Daughters of Khaine

They crave battle and seek power through bloodshed, honouring their deity with every kill. Even their closest allies shudder to witness the gory rituals that renew and reinvigorate these graceful murderers. They are the Daughters of Khaine, and to cross blades with them is to invite death.

This page contains all of the rules you need to field your Daughters of Khaine miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Daughters of Khaine
  Daughters of KhaineBattletome4March 2026
  Legends compendium
  Legends compendiumWarscroll4April 2026
  Battle Profiles
  Battle ProfilesRulebook4April 2026
  Rules Updates
  Rules UpdatesRulebook4April 2026
  Battletome Supplement: Daughters of Khaine
  Battletome Supplement: Daughters of KhaineSupplement4March 2026
  Scourge of Ghyran - Daughters of Khaine
  Scourge of Ghyran - Daughters of KhaineExpansion4May 2025
  Armies of Renown
  Armies of RenownWarscroll4December 2024

Designers’ Commentary

Battletome: Daughters of Khaine

Q:Can I use the ‘All-out Slaughter’ ability once per battle with each eligible unit?
A:
Yes. This ability is used by the unit, not the player, and it does not have the ‘Once Per Battle (Army)’ timing, so each eligible unit can use it once per battle.
Q:Can a Sisters of Slaughter with Sacrificial Knives unit use the ‘Dance of Death’ ability to move out of combat?
A:
Yes.
Q:Can Morathi-Khaine or the Shadow Queen use abilities that would heal them (for example, ‘Rally’)?
A:
Yes. Even though damage points would not be healed by doing so, keywords such as BURNING or DISEASED would be removed from them by the use of such an ability.
Q:When using ‘Shadowstep’, if my chanting roll was 8+, could I pick the priest themselves as the first target, move them, then pick a another eligible unit that is now within range as the second target’?
A:
Yes.

Faction Rules


Battle Traits

Daughters of Khaine armies can use the following abilities:

Start of First Battle Round
ANOINTED RITUALIST: The skin of a worthy champion is smeared with oil and daubed with sacred blood runes, and they are granted the honour of leading those gory rituals beloved of Morathi-Khaine.

Declare: If there are no friendly anointed units on the battlefield, pick a friendly non-UNIQUE DAUGHTERS OF KHAINE HERO on the battlefield to be the target.

Effect: The target is anointed for the rest of the battle, even if it has been destroyed. Friendly anointed units on the battlefield treat EXALTED abilities on the warscrolls of friendly anointed units that have been destroyed as if they were on their warscrolls.

Passive
BLOODY SUCCESSION: As one anointed champion falls, the runes painted on their skin fade away, only to reappear upon the body of another faithful soul.

Effect: Each time a friendly anointed unit is destroyed, after removing it from play, you can immediately use the ‘Anointed Ritualist’ ability as if it were the start of the first battle round.

Once Per Turn (Army), Reaction: You declared a CHARGE ability for an anointed unit
STRIDENT WAR CRY: As the anointed champion unleashes a piercing battle cry, her faithful rush to join her in the crucible of combat.

Used By: That anointed unit.

Effect: Pick a friendly non-HERO DAUGHTERS OF KHAINE unit that is not in combat, is wholly within 12" of that anointed unit and has not charged this turn to be the target. If that anointed unit charges, after that CHARGE ability has been resolved, the target can immediately use the ‘Charge’ ability even if it is not your charge phase. In addition, you can re-roll charge rolls for the target for the rest of the phase.

Passive
BLOOD RITES: Manifold are the Khainite blood rituals, but no offering holds greater weight than the spilling of gore in a ritualistic bacchanal.

Effect: You perform a blood rite each time:
  • An enemy unit is destroyed and any damage points were allocated to that unit by a friendly anointed unit’s combat attacks in the same turn.
  • A friendly anointed unit is destroyed.
  • A friendly unit contesting an objective you control is destroyed.
  • An enemy unit is destroyed by a friendly DAUGHTERS OF KHAINE unit’s attacks and any models in that enemy unit were contesting an objective you do not control in the same phase.
  • A unit (friendly or enemy) is destroyed and it was within 3" of a Place of Power at the start of the phase.

Once Per Turn (Army), End of Any Turn
BLESSINGS OF KHAINE: As ever more blood is spilt in tribute, so too are the Khainites lavished with ever more blessings from their deity.

Declare: You can only use this ability if you performed any blood rites this turn.

Effect: Pick 1 of the following blessings that is not active. That blessing is active. While a blessing is active, its effect applies to friendly DAUGHTERS OF KHAINE units. The effects of more than 1 blessing can apply to a unit at the same time.
  • Blessing of Ruthlessness: Add 1 to hit rolls for those units’ combat attacks.
  • Blessing of Hatred: Add 1 to wound rolls for those units’ combat attacks.
  • Blessing of Haste: Add 3" to those units’ Move characteristic.
  • Blessing of Zeal: If those units charged in the same turn, they have WARD (5+) for the rest of the turn.
  • Blessing of Shadow: Subtract 1 from hit rolls for shooting attacks that target those units.
  • Blessing of Cruelty: Those units can use CHARGE and/or SHOOT abilities even if they have used a RETREAT ability in the same turn.
  • Blessing of Clarity: Add 1 to chanting rolls and casting rolls for those units.

Battle Formations

You can pick 1 of the following battle formations for a Daughters of Khaine army. Each battle formation grants a different ability you can use in the battle.

BATTLE PROFILE
NamePoints
Coven of Blood0
Cold-Hearted Murderers0
Frenzied Devotees0
Fervent Ritualists0
Coven Zealots0
Arena Veterans20

Coven of Blood

Passive
THE BREATH OF KHAINE: A blood-red mist billows across the battlefield, obscuring those Khainites consecrating ground in the Bloody‑Handed One’s name.

Effect: While each model in a friendly DAUGHTERS OF KHAINE unit is contesting an objective you control, those models are not visible to enemy models more than 9" away.


Cold-Hearted Murderers

Reaction: You declared a FIGHT ability for an anointed unit
BLOODY-HANDED WORSHIPPERS: This sacrament calls for the anointed champion and their followers to commit murder of the most violent kind.

Used By: That anointed unit.

Effect: Pick a friendly non-HERO DAUGHTERS OF KHAINE unit that has not used a FIGHT ability this turn and is within that anointed 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 that anointed unit has been resolved. If it is picked to do so, the target’s melee weapons have Crit (Auto-wound) for the rest of the turn. If its melee weapons already have Crit (Auto-wound), they have Crit (Mortal) for the rest of the turn instead.


Frenzied Devotees

Once Per Turn (Army), Start of Enemy Turn
HERETIC’S BANE: Hot blood pours from the eyes and mouths of any who dare counter the Khainites’ divine works with those of their own.

Declare: Pick an enemy WIZARD or PRIEST on the battlefield to be the target.

Effect: Roll a dice for each objective you control. For each 3+, subtract 1 from casting rolls and chanting rolls for the target for the rest of the turn.


Fervent Ritualists

Once Per Turn (Army), End of Any Turn
FINAL FRENZY: While in a state of ritualistic frenzy, not even a mortal wound can prevent a Khainite from spilling blood.

Declare: Pick each friendly DAUGHTERS OF KHAINE unit contesting an objective to be the targets.

Effect: Return up to D3 slain models to each target that has a Health characteristic of up to 2. Return up to 1 slain model to each target that has a Health characteristic of 3 or more.


Coven Zealots

Once Per Turn (Army), End of Any Turn
HIGHER PURPOSE: These aelves fight with a purity of purpose that sees them fight on even in the face of the most horrendous carnage, heedless of their losses.

Effect: Return D3 slain models to each friendly DAUGHTERS OF KHAINE AELF INFANTRY unit.


Arena Veterans

Any Combat Phase
GRACEFUL ELUSION: Years of combat in the gladiatorial arenas of the temple-cities have honed the survival skills of these aelves to near perfection.

Effect: For the rest of the phase, friendly DAUGHTERS OF KHAINE AELF INFANTRY units have WARD (5+) until they have used a FIGHT ability.

Heroic Traits

Paragons of Murder

HERO only

BATTLE PROFILE
NamePoints
SHADOW-BLOODED0
HAND OF KHAINE0
MURDEROUS DUELLIST0
Reaction: You declared the ‘Redeploy’ command for a DAUGHTERS OF KHAINE unit wholly within 12" of this unit
SHADOW-BLOODED: This hero hails from one of the darkest parts of Ulgu, and their heritage grants them a significant aptitude for deception.

Effect: If you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.

Any Combat Phase
HAND OF KHAINE: This murderer has mastered Khaine’s killing touch, a move so lethal it can sunder plate, body and soul in equal measure.

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. If the target is destroyed by this ability, this unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.

Any Combat Phase
MURDEROUS DUELLIST: This hero has trained extensively in gladiatorial arenas across the realms and is utterly dedicated to the art of single combat.

Declare: Pick an enemy unit that has no more than 1 model and is in combat with this unit to be the target.

Effect: Roll 2D6. If the roll equals or exceeds the target’s Control characteristic, for the rest of the turn, if this unit is in combat with the target when the target is picked to use a FIGHT ability, all of the target’s attacks must target this unit.

Artefacts of Power

Gifts of Morathi

HERO only

BATTLE PROFILE
NamePoints
CRIMSON DRAUGHT0
DARKLING ELIXIR0
WITCHBREW0
Passive
CRIMSON DRAUGHT: This vile mixture grants the drinker incredible bursts of speed. Fatal in all but the most controlled of doses, it is often 'gifted' to those whom Morathi is keeping an eye on.

Effect: You can re-roll charge rolls for this unit.

End of Your Turn
DARKLING ELIXIR: Crafted from the blood of creatures best left unnamed, this wicked brew lends the imbiber’s outline a smoky, wispy appearance.

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

Effect: Roll a dice. On a 3+, the target can immediately use the ‘Retreat’ ability as if it were your movement phase.

Your Hero Phase
WITCHBREW: This holy potion drives the imbiber into such an ecstasy of destruction that they will fight on in the face of impossible odds.

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

Effect: Roll a dice. On a 3+, ignore negative modifiers to save rolls for the target until the start of your next turn.

Spell Lore

BATTLE PROFILE
NamePoints
Lore of Shadows0

Lore of Shadows

Your Hero Phase
6
STEED OF SHADOWS: A coal-black creature with wings of night materialises from the darkness and swoops across the battlefield, hastening the movement of the Khainites below.

Declare: Pick a friendly DAUGHTERS OF KHAINE WIZARD to cast this spell, pick a visible friendly DAUGHTERS OF KHAINE unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target can use CHARGE abilities this turn even if it used a RUN ability in the same turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
MINDRAZOR: The wizard summons spectral blades into their allies’ hands, weapons whose edges are honed by the wielder’s faith as much as the victim’s fear.

Declare: Pick a friendly DAUGHTERS OF KHAINE WIZARD to cast this spell, pick a visible friendly DAUGHTERS OF KHAINE unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target’s melee weapons have Charge (+1 Damage) until the start of your next turn.
KEYWORDSSPELL

Your Hero Phase
6
BLACK HORROR OF ULGU: A writhing mass of shadowy tentacles emerges though a conjured portal to coil around the limbs of nearby foes, who suddenly feel as if they are wading through mud.

Declare: Pick a friendly DAUGHTERS OF KHAINE WIZARD to cast this spell, pick a point on the battlefield within 18" of them, pick up to 3 enemy units within 3" of that point to be the targets, then make a casting roll of 2D6.

Effect: The targets cannot use RUN abilities until the start of your next turn.
KEYWORDSSPELL

Prayer Lore

BATTLE PROFILE
NamePoints
Bloodshadow Rites20
Prayers of the Khainite Cult0

Prayers of the Khainite Cult

Your Hero Phase
3
CATECHISM OF MURDER: Khaine’s followers enter a killing frenzy that knows no bounds, lashing out in a slicing storm of razor‑sharp steel.

Declare: Pick a friendly DAUGHTERS OF KHAINE PRIEST to chant this prayer, pick a visible friendly DAUGHTERS OF KHAINE unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: The target’s melee weapons have Crit (Auto-wound) until the start of your next turn. In addition, if the chanting roll was 7+, the target’s combat attacks score critical hits on unmodified hit rolls of 5+ until the start of your next turn.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
3
COVENANT OF THE IRON HEART: The hearts of the Murder God’s followers become as cold and hard as iron, crushing their fears and doubts with a chilling contempt.

Declare: Pick a friendly DAUGHTERS OF KHAINE PRIEST to chant this prayer, pick a visible friendly DAUGHTERS OF KHAINE unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Add 10 to the target’s control score until the start of your next turn. In addition, if the chanting roll was 6+, ignore the first damage point that would be allocated to the target in each phase until the start of your next turn.
KEYWORDSPRAYER

Your Hero Phase
4
DANCE OF DOOM: The priest exhorts their followers to launch themselves into the fray and cut down the enemy in a display of lethal acrobatics.

Declare: Pick a friendly DAUGHTERS OF KHAINE PRIEST to chant this prayer, pick a visible friendly non-UNIQUE DAUGHTERS OF KHAINE unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn. In addition, if the chanting roll was 10+, the target can use 2 FIGHT abilities this turn. After the first is used, however, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSPRAYER


Bloodshadow Rites

Your Hero Phase
3
SHADOWSTEP: Imbibing the blood of a sacrificed leathanam, the priestess calls upon the shadows themselves to speed her flock to where they are needed most.

Declare: Pick a friendly DAUGHTERS OF KHAINE PRIEST to chant this prayer, pick a visible friendly DAUGHTERS OF KHAINE AELF INFANTRY unit wholly within 12" of them and that has not been picked to be the target of this prayer this turn to be the target, then make a chanting roll of D6.

Effect: The target can move up to 6". It can move through the combat ranges of enemy units but cannot end that move in combat. If the chanting roll was 8+, you can pick another eligible unit to be a second target.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
3
SCÁTHSCALE: Hissing syllables of vicious intent, the priestess causes the bare flesh of her sisters to shimmer with serpentine scales the hue of iron that turn the blades of their foes.

Declare: Pick a friendly DAUGHTERS OF KHAINE PRIEST to chant this prayer, pick a friendly DAUGHTERS OF KHAINE AELF INFANTRY unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, subtract 1 from wound rolls for combat attacks that target that friendly unit. If the chanting roll was 8+, until the start of your next turn, subtract 1 from wound rolls for combat attacks that target friendly DAUGHTERS OF KHAINE AELF INFANTRY units while they are wholly within 12" of the target of this ability instead.
KEYWORDSPRAYER

Your Hero Phase
4
EXULTATION OF MURDER: Shrieking to the skies, the priestess draws upon a divine bloodlust that drives her sisters into a murderous rapture.

Declare: Pick a friendly DAUGHTERS OF KHAINE PRIEST to chant this prayer, pick a friendly DAUGHTERS OF KHAINE AELF INFANTRY unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, add 1 to wound rolls for the target’s combat attacks. In addition, if the chanting roll was 9+, until the start of your next turn, add 1 to the Attacks characteristic of the target’s melee weapons.
KEYWORDSPRAYER

Manifestation Lore

BATTLE PROFILE
NamePoints
Manifestations of Khaine0

Manifestations of Khaine

Your Hero Phase
6
SUMMON BLOODWRACK VIPER: Weaving their outstretched hand in a fluid serpentine gesture, the caster calls forth a monstrous snake drenched in blood

Declare: If there is not a friendly Bloodwrack Viper on the battlefield, pick a friendly DAUGHTERS OF KHAINE WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Bloodwrack Viper wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON HEART OF FURY: The skies turn crimson as this bleeding icon descends upon the battle.

Declare: If there is not a friendly Heart of Fury on the battlefield, pick a friendly DAUGHTERS OF KHAINE PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: Set up a Heart of Fury wholly within 18" of the chanter and visible to them.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON BLADEWIND: The caster calls upon their mastery of blood magic to conjure a twirling quartet of giant, blood-slick blades.

Declare: If there is not a friendly Bladewind on the battlefield, pick a friendly DAUGHTERS OF KHAINE WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Bladewind wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Army of Renown

Champions of the Arena

When you pick the Daughters of Khaine faction for your army, you can choose for it to be a Champions of the Arena Army of Renown. If you do so, use the faction rules on these pages instead of the Daughters of Khaine faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the CHAMPIONS OF THE ARENA keyword.

Battle Traits

Passive
ARENA OF SLAUGHTER: This battlefield is dedicated to the havoc and murder beloved of Khaine, and his acolytes seek to drench it in arterial sprays of the most elaborate kind.

Effect: If the number of units (friendly or enemy) that have been destroyed this battle equals or exceeds any of the numbers below, the corresponding effect applies to friendly CHAMPIONS OF THE ARENA units for the rest of the battle. More than 1 effect can apply to a unit at the same time.

1Add 1 to run rolls for those units.
2Add 1 to charge rolls for those units.
3Add 1 to hit rolls for those units’ combat attacks.
4Add 1 to wound rolls for those units’ combat attacks.
5Add 1 to the Attacks characteristic of those units’ melee weapons.

Passive
LET THE BLOOD FLOW: As the bloodshed escalates, the power of the Shrine of Dark Tribute waxes stronger and stronger, ushering in communal and murderous rage.

Effect: All effects of the ‘Arena of Slaughter’ ability apply to friendly CHAMPIONS OF THE ARENA units while they are wholly within X" of a friendly Shrine of Dark Tribute, where X is determined by the current battle round, as follows:

Battle RoundX
19"
212"
315"
418"
521"

End of Any Turn
1
FRENZIED RESTORATION: The powerful magics that emanate from a Shrine of Dark Tribute cause even gravely wounded aelves to stagger to their feet, gore pouring from open wounds and dripping from features made feral with frenzy.

Declare: Pick a friendly CHAMPIONS OF THE ARENA HERO that has been destroyed to be the target.

Effect: Set up a replacement unit identical to the target wholly within 12" of a friendly Shrine of Dark Tribute and more than 9" from all enemy units.

Once Per Turn (Army), Any Combat Phase
EXPLOSIVE FURY: Led by their Slaughter Queens and the Blood Hags, these aelves rush into battle with astounding speed.

Declare: Pick a friendly Slaughter Queen to use this ability, then pick each friendly Blood Hags unit on the battlefield and each visible friendly CHAMPIONS OF THE ARENA unit wholly within 12" of that Slaughter Queen to be the targets.

Effect: For the rest of the turn, each time a target makes a pile-in move, add 3" to the distance it can move.


Heroic Traits

(HERO only)
Any Combat Phase
HERO OF THE KILLING GAMES: This hero has an infamous winning streak in the Khainite arenas and delights in eviscerating worthy foes.

Effect: For the rest of the turn, while this unit is in combat with any enemy HEROES:
  • Add 1 to the Attacks, Rend and Damage characteristics of this unit’s melee weapons.
  • All of its combat attacks must target the same enemy HERO.


Artefacts of Power

(HERO ony)
Reaction: You declared a FIGHT ability for this unit
DEATH RAZOR: This blade absorbs the souls of those it kills, converting their energy into divine power.

Effect: After that FIGHT ability has been resolved, if any enemy models were slain by this unit’s attacks made as part of that FIGHT ability, you can pick a friendly CHAMPIONS OF THE ARENA PRIEST wholly within 12" of this unit to be the target. Instead of making a chanting roll for the next PRAYER ability used by the target, you can use a value of 10 for the roll that cannot be modified, even if this unit has been destroyed.


Manifestation Lore

Your Hero Phase
4
VIOLENT CONSECRATION: The priestess cries out to their divine patron, beseeching her to grace the arena with a display of bloodthirsty power.

Declare: Pick a friendly CHAMPIONS OF THE ARENA PRIEST to chant this prayer, pick 1 of the friendly MANIFESTATIONS below that is not on the battlefield, then make a chanting roll of D6.

Effect: If you picked a Bloodwrack Viper or Bladewind, set it up wholly within 12" of the chanter, visible to them and more than 9" from all enemy units. If you picked a Heart of Fury, set it up wholly within 18" of the chanter and visible to them.
If the chanting roll was 10+, you can pick a second MANIFESTATION from the list above that is not on the battlefield and set it up as described above.
KEYWORDSPRAYER, SUMMON


Prayer Lore

Your Hero Phase
3
DIVINE RUSH: The priestess’s oratory serves to invigorate their flock, lending them speed and agility in equal measure.

Declare: Pick a friendly CHAMPIONS OF THE ARENA PRIEST to chant this prayer, pick a visible friendly CHAMPIONS OF THE ARENA unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: If the chanting roll was 6+, you can pick another eligible unit to be a second target. For each target:
  • If the target is not in combat, it can move D6". It cannot end that move in combat.
  • If the target is in combat, it can make a pile-in move.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
3
CALL OF THE ARENA: The priestess urges their followers to sprint headlong into danger, all the better to savour the contest for as long as possible.

Declare: Pick a friendly CHAMPIONS OF THE ARENA PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: For the rest of the turn, add 1 to run rolls for friendly CHAMPIONS OF THE ARENA units while they are wholly within 12" of the chanter. In addition, if the chanting roll was 6+, for the rest of the turn, add 1 to charge rolls for friendly CHAMPIONS OF THE ARENA units while they are wholly within 12" of the chanter.
KEYWORDSPRAYER

Your Hero Phase
3
SHIELD OF BLOOD: A literal targe of dripping gore interposes itself between the aelven gladiators and incoming attacks.

Declare: Pick a friendly CHAMPIONS OF THE ARENA PRIEST to chant this prayer, pick a visible friendly CHAMPIONS OF THE ARENA unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: If the chanting roll was 10+, you can pick up to 2 other eligible units to be additional targets. Each target has WARD (5+) until the start of your next turn.
KEYWORDSPRAYER

Army of Renown

The Croneseer’s Pariahs

When you pick the Daughters of Khaine faction for your army, you can choose for it to be a The Croneseer’s Pariahs Army of Renown. If you do so, use these faction rules instead of the Daughters of Khaine faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the CRONESEER’S PARIAHS keyword.

ROSTER OPTIONS
  • Krethusa the Croneseer (must be included and must be your general)
  • DAUGHTERS OF KHAINE AELF units
  • You cannot include Regiments of Renown, Morathi-Khaine or the Shadow Queen

Battle Traits

Passive
PLUMES OF AUSPICIOUS SMOKE: The mists that spill from the Croneseer’s cauldrons are thick with augury and omen, and those who inhale them are forewarned of imminent danger.

Effect: Friendly CAULDRON OF BLOOD units are either empty or full. They start the battle empty.

While a friendly CAULDRON OF BLOOD unit is full:
  • That CAULDRON OF BLOOD has WARD (4+) against damage points inflicted by shooting attacks.
  • Subtract 1 from hit rolls for shooting attacks that target friendly CRONESEER’S PARIAHS units while they are wholly within 9" of that CAULDRON OF BLOOD.

End of Any Turn
LADEN WITH PROPHECY: The viscera collected in a Cauldron of Blood and burned to enhance Krethusa’s haruspicy shroud all those nearby in a blood-tinged pall.

Declare: Pick a friendly empty CAULDRON OF BLOOD.

Effect: If any enemy models were slain this turn by that CAULDRON OF BLOOD’s combat attacks, it becomes full.

Passive
GUIDED BY MORAI-HEG: Morai-Heg guides her followers’ weapons into subtle chinks in the enemy’s armour.

Effect: Add 1 to the Rend characteristic of combat attacks made by friendly non-HERO INFANTRY units while they are wholly within 9" of a friendly Krethusa.

Once Per Turn (Army), Any Charge Phase
SKILLED SKIRMISHERS: Doomfire Warlocks excel in strike-and-fade warfare, evading their foes while unleashing a hail of death.

Declare: Pick a friendly CRONESEER’S PARIAHS CAVALRY unit that has not charged this turn and is in combat with an enemy unit that charged this turn to be the target.

Effect: Roll a dice. On 3+, the target can immediately use a RETREAT ability as if it were your movement phase. In addition, no mortal damage is inflicted on the target by that RETREAT ability.

Once Per Battle (Army), Your Hero Phase
THE BLOOD REVEALS ALL: It matters not from which body the entrails are taken.

Declare: Pick a friendly CRONESEER’S PARIAHS HERO within the combat range of a friendly empty CAULDRON OF BLOOD. Then, pick another unit within the combat range of that HERO to be the target.

Effect: Roll a dice. Allocate a number of damage points to the target equal to the roll (ward rolls cannot be made for those damage points). Then, that CAULDRON OF BLOOD becomes full.


Heroic Traits

HERO only
Passive
PROSELYTE OF MORAI-HEG: This general has heeded the words imparted by Morai-Heg’s vessel and can see the predicted patterns of battle.

Effect: Enemy units cannot use commands while they are in combat with this unit.


Artefacts of Power

HERO only
Once Per Turn, End of Any Turn
BLADE OF PROPHETIC DOOM: Some weapons are in thrall to the grimmest prophecies imaginable, and are fated to cause untold disaster with a single strike.

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

Effect: Roll a dice. On a 2+:
  • If the target is not damaged, inflict 1 mortal damage on it.
  • If the target is damaged, inflict an amount of mortal damage on it equal to the roll.


Prayer Lore

CRONESEER’S PARIAHS PRIEST
Your Hero Phase
3
WINGS OF THE CRONE GODDESS: Morai-Heg grants the blessing of flight to her faithful as sable feathers burst from their limbs.

Declare: Pick a friendly CRONESEER’S PARIAHS PRIEST to chant this prayer, pick a visible friendly CRONESEER’S PARIAHS unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn:
  • The target has FLY.
  • Add 2" to the target’s Move characteristic. If the chanting roll was 8+, add 6" to the target’s Move characteristic instead.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
5
AUGURY OF BATTLE: Perhaps Morai-Heg has foreseen the deaths of these warriors today. Or perhaps she has not.

Declare: Pick a friendly CRONESEER’S PARIAHS PRIEST to chant this prayer, pick a visible friendly CRONESEER’S PARIAHS unit wholly within 18" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, the target has WARD (5+). If the chanting roll was 10+, you can pick up to 2 friendly CRONESEER’S PARIAHS units wholly within 18" of the caster instead of 1.
KEYWORDSPRAYER

Your Hero Phase
4
AUSPICIOUS STRIKE: Morai-Heg imparts a brief vision of a deadly weapon thrust.

Declare: Pick a friendly CRONESEER’S PARIAHS PRIEST to chant this prayer, pick a visible friendly CRONESEER’S PARIAHS unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, each time the unmodified hit roll for an attack made against the target is 1, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved. If the chanting roll was 10+, inflict 1 mortal damage for each unmodified hit roll of 1-2 instead.
KEYWORDSPRAYER

Army of Renown

Zainthar Kai

When you pick the Daughters of Khaine faction for your army, you can choose for it to be a Zainthar Kai Army of Renown. If you do so, use the faction rules on these pages instead of the Daughters of Khaine faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the ZAINTHAR KAI keyword.

Battle Traits

Passive
DARK MAJESTY: Morathi-Khaine’s charm, allure and sheer authority is near impossible to resist; to so much as raise a blade against such an exalted creature requires an effort of willpower beyond most mortals.

Effect: If the unmodified hit roll for an attack made by a non-HERO unit that targets the friendly Morathi-Khaine is 1-4, the attack fails and the attack sequence ends.

Passive
THE BLOOD SAINTS: As the first and most revered of the Scáthborn, the loyalty of these creatures towards Morathi-Khaine is ironclad.

Effect: While the friendly Shadow Queen is wholly within 6" of a friendly non-HERO ZAINTHAR KAI unit, both that Shadow Queen and that non-HERO unit have WARD (5+).

Your Hero Phase
1
MATRIARCH OF THE ZAINTHAR KAI: Surrounded by beings soul-crafted to be her perfect bodyguards, Morathi-Khaine can unleash her true power, safe in the knowledge that no jealous rival nor so-called ally will seek to do her harm.

Declare: Pick the friendly Morathi-Khaine to use this ability.

Effect: Pick 1 of the following effects:
  • Until the start of your next turn, this unit has a Move characteristic of 12" and has FLY.
  • This unit can use the ‘Iron Heart of Khaine’ ability as if you had performed a blood rite.
  • Pick a visible enemy unit within 18" of this unit to be the target. For the rest of the turn, the target’s attacks cannot score critical hits (treat them as regular hits instead).
  • Pick a friendly non-UNIQUE ZAINTHAR KAI HERO that has been destroyed to be the target. Set up a replacement unit identical to the target within 3" of this unit.

Once Per Turn (Army), End of Your Turn
CURSED HERITAGE: Each Zainthar Kai warrior carries at least three drops of Khaine’s potent ichor in their veins, and they can call upon its simmering power to send boiling blood erupting from their foes’ eyes in an agonising torrent.

Declare: Pick each enemy unit in combat with any NON-UNIQUE ZAINTHAR KAI units to be the targets.

Effect: Inflict D3 mortal damage on each target.


Heroic Traits

(HERO only)
Your Shooting Phase
KHAINE’S INHERITOR: Those imbued with Khaine’s potent blood who survive the ordeal soon learn to wield that power as a weapon, causing waves of unbearable agony in their foes.

Declare: Pick a visible enemy unit within 12" of 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.
  • Halve the target’s Move characteristic until the start of your next turn.


Artefacts of Power

(HERO only)
Passive
AMULET OF THE BLADED QUEEN: This prodigy has earned the blessing of Morathi-Khaine: a magnificent serpentine amulet through the goddess can both protect and keep a watchful eye on her subordinate.

Effect: This unit has WARD (5+). Add 1 to save rolls for this unit.


Manifestation Lore

Your Hero Phase
7
MANIFESTATIONS OF MURDER: The wizard channels their power and calls one of the sacred manifestations of Khaine to the battlefield.

Declare: Pick a friendly ZAINTHAR KAI WIZARD to cast this spell, pick 1 of the friendly MANIFESTATIONS below that is not on the battlefield, then make a casting roll of 2D6.

Effect: If you picked a Bloodwrack Viper or Bladewind, set it up wholly within 12" of the caster, visible to them and more than 9" from all enemy units. If you picked a Heart of Fury, set it up wholly within 18" of the caster and visible to them.
KEYWORDSSPELL, UNLIMITED, SUMMON


Spell Lore

Your Hero Phase
6
ETHEREAL GRACE: The sorceress grants their fellow Scáthborn the swiftness of a fleeting shadow.

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

Effect: Add 2" to the target’s Move characteristic for the rest of the turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
ON WINGS OF SHADOW: With a flick of their wrist, the caster summons umbral tendrils that carry their allies away along paths unseen.

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

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

Your Hero Phase
7
SPEED OF THE SCÁTHBORN: The potential lurking in the blood of the Zainthar Kai can be unleashed with a sorcerous word.

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

Effect: The target has STRIKE-FIRST for the rest of the turn.
KEYWORDSSPELL

PATH TO GLORY

Here, you will find additional rules to use with a Daughters of Khaine army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Daughters of Khaine units.

The Anvil of Apotheosis

You can have 1 Anvil of Apotheosis hero on your Order of Battle and/or army roster, unless otherwise specified in the battlepack you are using. They can be your warlord.

There are 7 steps to follow to create your hero:

1. Set a destiny point limit.
2. Fill out the starting warscroll.
3. Pick an Archetype.
4. Pick your hero’s origin and/or flaw.
5. Pick a Battle Mount.
6. Pick any Battle Mount Upgrades.
7. Pick any other upgrades.

Your Hero's Warscroll
You can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details.

The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.

After the Anvil of Apotheosis, you will find 2 Paths for Daughters of Khaine units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Blighted Wilds).

Step 1 - Set a Destiny Point Limit

The Anvil of Apotheosis uses a currency called destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.

Pick 1 of the following:
HERO TYPEDESTINY POINT LIMITBATTLE PROFILE POINTS COST
Cult Leader10150
Cult Demagogue30250
Cult Queen50350

Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.

Step 2 - Fill Out The Starting Warscroll

To begin with, your hero has the following warscroll:

DAUGHTERS OF KHAINE WARSCROLL
Daughters of Khaine Hero
6"
5
5+
2
6+
DAUGHTERS OF KHAINE WARSCROLL
Daughters of Khaine Hero
MELEE WEAPONS
AtkHitWndRndDmg
Cult Blade
Cult Blade53+4+12

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

Step 3 - Pick an Archetype

You must pick 1 of the following Archetypes for your hero:

CHAMPION OF THE ARENA
0DP
Your hero has the following ability and the following regiment options.

Passive
PEERLESS AGILITY: This skilled warrior can leap and dart between enemies with an almost careless ease.

Effect: When using a CHARGE ability, this unit has FLY.



Regiment OptionsAny DAUGHTERS OF KHAINE units

PRIESTESS OF KHAINE
-2DP
Your hero has the PRIEST (1) keyword and the following regiment options.

Regiment OptionsAny DAUGHTERS OF KHAINE units

KHINERAI SKYHUNTER
-2DP
Change your hero's Move characteristic to 12". Your hero has the FLY keyword and the following regiment options.

Regiment OptionsAny DAUGHTERS OF KHAINE units

IRONSCALE COMMANDER
-4DP
Change your hero's Health characteristic to 6, their Move characteristic to 8" and their Save characteristic to 5+.
Your hero has the following ability and the following regiment options.

Your Hero Phase
FIST OF THE SCA̓THBORN: When a Khainite hears the hissed command of an Ironscale, they instantly obey.

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

Effect: Roll a dice. On a 3+, for the rest of the turn:
  • Add 1 to charge rolls for the target.
  • Add 1 to the Attacks characteristic of the target’s weapons.



Regiment OptionsAny DAUGHTERS OF KHAINE units

BLOODWRACK SORCERESS
-6DP
Change your hero's Health characteristic to 6, their Move characteristic to 8" and their Save characteristic to 5+.
Your hero has the WIZARD (1) keyword, the following ability and the following regiment options.

Your Shooting Phase
BLOODWRACK STARE: The hero's eyes blaze with curse-given power, and their victim's blood boils in their veins.

Declare: Pick a visible enemy unit within 18" of this unit to be the target.

Effect: Roll a dice. On a 3+, roll a number of dice equal to the target’s Health characteristic. Subtract 1 from each roll if the target is a MONSTER. For each 5+, inflict 1 mortal damage on the target.



Regiment OptionsAny DAUGHTERS OF KHAINE units

Step 4 - Pick Your Hero's Origin And/Or Flaw

You can pick up to 1 origin and up to 1 flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing destiny points, flaws give you extra destiny points to spend elsewhere.

Origins

Passive
-1DP
BELOVED OF THE CROWD: This warrior gained fame and renown for their gory displays in the arena, and all Khainites know their name.

Effect: Add 10 to this unit’s control score while it is in combat.

Passive
-2DP
SHADOWED CULTIST: A true daughter of Ulgu, this warrior strikes and fades like a prowling shadowcat.

Effect: No mortal damage is inflicted on this unit by RETREAT abilities.

Passive
-2DP
MURDEROUS PARAGON: Few can match this hero's ruthless skill in the killing arts.

Effect: This unit’s Cult Blade has Crit (Auto-wound).

Deployment Phase
-6DP
DIVINE FAVOUR: This hero has caught the
attention of Morathi-Khaine, and all know that they carry the blessing of the goddess.

Declare: Pick a friendly non-HERO DAUGHTERS OF KHAINE INFANTRY unit in this unit’s regiment to be the target.

Effect: For the rest of the battle, each time the target uses the ‘All-out Attack’ command while it is wholly within 12" of this unit, no command points are spent.


Flaws

Passive
+1DP
SCA̓TH-CURSED: This creture's cursed aura causes their veins to glow with a crimson light, revealing them in battle.

Effect: Ignore the effect of the ‘Cover’ ability on this unit.

Passive
+2DP
BITTER RIVAL: A particularly acrimonious feud has rendered this champion utterly paranoid.

Effect: This unit cannot use commands while it is within 12" of another friendly HERO.

Passive
+3DP
WHISPERING VOICES: This hero has earned the enmity of dark Ulguan entities, who whisper curses and mistruths in their ear.

Effect: This unit has a maximum control score of 1.

Passive
+4DP
HERETICAL BELIEFS: A secret worshipper of forgotten a elven gods, this hero's faith in Morathi-Khaine is tenuous indeed.

Effect: EXALTED abilities have no effect on this unit and this unit cannot use EXALTED abilities.


Step 5 - Pick a Battle Mount

You can pick up to 1 Battle Mount for your hero.

Battle Mount
-3DP
DARK STEED: This night-black steed can carry its rider swiftly over great distances, never wavering for a moment.

Champion of the Arena or Priestess of Khaine only. Add the following weapon to your hero's warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Dark Steed’s Hooves and Teeth
Companion
25+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Dark Steed’s Hooves and Teeth
Companion
25+3+-1
In addition, make the following changes to your hero's warscroll:
  • Change the Move characteristic to 14".
  • Change the Health characteristic to 7.
  • Replace the INFANTRY keyword with the CAVALRY keyword.

Battle Mount
-8DP
CAULDRON OF BLOOD: This iron-bound chariot bears a cauldron full of boiling blood, a powerful focus for Khainite blood rituals.

Champion of the Arena or Priestess of Khaine only. Add the following weapon to your hero's warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Guardians' Blades43+4+12
Avatar’s Sword
Companion
53+3+23
MELEE WEAPONS
AtkHitWndRndDmg
Guardians' Blades
43+4+12
Avatar’s Sword
Companion
53+3+23
In addition, make the following changes to your hero's warscroll:
  • Change the Health characteristic to 12.
  • Change the Save characteristic to 4+.
  • Change the Control characteristic to 5.
  • Replace the INFANTRY keyword with the WAR MACHINE keyword.

Battle Mount
-12DP
KHAINITE SHRINE: A large mirror sits atop this deadly war machine, magnifying the agonising gaze of the rider into a powerful weapon.

Bloodwrack Sorceress only. Add the following weapons and ability to your hero's warscroll:

RANGED WEAPONSRngAtkHitWndRndDmg
Bloodwrack Stare
Crit (2 Hits), Shoot in Combat
15"43+3+23
RANGED WEAPONS
RngAtkHitWndRndDmg
Bloodwrack Stare
Crit (2 Hits), Shoot in Combat
15"43+3+23
MELEE WEAPONSAtkHitWndRndDmg
Guardians' Blades43+4+12
MELEE WEAPONS
AtkHitWndRndDmg
Guardians' Blades
43+4+12
Passive
INVOKE MURDER: By channelling power through this shrine can Bloodwrack mages summon violent manifestations of slaughter.

Effect: This unit counts as a Bloodwrack Shrine for the purposes of the ‘Born of Slaughter’ ability.

In addition, make the following changes to your hero's warscroll:
Change the Health characteristic to 12.
Change the Save characteristic to 4+.
Change the Control characteristic to 5.
Replace the INFANTRY keyword with the WAR MACHINE keyword.

Step 6 - Pick any Battle Mount Upgrades

If your hero has a Battle Mount, you can pick any number of Battle Mount Upgrades for them. The same upgrade cannot be picked more than once.

UpgradeEffect
Swift
-2DP
CAVALRY only. Add 2" to your hero’s Move characteristic .
Barding
-2DP
CAVALRY only. Your hero has a Save characteristic of 5+ .
Dark Pegasus
-3DP
CAVALRY only. Your hero has the FLY keyword .
Brand of Khaine
-4DP
Add the following ability to your hero’s warscroll:

Any Combat Phase
BRAND OF KHAINE: This battle mount bears one of the dark runes of Khaine, a brand that glows a dull red and incites murderous fury when enemies draw near.

Effect: If this unit is in combat, roll a dice. On a 3+, for the rest of the turn:
  • Add the roll to the Attacks characteristic of this unit’s Companion weapons.
  • Add 1 to the Rend characteristic of this unit’s Companion weapons.

Steed of Dark Flames
-4DP
CAVALRY only. Add the following ability to your hero’s warscroll.

Once Per Battle, Enemy Movement Phase
STEED OF DARK FLAMES: This rider's mount out paces all others, carried by dark arts and pacts with the shadow-daemons of Ulgu.

Effect: This unit can use the ‘Normal Move’ ability as if it were your movement phase.

Iron-bound
-4DP
WAR MACHINE only. Add 2 to your hero’s Health characteristic.
Fanatical Guardians
-4DP
WAR MACHINE only. Add 2 to the Attacks characteristic of your hero’s Guardians’ Blades.
Torrent of Burning Blood
-6DP
WAR MACHINE PRIEST only. Add the following weapon to your hero’s warscroll.

RANGED WEAPONSRngAtkHitWndRndDmg
Torrent of Burning Blood
Shoot in Combat
10"122+2+21
RANGED WEAPONS
RngAtkHitWndRndDmg
Torrent of Burning Blood
Shoot in Combat
10"122+2+21
Born of Slaughter
-8DP
WAR MACHINE WIZARD only. Add the following ability to your hero’s warscroll.

Your Hero Phase
7
BORN OF SLAUGHTER: As the Khainites' slaughterous worship reaches its apex, the Blood wrack Sorceress conjures forth a manifestation of murder and death.

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

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


Step 7 - Pick any Other Upgrades

Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.

UpgradeEffect
Aelven Grace
-1DP
Add 1" to your hero’s Move characteristic.
Ulguan Heritage
-2DP
Add 1 to your hero’s Health characteristic.
Gift ofKhaine
-3DP
Your hero has WARD (5+).
Perfect Accuracy
-3DP
The Hit characteristic of your hero’s Cult Blade is 2+.
Killing Grace
-4DP
Add 1 to the Rend characteristic of your hero’s Cult Blade.
Word of Khaine
-4DP
Non-WAR MACHINE only. Add the following weapon to your hero’s warscroll.

RANGED WEAPONSRngAtkHitWndRndDmg
Word of Khaine
Shoot in Combat
10"12+2+36
RANGED WEAPONS
RngAtkHitWndRndDmg
Word of Khaine
Shoot in Combat
10"12+2+36
Master of Poisons
-4DP
Your hero’s Cult Blade has Crit (Mortal).
Ferocious Cultist
-4DP
Add 2 to the Attacks characteristic of your hero’s Cult Blade.
Masterful Executioner
-4DP
Add the following ability to your hero's warscroll.

Any Combat Phase
MASTERFUL EXECUTIONER: This warrior specialises in dealing elaborately gruesome killing blows.

Declare: Pick a damaged enemy unit in combat with th is unit to be the target.

Effect: Roll a dice. If the roll is less than the number of damage points the target has, inflict an amount of mortal damage on the target equal to the roll.

Blistering Speed
-6DP
INFANTRY only. Your hero has STRIKE-FIRST.
Shadowmeld
-6DP
FLY only. Add the follow ing ability to your hero’s warscroll.

Enemy Combat Phase
MASTERFUL EXECUTIONER: This warrior can fade into the gloom to evade the blades of their enemies.

Effect: If this unit is in combat, roll a dice. On a 3+, this unit can immediately use the ‘Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on it.

Cult Fanatic
-8DP
WIZARD or PRIEST only. Your hero’s power level is 2.

Path of The Demagogue

(DAUGHTERS OF KHAINE HERO only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
BLOODMAD: A vicious zealot, this leader is driven into a frenzy by the sight of blood. Their own, the enemy's, their allies': it is all the same.

Effect: While this unit is within 3" of any visible damaged units (friendly or enemy), add 1 to wound rolls for attacks made with th is unit’s melee weapons.

Any Charge Phase
SCREECHING EVANGELIST: This hero urges their followers to acts of bloodshed in Morathi's name.

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

Effect: Add 1 to charge rolls for the target for the rest of the turn.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
LETHAL BLADEMISTRESS: Few would dare question this champion's skill with a blade after witnessing her take apart an opponent.

Effect: Attacks made with this unit’s melee weapons score critical hits on unmodified hit rolls of 5+.

Any Shooting Phase
EAR-BURSTING SHRIEK: This hero's screams shred the eardrums of those they are directed at.

Declare: Pick a visible enemy HERO within 10" of th is 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 and the ta rget has STRIKE-LAST for the rest of the turn.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
BLADE OF SHADOW: This wispy blade sinks straight through armour; hungrily seeking flesh.

Effect: The Rend characteristic of this unit’s melee weapons is equal to the current battle round number, unless it would be higher.

Once Per Battle, Any Combat Phase
FLICKERING BLUR: This warrior is so blindingly fast that they seem to be invulnerable.

Effect: This unit has WARD (3+) for the rest of the turn.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Battle, Any Hero Phase
BELLOWED EXHORTATIONS: This hero's booming voice drives Khainites into an ecstatic frenzy.

Declare: Pick a visible fr iendly non-HERO DAUGHTERS OF KHAINE unit wholly within 12" of this unit to be the ta rget.

Effect: If you have used the ‘Blessings of Khaine’ ability 3 or more times th is battle, the target’s combat attacks score critical hits on unmodified hit rolls of 4+ for the rest of the turn. Otherwise, roll a dice. If the roll is equal to or less than the current battle round number, the target’s combat attacks score critical hits on unmodified hit rolls of 4+ for the rest of the tu rn.

Your Hero Phase
BLESSED OF THE GODDESS: This champion has an affinity for Morathi's beloved manifestations.

Declare: Pick a friendly DAUGHTERS OF KHAINE MANIFESTATION that is not on the battlefield.

Effect: Roll a dice. On a 4+, if you picked a Heart of Fury, set it up wholly within 18" of this unit and visible to it. Otherwise, on a 4+, set up the MANIFESTATION wholly within 12" of this unit, visible to it and more than 9" from all enemy units. This unit has summoned that MANIFESTATION.


Path of The Blood Witch

(non-HERO DAUGHTERS OF KHAINE unit only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
LETHAL GRACE: These Khainites move with exceptional celerity and acrobatic dexterity.

Effect: Add 2 to run rolls for this unit.

Passive
FEROCIOUS AND FEARLESS: This unit hurls itself into combat with reckless abandon.

Effect: Add 3 to this unit’s control score if it charged in the same turn.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
SHIELD OF BLADES: These warriors have such
unnaturally swift reactions that they can deflect
incoming missiles out of the air with their blades.

Effect: Shooting attacks that target th is unit cannot score critical hits (treat them as regular hits instead). If the unmodified hit roll for a shooting attack that targets this unit is 6, the attack fails and the attack sequence ends.

Passive
A THOUSAND CUTS: Quick, precise cuts bleed monstrous foes, sapping their strength and hastening their doom.

Declare: Pick an enemy MONSTER 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 and the target cannot use RAMPAGE abilities for the rest of the turn.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Battle, Any Movement Phase
SHADOW-BLESSED: Whether covered in tattoos inked in Ulguan blood or wearing cloaks of shadow, these warriors are one with the darkness.

Effect: Remove th is unit from the battlefield and set it up again on the battlefield more than X" from all enemy units, where X is equal to 10 minus the current battle round number.

Once Per Battle, Any Combat Phase
FIRST BLOOD: Few foes react to danger more swiftly than a Khainite aelf.

Effect: This unit has STRIKE-FIRST for the rest of the turn.

LEGENDARY: When a unit on this Path gains this rank, pick l of the following abilities for them:

Passive
FANGS OF THE VIPER: Their weapons dipped in the venom of Ulguan pit-adders, the merest slice from these warriors can kill painfully.

Effect: Ward rolls cannot be made for damage points inflicted by this unit’s attacks.

Passive
FLEET-FOOTED KILLERS: These warriors seem to glide across the ground, so quickly do they cover the distance between them and their prey.

Effect: Add 4" to this unit's Move characteristic.

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.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

The non-UNIQUE HERO and DAUGHTERS OF KHAINE keywords are used in the following Daughters of Khaine warscrolls:

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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

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

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

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

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

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Place of Power
HEROES within 3" of this terrain feature can use the ‘Activate Place of Power’ ability.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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.

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).
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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

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.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
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.
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.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

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

The non-UNIQUE DAUGHTERS OF KHAINE HERO keywords are used in the following Daughters of Khaine warscrolls:

Infantry Hero
War Machine Hero
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
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

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

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

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

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

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

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

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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).
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

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

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

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

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

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
The CHAMPIONS OF THE ARENA keywords are used in the following Daughters of Khaine warscrolls:

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

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

Infantry Hero
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

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

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
The CHAMPIONS OF THE ARENA PRIEST keywords are used in the following Daughters of Khaine warscrolls:

Infantry Hero
18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

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

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

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

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
The CRONESEER’S PARIAHS CAULDRON OF BLOOD keyword is used in the following Daughters of Khaine warscrolls:

War Machine Hero
The non-HERO CRONESEER’S PARIAHS keyword is used in the following Daughters of Khaine warscrolls:

Cavalry
Infantry
War Machine Hero
The CRONESEER’S PARIAHS CAVALRY keyword is used in the following Daughters of Khaine warscrolls:

Cavalry
The CRONESEER’S PARIAHS HERO keyword is used in the following Daughters of Khaine warscrolls:

Infantry Hero
War Machine Hero
The CRONESEER’S PARIAHS PRIEST keyword is used in the following Daughters of Khaine warscrolls:

Infantry Hero
War Machine Hero
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.
The ZAINTHAR KAI keywords are used in the following Daughters of Khaine warscrolls:

Infantry
Infantry Hero
War Machine Hero
Faction Terrain
Monster Hero
The non-HERO ZAINTHAR KAI keywords are used in the following Daughters of Khaine warscrolls:

Infantry
Faction Terrain
The non-UNIQUE ZAINTHAR KAI HERO keywords are used in the following Daughters of Khaine warscrolls:

Infantry Hero
War Machine Hero
The non-UNIQUE ZAINTHAR KAI keywords are used in the following Daughters of Khaine warscrolls:

Infantry
Infantry Hero
War Machine Hero
Faction Terrain
The ZAINTHAR KAI WIZARD keywords are used in the following Daughters of Khaine warscrolls:

Infantry Hero
War Machine Hero
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.

The non-HERO DAUGHTERS OF KHAINE and INFANTRY keywords are used in the following Daughters of Khaine warscrolls:

3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
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.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.

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

Once Per Turn (Army), End of Any Turn
BLESSINGS OF KHAINE: As ever more blood is spilt in tribute, so too are the Khainites lavished with ever more blessings from their deity.

Declare: You can only use this ability if you performed any blood rites this turn.

Effect: Pick 1 of the following blessings that is not active. That blessing is active. While a blessing is active, its effect applies to friendly DAUGHTERS OF KHAINE units. The effects of more than 1 blessing can apply to a unit at the same time.
  • Blessing of Ruthlessness: Add 1 to hit rolls for those units’ combat attacks.
  • Blessing of Hatred: Add 1 to wound rolls for those units’ combat attacks.
  • Blessing of Haste: Add 3" to those units’ Move characteristic.
  • Blessing of Zeal: If those units charged in the same turn, they have WARD (5+) for the rest of the turn.
  • Blessing of Shadow: Subtract 1 from hit rolls for shooting attacks that target those units.
  • Blessing of Cruelty: Those units can use CHARGE and/or SHOOT abilities even if they have used a RETREAT ability in the same turn.
  • Blessing of Clarity: Add 1 to chanting rolls and casting rolls for those units.

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

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