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DoK (Age of Sigmar) [1,990pts]

**Pitched Battle** 2,000 (Order - Daughters of Khaine) [1,990pts]


Rules: At the Double, Forward to Victory, Inspiring Presence

Leader [840pts]

Bloodwrack Medusa [140pts]


Selections: 2. Pit of Shades, Bloodwrack Spear, Bloodwrack Stare, Tail of Serpents, Whisperclaw
Categories: BLOODWRACK MEDUSA, HERO, WIZARD, DAUGHTERS OF KHAINE, ORDER, MELUSAI, LEADER
Magic: Bloodwrack Medusa, Spell: Arcane Bolt, Enfeebling Foe, Mystic Shield, Pit of Shades, Unit: Bloodwrack
Medusa, Unit Abilities: Bloodwrack Stare, Weapon: Bloodwrack Spear, Bloodwrack Stare, Tail of Serpents,
Whisperclaw

Magic Cast/Unbind Spells Known

Bloodwrack Medusa 1/1 Arcane Bolt, Mystic Shield, Enfeebling Foe

Casting
Spell Description
Value

If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That
Arcane
5 unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal
Bolt
wounds instead.

Enfeebling If successfully cast, pick a unit within 18" of the caster that is visible to them. Until your next
5
Foe hero phase, subtract 1 from wound rolls for that unit in the combat phase.

Mystic If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll
6
Shield save rolls of 1 for that unit until your next hero phase.

If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. Roll
Pit of
7 two dice and add the scores together. The enemy unit suffers 1 mortal wound for each point
Shades
by which the total exceeds their Move characteristic.

Unit Move Wounds Bravery Save

Bloodwrack Medusa 8" 6 8 5+

Unit
Ability Details
Abilities
Bloodwrack When making a Bloodwrack Stare attack, pick a unit that is visible to this unit and roll a dice for each
Stare model in that unit that is within range; for each roll of 5+ the unit suffers 1 mortal wound.

Weapon Type Range Attacks To Hit To Wound Rend Damage

Bloodwrack Spear Melee 2" 2 3+ 3+ -1 D3


Bloodwrack Stare Missile 10" * * * * *

Tail of Serpents Melee 2" D6 4+ 4+ - 1


Whisperclaw Melee 1" 4 3+ 3+ - 1

Hag Queen [100pts]


Selections: 0. Devoted Disciples, 1. Catechism of Murder, Blade of Khaine, General
Categories: AELF, HERO, PRIEST, HAG QUEEN, DAUGHTERS OF KHAINE, ORDER, LEADER, GENERAL
Command Trait: Devoted Disciples, Prayer: Catechism of Murder, Rune of Khaine, Touch of Death, Unit: Hag
Queen, Unit Abilities: Priestess of Khaine, Witchbrew, Weapon: Blade of Khaine

Command
Command Trait Details
Trait
Devoted Whenever you make a Fanatical Faith roll (pg 50) for a friendly Hagg Nar unit within 7" of this
Disciples general, the wound is negated on a 5+ instead of a 6+.

Prayer Description

Pick a friendly DAUGHTERS OF KHAINE unit within 14" of the priest. Until the start of your next hero
Catechism
phase, each time you make a hit roll of 6 (after re-rolls, but before modifiers are applied) for that unit in
of Murder
the combat phase, that attack inflicts 2 hits instead of 1.
Rune of This model's Blade of Khaine has a Damage characteristic of D3 instead of 1 until your next hero
Khaine phase.
Touch of Pick a unit within 3" of this model and then hide a dice in one of your hands. Your opponent must pick
Death a hand; if that hand is holding the dice, the unit you picked suffers D3 mortal wounds.

Unit Move Wounds Bravery Save

Hag Queen 6" 5 8 5+

Unit
Ability Details
Abilities

In your hero phase, this model can pray once. If it does, pick a prayer it knows and roll a dice. On a
Priestess
result of 1 this model is found unworthy and suffers 1 mortal wound. On a 2 nothing happens. On a 3+
of Khaine
the prayer is successful and its effect takes place.
Distilled from the blood of Slaughter Queens, witchbrew drives the imbiber into such an ecstasy of
destruction that they will fight on in the face of impossible odds. In your hero phase, you can pick a
Witchbrew friendly DAUGHTERS OF KHAINE unit within 3" of this model to drink witchbrew. If you do, then until
your next hero phase you can re-roll failed wound rolls for that unit’s melee weapons, and you do not
need to take battleshock tests for the unit.

Weapon Type Range Attacks To Hit To Wound Rend Damage

Blade of Khaine Melee 1" 4 3+ 4+ -1 1

Morathi-Khaine [210pts]
Selections: 5. Mindrazor, Bladed Wings, Heartrender (Morathi, High Oracle of Khaine)
Categories: AELF, HERO, WIZARD, DAUGHTERS OF KHAINE, ORDER, MORATHI-KHAINE, LEADER
Command Abilities: Worship Through Bloodshed, Magic: Magic, Spell: Arcane Bolt, Black Horror of Ulgu,
Mindrazor, Mystic Shield, Unit: Morathi-Khaine, Unit Abilities: Commanding Presence, One Soul, Two Bodies,
Weapon: Bladed Wings, Heartrender (Morathi-Khaine)

Command
Command Ability Details
Abilities

If this model is on the battlefield, you can use this command ability in your hero phase. If you do, pick
Worship
1 other friendly DAUGHTERS OF KHAINE unit wholly within 24" of this model. That unit can shoot or,
Through
if it is within 3" of any enemy units, it can fight. You cannot use this command ability more than once in
Bloodshed
if it is within 3" of any enemy units, it can fight. You cannot use this command ability more than once in
Bloodshed
the same phase.

Magic Cast/Unbind Spells Known


3/2. Add 1 to casting, dispelling and unbinding rolls for this Arcane Bolt, Mystic Shield, Black Horror of
Magic
model. Ulgu

Casting
Spell Description
Value
If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That
Arcane
5 unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal
Bolt
wounds instead.

Black 7 and a Pick 1 enemy unit within range of the caster that is visible to them and roll a dice. On a 1,
Horror of range that unit suffers 1 mortal wound. On a 2-3, it suffers D3 mortal
Ulgu of 36" wounds. On a 4+, it suffers D6 mortal wounds.

If successfully cast, pick a friendly DAUGHTERS OF KHAINE unit within 18" of the caster.
Until the start of your next hero phase, the Rend characteristic of that unit’s melee weapons
Mindrazor 7 is improved by 1 (e.g. a Rend characteristic of ‘-’ becomes -1). In addition, the Damage
characteristic of the unit’s melee weapons is increased by 1 while attacking a target that has
a lower Bravery characteristic than they do.
Mystic If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll
6
Shield save rolls of 1 for that unit until your next hero phase.

Unit Move Wounds Bravery Save

Morathi-Khaine 6" 6 8 4+

Unit Abilities Ability Details


Commanding
Subtract 1 from hit rolls for attacks that target this model.
Presence

If the Shadow Queen is on the battlefield, wounds and mortal wounds that would be allocated to
this model are instead allocated to the Shadow Queen and have no effect on this model. Wounds
and mortal wounds allocated to the Shadow Queen in this way cannot be negated.
One Soul,
In addition, if the Shadow Queen is on the battlefield and an ability or spell would cause this model
Two Bodies
to be slain without any wounds being allocated, then this model is not slain and 3 wounds are
allocated to the Shadow Queen.

If the Shadow Queen is slain, after her model is removed from play, this model is also slain.

Weapon Type Range Attacks To Hit To Wound Rend Damage


Bladed Wings Melee 2" 6 3+ 3+ -1 1
Heartrender (Morathi-Khaine) Melee 2" 3 3+ 3+ -1 D3

The Shadow Queen [390pts]


Selections: Crown of Serpents, Envenomed Tail, Gaze of Morathi, Heartrender (The Shadow Queen), Wounds
Suffered
Categories: AELF, HERO, THE SHADOW QUEEN, MONSTER, WIZARD, DAUGHTERS OF KHAINE, ORDER,
LEADER, BEHEMOTH
Battalion Abilities: Two Bodies, One Soul, Morathi Wound Track: 00-03, 04-06, 07-08, 09-10, 11+, Unit: The
Shadow Queen, Unit Abilities: Fly, Fury of the Shadow Queen, Iron Heart of Khaine, Weapon: Crown of Serpents,
Envenomed Tail, Gaze of Morathi, Heartrender (The Shadow Queen)

Battalion
Battalion
Battalion Ability Details
Abilities
If this model is on the battlefield, wounds and mortal wounds that would be allocated to Morathi-Khaine
are instead allocated to this model and have no effect on Morathi-Khaine. Wounds and mortal wounds
allocated to this model in this way cannot be negated.
Two
Bodies,
In addition, if this model is on the battlefield and an ability or spell would cause Morathi-Khaine to be
One
slain without any wounds being allocated, then Morathi-Khaine is not slain and 3 wounds are allocated
Soul
to this model.

If this model is slain, after this model is removed from play, Morathi-Khaine is also slain.

Morathi Wound Track Move Heartrender Envenomed Tail

00-03 14" 8 6
04-06 12" 7 5
07-08 10" 6 4

09-10 8" 5 3
11+ 6" 4 2

Unit Move Wounds Bravery Save


The Shadow Queen * 12 10 4+

Unit
Ability Details
Abilities

Fly This unit can fly.


Fury of
the While this model is within 3" of any enemy models, add 1 to the Attacks characteristic of melee weapons
Shadow used by friendly KHINERAI HARPIES and MELUSAI units wholly within 18" of this model.
Queen

No more than 3 wounds and/or mortal wounds can be suffered by this model in the same turn. Once 3
wounds and/or mortal wounds have been allocated to this model in the same turn, not counting any
wounds that were negated, any further wounds and mortal wounds that would be allocated to this model
are ignored and have no effect.

Wounds and mortal wounds allocated to this model at the start of the battle round count towards the
Iron number of wounds allocated to this model in the first turn of that battle round. Wounds and mortal
Heart of wounds allocated to this model at the end of the battle round count towards the number of wounds
Khaine allocated to this model in the second turn of that battle round.

If the rule for an ability or spell would cause this model to be slain without any wounds being allocated, 3
wounds are allocated to this model instead. These wounds cannot be negated but will still be ignored
once 3 wounds and/or mortal wounds have been allocated to this model.

Wounds allocated to this model cannot be healed

Weapon Type Range Attacks To Hit To Wound Rend Damage


Crown of Serpents Melee 1" 2D6 3+ 3+ - 1

Envenomed Tail Melee 3" 1 3+ 3+ -2 *


Gaze of Morathi Missile 18" 1 2+ 2+ -3 D6
Heartrender (The Shadow Queen) Melee 2" * 3+ 3+ -2 3

Battleline [720pts]
Sisters of Slaughter [240pts]
Selections: 2x 10 Sisters of Slaughter [240pts], Barbed Whip, Bladed Bucklers, Hornblower, Standard Bearer
Categories: AELF, DAUGHTERS OF KHAINE, ORDER, SISTERS OF SLAUGHTER, OTHER, BATTLELINE
Unit: Sisters of Slaughter, Unit Abilities: Bladed Bucklers, Dance of Death, Handmaiden, Horn Blower, Standard
Bearer, Weapon: Barbed Whip

Unit Move Wounds Bravery Save


Sisters of Slaughter 6" 1 7 6+

Unit
Ability Details
Abilities

In the combat phase, models with Bladed Bucklers have a Save characteristic of 5+. In addition,
Bladed each time you make a save roll of 6 for such a unit in the combat phase (after re-rolls, but before
Bucklers any modifiers are applied), the attacking unit suffers 1 mortal wound after it has made all of its
attacks.

Dance of Sisters of Slaughter can be chosen to pile in and attack in the combat phase if they are within 6" of
Death an enemy, and can move up to 6" when they pile in.

Handmaiden The leader of this unit is a Handmaiden. Add 1 to hit rolls for a Handmaiden.
Horn Blower A unit that includes any Hornblowers can charge even if it ran in the same turn.

Standard If a unit includes any Standard Bearers when you take a battleshock test for it, roll two dice instead
Bearer of one and discard the highest result.

Weapon Type Range Attacks To Hit To Wound Rend Damage

Barbed Whip Melee 2" 2 3+ 4+ - 1

Witch Aelves [240pts]


Selections: 2x 10 Witch Aelves [240pts], Bladed Bucklers, Hornblower, Standard Bearer
Categories: AELF, DAUGHTERS OF KHAINE, ORDER, WITCH AELVES, OTHER, BATTLELINE
Unit: Witch Aelves, Unit Abilities: Bladed Bucklers, Frenzied Fervour, Hag, Horn Blower, Standard Bearer,
Weapon: Sacrificial Knife

Unit Move Wounds Bravery Save

Witch Aelves 6" 1 7 6+

Unit
Ability Details
Abilities
In the combat phase, models with Bladed Bucklers have a Save characteristic of 5+. In addition, each
Bladed
time you make a save roll of 6 for such a unit in the combat phase (after re-rolls, but before any
Bucklers
modifiers are applied), the attacking unit suffers 1 mortal wound after it has made all of its attacks.
Frenzied If this unit is within 8" of any friendly DAUGHTERS OF KHAINE HEROES in the combat phase, add 1 to
Fervour the Attacks characteristic of its Sacrificial Knives until the end of the phase.
Hag The leader of this unit is a Hag. Add 1 to hit rolls for a Hag.

Horn
A unit that includes any Hornblowers can charge even if it ran in the same turn.
Blower
Standard If a unit includes any Standard Bearers when you take a battleshock test for it, roll two dice instead of
Bearer one and discard the highest result.

Weapon Type Range Attacks To Hit To Wound Rend Damage


Sacrificial Knife Melee 1" 2 3+ 4+ - 1

Witch Aelves [240pts]


Selections: 2x 10 Witch Aelves [240pts], Bladed Bucklers, Hornblower, Standard Bearer
Categories: AELF, DAUGHTERS OF KHAINE, ORDER, WITCH AELVES, OTHER, BATTLELINE
Unit: Witch Aelves, Unit Abilities: Bladed Bucklers, Frenzied Fervour, Hag, Horn Blower, Standard Bearer,
Weapon: Sacrificial Knife

Unit Move Wounds Bravery Save

Witch Aelves 6" 1 7 6+

Unit
Ability Details
Abilities
In the combat phase, models with Bladed Bucklers have a Save characteristic of 5+. In addition, each
Bladed
time you make a save roll of 6 for such a unit in the combat phase (after re-rolls, but before any
Bucklers
modifiers are applied), the attacking unit suffers 1 mortal wound after it has made all of its attacks.
Frenzied If this unit is within 8" of any friendly DAUGHTERS OF KHAINE HEROES in the combat phase, add 1 to
Fervour the Attacks characteristic of its Sacrificial Knives until the end of the phase.
Hag The leader of this unit is a Hag. Add 1 to hit rolls for a Hag.

Horn
A unit that includes any Hornblowers can charge even if it ran in the same turn.
Blower

Standard If a unit includes any Standard Bearers when you take a battleshock test for it, roll two dice instead of
Bearer one and discard the highest result.

Weapon Type Range Attacks To Hit To Wound Rend Damage

Sacrificial Knife Melee 1" 2 3+ 4+ - 1

Other [390pts]

Blood Stalkers [120pts]


Selections: 5 Blood Stalkers [120pts], Blood Wyrm, Heartseeker Bow, Sacrificial Dagger
Categories: BLOOD SISTERS, DAUGHTERS OF KHAINE, MELUSAI, ORDER, OTHER
Unit: Blood Sisters, Unit Abilities: Heartseekers, Krone, Weapon: Blood Wyrm, Heartseeker Bow, Sacrificial
Dagger

Unit Move Wounds Bravery Save


Blood Sisters 8" 2 8 5+

Unit Abilities Ability Details


Each time you make a hit roll of 6+ for this unit in the shooting phase, the target suffers 1 mortal
Heartseekers
wound instead of the normal damage.

The leader of this unit is a Krone. Add 1 to hit rolls for a Krone. Many Krones are also accompanied
Krone
by a Blood Wyrm.

Weapon Type Range Attacks To Hit To Wound Rend Damage


Blood Wyrm Melee 1" 1 3+ 3+ - 1

Heartseeker Bow Missile 24" 1 3+ 3+ -1 1

Sacrificial Dagger Melee 1" 2 3+ 4+ - 1

Khinerai Heartrenders [270pts]


Selections: 3x 5 Khinerai Heartrenders [270pts], Barbed Javelin
Categories: DAUGHTERS OF KHAINE, KHINERAI HARPIES, KHINERAI HEARTRENDERS, ORDER, OTHER
Unit: Khinerai Heartrenders, Unit Abilities: Death From Above, Descend to Battle, Fire and Flight, Fly, Heartpiercer
Shield, Shryke, Weapon: Barbed Javelin (Melee), Barbed Javelin (Missile)

Unit Move Wounds Bravery Save

Khinerai Heartrenders 14" 1 7 6+

Unit
Ability Details
Abilities

Death From This unit can shoot even it ran in the same turn. In addition, in the shooting phase, change the Rend
Above characteristic of this unit’s Barbed Javelins to -2 if it was set up on the battlefield in the same turn.
Instead of setting up this unit on the battlefield, you can place it to one side and say it is circling high
Descend to
above. In any of your movement phases, it can descend to battle – set up the unit anywhere on the
Battle
battlefield that is more than 9" from any enemy models. This is their move for that movement phase.

In your shooting phase, after this unit has finished making all of its attacks, roll a dice: on a 4+ it can
Fire and
make a 6" normal move as if it were your movement phase, but it cannot retreat or run as part of this
Flight
move.
Fly This unit can fly.

In the combat phase, models in this unit have a Save characteristic of 5+. In addition, each time you
Heartpiercer make a save roll of 6 for such a unit in the combat phase (after re-rolls, but before any modifiers are
Shield applied), a model pierces her assailant’s heart with her shield – the attacking unit suffers 1 mortal
wound after it has made all of its attacks.

Shryke The leader of this unit is a Shryke. Add 1 to hit rolls for a Shryke.

Weapon Type Range Attacks To Hit To Wound Rend Damage

Barbed Javelin (Melee) Melee 2" 1 4+ 4+ -1 1


Barbed Javelin (Missile) Missile 12" 1 3+ 3+ -1 1

Allegiance

Allegiance
Categories: ALLEGIANCE

Allegiance: Daughters of Khaine


Selections: Hagg Nar
Rules: WARSCROLL BATTALIONS
Battle Trait: Blood Rites, Daughters of the First Temple, Fanatical Faith

Battle
Battle Trait Details
Trait

Friendly DAUGHTERS OF KHAINE units gain an ability each battle round, as shown on the following
list. Note that all abilities are cumulative. For example, in the second battle round, re-roll rolls of 1
when a friendly DAUGHTERS OF KHAINE unit runs and also when it charges. 1. Quickening
Blood Bloodlust: Re-roll run rolls of 1 for this unit. 2. Headlong Fury: Re-roll dice rolls of 1 when making
Rites charge rolls for this unit. 3. Zealot's Rage: Re-roll hit rolls of 1 for this unit. In addition, if this unit is an
AVATAR OF KHAINE, it always counts as being Animated (see the model’s warscroll). 4. Slaughterer's
Strength: Re-roll wound rolls of 1 for this unit. 5+ Unquenchable Fervour: Re-roll save rolls of 1 for this
unit. In addition, you do not need to take battleshock tests for this unit.

Daughters
of the Whilst a Hagg Nar unit is benefiting from the Zealot’s Rage ability from the Blood Rites battle trait (pg
First 50), you can re-roll all failed hit rolls for the unit instead of only re-rolling hit rolls of 1.
Temple

Fanatical Roll a dice each time a wound or mortal wound is allocated to a friendly DAUGHTERS OF KHAINE
Fanatical Roll a dice each time a wound or mortal wound is allocated to a friendly DAUGHTERS OF KHAINE
Faith model. On a 6+ the wound is negated.

Game Options

Game Type
Selections: 2000 Points - Battlehost
Categories: GAME OPTIONS, BATTLEHOST

Malign Sorcery [40pts]

Endless Spell: Balewind Vortex [40pts]


Categories: ENDLESS SPELL, BALEWIND VORTEX, MALIGN SORCERY
Rules: Balewind Vortex
Spell: Summon Balewind Vortex, Unit Abilities: Against the Aetheric Wind, Arcane Invigoration

Casting
Spell Description
Value

WIZARDS with a Wounds characteristic of 9 or more, that are part of a unit of two or more
Summon
models, or that are already on a Balewind Vortex, cannot attempt to cast this spell. If
Balewind 6
successfully cast, set up a Balewind Vortex model within 1" of the caster and more than 3"
Vortex
from any enemy models, and then place the caster on the upper platform.

Unit
Ability Details
Abilities

Against the
Aetheric Add 1 to save rolls for a WIZARD on a Balewind Vortex.
Wind
A WIZARD on a Balewind Vortex can attempt to cast an additional spell in each of their hero phases
Arcane
(including the turn in which the Summon Balewind Vortex spell was cast), and you can add 6" to the
Invigoration
range of any spells that the WIZARD casts.

Force Rules
At the Double: You can use this command ability after you make a run roll for a friendly unit that is within 6" of a friendly HERO,
or 12" of a friendly HERO that is a general. If you do so, the run roll is treated as being a 6.
Forward to Victory: You can use this command ability after you make a charge roll for a friendly unit that is within 6" of a friendly
HERO, or 12" of a friendly HERO that is a general. If you do so, re-roll the charge roll.
Inspiring Presence: You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly unit that
is within 6" of friendly HERO, or 12" of a friendly HERO that is a general. That unit does not have to take battleshock tests in that
phase.

Selection Rules
Balewind Vortex: As long as the Balewind Vortex remains on the battlefield, the caster and the Balewind Vortex are treated as
being a single model
from the caster’s army that uses the caster’s warscroll as well as the endless spells rules. It is treated as an enemy model by the
opposing player’s army. A WIZARD on a Balewind Vortex cannot move.

If a WIZARD on a Balewind Vortex attempts to dispel it, the attempt is automatically successful (do not roll any dice). This uses
up the additional spell that the WIZARD would have received in that hero phase, and still counts as the single attempt they can
make to dispel an endless spell this hero phase, but allows them to use any remaining spell casting attempts normally.

If the WIZARD on the Balewind Vortex is slain, then the Balewind Vortex is immediately dispelled and removed from play along
with the slain WIZARD.

If a Balewind Vortex is dispelled and the WIZARD on it has not been slain, set up the WIZARD wholly within 6" of the Balewind
Vortex and more than 3" from any enemy models, and then remove the Balewind Vortex model from play. If it is impossible
to set up the WIZARD, then the WIZARD is slain.
WARSCROLL BATTALIONS: A Hagg Nar Cauldron Guard battalion can also include 1 Avatar of Khaine or an additional
CAULDRON OF BLOOD.

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