEATH: Sisters of Slaughter manoeuvre in the heat of combat to close the distance with their enemies.

Effect: This unit can move 3". It can pass through the combat ranges of enemy units and can end that move in combat.

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


DAUGHTERS OF KHAINE WARSCROLL
Witch Aelves
with Bladed Bucklers
6"
1
5+
1
Witch Aelves are devotees that train endlessly in the service of Khaine. They partake in ritual combat every day to hone their martial prowess and sate their craving for violence. However, it is only in battle where they can truly immerse themselves in the holy rapture that bonds their souls with the Murder God. Witch Aelves fight with long sacrificial knives known as sciansá – steel blades each tempered in blood and blessed by a Hag Queen. Its razor sharp edge slices easily through flesh, while some bear a notch that causes profuse bleeding when twisted. Armour is generally considered an impediment to the art of slaughter, though some Witch Aelves favour a light, bladed buckler that can deflect a heavy swordblow – then lash back out to slit the throat of the enemy with a fatal riposte As their battleline devolves from an ordered march into a whirlwind of stabbing and slicing, the Witch Aelves truly lose all self-control. Still beating hearts are ripped from victims’ chests and flesh is daubed with gore-red runes. There are many dark tales of Witch Aelves losing themselves utterly to the slaughter and turning their sacrificial knives upon supposed allies.
DAUGHTERS OF KHAINE WARSCROLL
Witch Aelves
with Bladed Bucklers
MELEE WEAPONS
AtkHitWndRndDmg
Sciansá [Crit (Auto-wound)]
Sciansá
Crit (Auto-wound)
23+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 25mm
Can be reinforced: Yes

Passive
BLADED BUCKLERS: The martial skill of these warriors allows them to turn defensive techniques into deadly strikes.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

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


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

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

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

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

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


DAUGHTERS OF KHAINE WARSCROLL
Gryselle’s Arenai
6"
2
6+
1
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
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
Morgwaeth’s Blade-coven
6"
2
6+
1
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
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
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
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

Monster


DAUGHTERS OF KHAINE WARSCROLL
Avatar of Khaine
6"
7
3+
2
Many of Morathi’s armies will bear a great iron avatar to battle in the image of Khaine, their ancient murder god. When enemy armies are thick and the odds of victory seem overwhelmingly bleak, Morathi’s priestesses will smother the blood of their victims over one of these massive statues, the blood magic evoked by such offerings seizing its limbs and lending it a ferocious animus. The Avatars of Khaine will stride out from their ceremonial cauldrons to fight alongside their worshippers, swinging falchions as tall as ogors. Even those foes that stay wisely out of reach are not safe: each statue can shoot great gouts of blood from its mouth so hot that they can melt flesh from bone. The Avatars of Khaine play a pivotal role in the religion of the murder-cults as conduits of bloody prayer. Any priestess that stands near one finds their connection to Morathi-Khaine strengthened and their chants calling down dark miracles of sizzling ichor. Since Morathi ascended to godhood and claimed to be Khaine reincarnated, some avatars have been recast closer to her image. Not every priestess agrees with such a change – though to give voice to these treasonous thoughts would invite a swift and gory death.
DAUGHTERS OF KHAINE WARSCROLL
Avatar of Khaine
RANGED WEAPONS
RngAtkHitWndRndDmg
Torrent of Burning Blood [Shoot in Combat]
Torrent of Burning Blood
Shoot in Combat
10"63+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Avatar’s Sword
Avatar’s Sword53+3+23
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 40mm
Can be reinforced: No

Once Per Turn (Army), Any Charge Phase
WRATH OF KHAINE: Khaine’s subjects channel their faith through a bladed idol of the Murder God, allowing it to carry out acts of monstrous carnage.

Declare: If this unit charged this phase, pick an enemy unit within 1" 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. If the target is a MONSTER, double the amount of mortal damage inflicted.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, WARD (6+)
ORDER, DAUGHTERS OF KHAINE


DAUGHTERS OF KHAINE WARSCROLL
Bloodwrack Viper
9"
10
4+
7+
In times of great need, Morathi-Khaine and her mages will tip the venom of the Shadow Queen into their Cauldron of Blood. It is from this toxic slurry that the Bloodwrack Viper emerges. This enormous serpent is formed from boiling blood and contains a sliver of Morathi’s arcane might, and it is animated by a deeply rooted shard of her malice. The Bloodwrack Viper is a magical manifestation of hatred and bitterness. With but a whispered word from its summoner, it will go on a ferocious rampage, killing all in its path. It binds its prey in a crushing embrace, burning mortal skin away with the heat of its ichorous body before squeezing so forcefully that the victim explodes in a shower of gore. Should an enemy be too large to simply splatter open, the serpent curls around them and tightens its coils, holding its prey in place and choking them in torrents of sticky black blood. With its victim immobilised, it will then strike 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)
34+2+13
Once Per Turn (Army), Any Combat Phase
CRUSHING COILS: The coils of the Bloodwrack Viper circle around an enemy hero, pinning them in place.

Declare: Pick an enemy INFANTRY HERO 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.
KEYWORDSRAMPAGE

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

Manifestation


DAUGHTERS OF KHAINE WARSCROLL
Heart of Fury
-
7
4+
7
Many Khainite battle prayers gain their strength from Morathi’s own divine essence, but the ruler of Hagg Nar has also granted her most trusted sorcerers the knowledge to cast new and terrible arcane conjurations of her own devising. Invoked by incantation and sacrifice, the blazing manifestation known as a Heart of Fury has appeared in the skies above many a Khainite war coven, stirring all who look upon it into a delirious frenzy that allows them to shrug off the gravest injuries. The enemies of Hagg Nar have learnt to dread this omen, for it heralds terrible bloodshed. As the heat of battle swells to a burning frenzy, the most devout of Khaine’s priestesses can draw upon Morathi-Khaine’s own power. When these gore-streaked zealots scream a prayer that is as much a war cry as a call of worship, a manifestation of the Heart of Fury crystallises in the firmament in a crimson miasma. This blood-dripping icon burns with supernatural rage. It is held aloft by an iron glove above the battlefield, bathing all those below in its wrathful aura. Those Daughters of Khaine so empowered by its light are sent into a frenzy of murder, continuing to fight and kill even when stricken with mortal wounds.
DAUGHTERS OF KHAINE WARSCROLL
Heart of Fury
Passive
LOCUS OF THE MURDER GOD: This prayer takes the form of Khaine’s undying power and bestows death-defying energies upon his faithful.

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

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

Endless Spell


DAUGHTERS OF KHAINE WARSCROLL
Bladewind
12"
7
6+
7+
When Morathi-Khaine or one of her devoted Bloodwrack Medusae are beset by foes, they will summon a whirling cloud of cursed falchions to slice their foes to ribbons. Carried through the air by a crimson tempest of blood, these gleaming swords carve a steaming path through anything in their way. These enchanted blades are summoned from Morathi’s own cauldron for the use of these spellcasters and are possessed of a hateful sentience. They are manifestations coalesced from steaming blood, and contain the life-essence of the countless slain foes that bubbles within the Máthcoir. The desecrated brew bubbles with bloodlust and hatred that, once imbued in the swords of the Bladewind, drive them to slice through armour with unnatural ease to get to the flesh and blood beneath. These falchions are sharp enough to pierce even the thickest of iron shields. The blades carve through rock and masonry equally as effortlessly, preying on those who would seek shelter behind them and bisecting enemy after enemy until their summoner deigns to dismiss them.
DAUGHTERS OF KHAINE WARSCROLL
Bladewind
MELEE WEAPONS
AtkHitWndRndDmg
Bladed Vortex [Crit (2 Hits)]
Bladed Vortex
Crit (2 Hits)
93+3+11
Any Combat Phase
UNNATURAL EDGE: The falchions carve through an enemy’s defences, and the swirling blades prevent them from getting their guard back up.

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

Effect: Roll a dice. On a 3+, ignore positive modifiers to save rolls for the target for the rest of the turn.

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

Regiment of Renown


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
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
  • 1 Gossamid Archers
  • 1 Arch-Revenant

BATTLE PROFILE

Points: 260

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
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

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.


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
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: 400

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:
ORGANISATION
  • 1 Grimhold Exile
  • 1 Auric Hearthguard unit with 5 models
  • 1 Hearthguard Berzerkers with Flamestrike Poleaxes unit with 5 models
  • 1 Vulkite Berzerkers with Fyresteel Weapons unit with 10 models

BATTLE PROFILE

Points: 500

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.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.

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

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

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

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

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.
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.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

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.

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

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
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.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

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

Infantry Hero

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

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 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.

The non-HERO DAUGHTERS OF KHAINE, AELF and INFANTRY 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.

On an unmodified chanting roll of 2 or more, 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.

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 CAULDRON OF BLOOD keyword is used in the following Daughters of Khaine warscrolls:

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

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.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

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:

Endless Spell
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

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

23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.

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

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

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.

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

The CAULDRON OF BLOOD keyword is used in the following Daughters of Khaine warscrolls:

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.

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 at the start of the phase, 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.
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.
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.

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

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.
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.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

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

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

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

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

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

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

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

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. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.

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

Endless Spell

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

Endless Spell
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.
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.
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 1 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, unless they have a keyword that matches that faction’s name.
  • 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.
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.

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

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