Champions of the Arena
An Army of Renown for Daughters of Khaine: only the units below, with these battle traits and enhancements in place of the army’s own, and no battle formation. It cannot take a Regiment of Renown. Build one by choosing it under Army of Renown in the list builder.
Battle traits
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.
1 Add 1 to run rolls for those units.
2 Add 1 to charge rolls for those units.
3 Add 1 to hit rolls for those units' combat attacks.
4 Add 1 to wound rolls for those units' combat attacks.
5 Add 1 to the Attacks characteristic of those units' melee weapons.
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:
1 9"
2 12"
3 15"
4 18"
5 21"
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.
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.
Heroes (3)
Hag Queen6" · 5W · Sv 5+ 120
High Gladiatrix6" · 5W · Sv 5+ 120
Slaughter Queen6" · 5W · Sv 5+ 130
Units (4)
Blood Hags6" · 1W · Sv 5+ 150
Sisters of Slaughter6" · 1W · Sv 6+ 110
Shrine of Dark Tribute- · 12W · Sv 4+ 20
Witch Aelves6" · 1W · Sv 6+ 120
Artefact of 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.
Heroic Trait
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.
Manifestation Lore
Declare: Pick an enemy Hero or Monster in combat with this Manifestation to be the target.
Effect: Roll a dice. On a 3+, the target has Strike-last for the rest of the turn.
Declare: If this Manifestation charged this turn, pick an enemy unit in combat with it to be the target.
Effect: If any damage points are allocated to the target this phase by this Manifestation's combat attacks, ward rolls cannot be made for the target for the rest of the battle.
Effect: Subtract 1 from wound rolls for attacks that target friendly Daughters of Khaine Infantry units while they are wholly within 12" of this Manifestation.
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.
• Bloodwrack Viper
• Bladewind
• Heart of Fury
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.
Prayer Lore
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.
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.
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.