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Mighty embodiments of the darkest of mortal emotions and compulsions, the Chaos Gods reside outside of reality. They are eternal beings of near limitless power, abominations who seek to corrupt all they survey. Constantly warring with each other, these deities vie for mastery over the Mortal Realms. In these conflicts there is one who most often stands ascendant.

This page contains all of the rules you need to field your Khorne miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.

Books

BookKindEditionVersionLast update
  Blades of KhorneBattletome21.0July 2019

Designers’ Commentary

Battletome: Blades of Khorne

 Q: Some abilities can be used when a model or unit has ‘fought for the first time’. Does this only apply if the unit fought for the first time during the phase, or does it also apply if the unit fought for the first time at the start or end of the phase?
 A
It always applies, even if the first time it fought was at the start or end of the phase.
 Q: Some abilities can be used when a model or unit has ‘fought for the first time’ to allow that unit to fight again. Does this only apply if the unit fought for the first time during the phase, or does it also apply if the unit fought for the first time at the start or end of the phase?
 A
It always applies, even if the first time it fought was at the start or end of the phase. Note that if several abilities allow a unit to fight again after it has fought for the first time, each of those abilities must be carried out one after the other. This means that only the first of those abilities would qualify as happening after the unit has fought for the first time, because after the first of those abilities is used the unit will already have fought more than once. Therefore the remaining abilities could not be used.
 Q: Some abilities say that a unit fights at the start of the combat phase. What happens if that unit is not within 3" of the enemy, but later in the phase an enemy unit piles in to within 3" of it?
 A
A unit that can fight at the start of the combat phase but does not do so is allowed to fight normally during the combat phase should an enemy unit move to within 3" of it
 Q: Some abilities say that they can be used at ‘the start of the hero phase’ instead of ‘at the start of your hero phase’. Can these abilities be used in the enemy hero phase?
 A
Yes.
 Q: The Slaughterhost command traits must be given to the army general. What happens if the general is a named character that cannot be given a command trait?
 A
The command trait cannot be taken and is not used.
 Q: Many warscrolls allow weapon options and other upgrades to be taken by ‘1 in every x’ models. For example, 1 in every 10 models in a unit of Blood Warriors can replace the unit’s weapon option with a Goreglaive. What happens if the unit has fewer than x models?
 A
The weapon or upgrade cannot be taken. For example, a unit of Blood Warriors with fewer than 10 models could not have a Goreglaive.
 Q: Sometimes a keyword will be listed in its singular form in one place and its plural form in another. Are the plural and singular forms both considered to be different keywords? For example, are the BLOODLETTER keyword and the BLOODLETTERS keyword different keywords?
 A
No. The singular and plural forms of a keyword are synonymous for rules purposes.
 Q: Can I take more than one Slaughterhost for a Khorne army?
 A
No.
 Q: Can I take a DAEMON as the general of a Goretide Slaughterhost, or a MORTAL as the general of a Bloodlords Slaughterhost?
 A
Yes.
 Q: Do summoned units, or any other units I add to my army after the battle has begun, gain the Slaughterhost keyword I gave to my army?
 A
Yes.
 Q: When I spend Blood Tithe points at the end of my movement phase to Summon Daemons of Khorne, can I only summon 1 unit?
 A
Yes.
 Q: The Relentless Fury, Murderous Paragon and No Respite abilities allow a model that has been slain to pile in and attack before it is removed from play. What happens if more than one of these abilities apply at the same time?
 A
The model would be allowed to pile in and attack once for each ability that applied to it before being removed from play.
 Q: Can I still use the Council of Blood from the older Blades of Khorne battletome?
 A
No. It has been replaced by the Tyrants of Blood warscroll battalion.
 Q: The Rage Unbound ability for the Bloodthirster of Insensate Rage has the same effect as the Locus of Fury ability. Should the Rage Unbound ability be changed?
 A
No. It allows the Bloodthirster of Insensate Rage to re-roll hit rolls of 1 when it charges even if the Khorne allegiance abilities are not being used (e.g. when it is taken as an ally or as part of a Grand Alliance Chaos army).
 Q: Does a KHORNE PRIEST need to be wholly within 8" of both Hexgorger Skulls to add 1 to the roll to keep them in play at the end of a battle round?
 A
No, the bonus applies as long as the KHORNE PRIEST is wholly within 8 of at least one of the models.
 Q: Was it intended for Karanak not to be a Leader?
 A
Yes.
 Q: If a PRIEST knows more than one prayer, can it attempt to chant each of them?
 A
Yes, as long as no other restrictions apply.
 Q: Is a Judgement of Khorne a prayer?
 A
No.
 Q: Is the DAEMON keyword missing from the Valkia the Bloody and Mighty Skullcrushers warscrolls?
 A
No, it was omitted deliberately.
 Q: I have a question about how the Reapers of Vengeance Slaughterhost command ability Leave None Alive (after a unit has fought in the combat phase for the first time, if it is within 3" of an enemy unit it can fight for a second time) interacts with the Tyrants of Blood battalion ability Fierce Rivals (after a unit from the battalion has fought in the combat phase for the first time, you can pick another unit from the same battalion that has not yet fought in that combat phase and it can fight). Both happen at the same time, so can I use both for the same unit?
 A
No. When you have two or more abilities that happen at the same time, you must use them one after the other, in the order of your choice, completely finishing one until you move on to the other. In this case you will need to decide which of the two abilities you want to use first for the unit. Having done so, you will not be able to use the second ability as each must be used ‘after’ the unit has fought for the first time, and this will no longer be the case for the second ability. Note that the use of the word ‘after’ in the Age of Sigmar rules is synonymous with ‘immediately after’, not ‘at any point in the future’.

Allies

CHAOSALLIES
KhorneBeasts of Chaos, Everchosen, Monsters of Chaos, Nurgle, Slaves to Darkness. SLAANESH units cannot be taken as allies for a Khorne army.

Battle Traits

Blood for the Blood God!

Khorne's warriors receive divine rewards from their master when blood is shed; whether the sacrifice is theirs or that of their foes matters not.

You can receive rewards from the Blood Tithe Rewards Table below by using Blood Tithe points. You receive 1 Blood Tithe point each time a unit is destroyed.

At the start of the hero phase, you can use 1 or more Blood Tithe points to receive 1 reward from the Blood Tithe Rewards table below. Immediately carry out that reward’s effect. Each reward costs a number of points, as shown on the Blood Tithe Rewards table, and you can only receive a reward if you have enough Blood Tithe points to pay its cost. Note that Blood Tithe points can be spent to receive the Spelleater Curse reward at any point during the hero phase, instead of at the start of the hero phase.

If you choose a reward, after resolving its effects your Blood Tithe points total is reset to zero.

BLOOD TITHE REWARDS TABLE
PTSREWARD
1

Bloody Exemplar

Khorne’s armies are rife with aspiring warlords eager to win the blessings of their rageful god.

You receive 1 command point.

2

Spelleater Curse

Beneath Khorne’s hateful gaze, even the most experienced of spellcasters feel their powers wane.

Choose this reward immediately after a WIZARD has cast a spell anywhere on the battlefield, before any attempts to unbind that spell are made. That spell is not successfully cast.

3

Murderlust

All servants of Khorne feel the urge to kill, but when prey is near the impulse becomes all-consuming.

Pick 1 friendly KHORNE unit; that unit can make a normal move. If it is within 12" of an enemy model, it can either make a normal move or attempt to make a charge move.

4

Apoplectic Frenzy

Lashing out like a barbed whip, the Blood God’s favoured leap at the foe with terrible ferocity.

Pick 1 friendly KHORNE unit within 3" of an enemy unit. That KHORNE unit can make a pile-in move and then attack with all of the melee weapons it is armed with.

5

Brass Skull Meteor

A vast brass skull comes crashing down to obliterate all in its path.

Pick 1 unit anywhere on the battlefield; that unit suffers D3 mortal wounds. In addition, roll a dice for each unit within 8" of that unit; on a 3+ the unit being rolled for suffers 1 mortal wound. On a 6, the unit being rolled for suffers D3 mortal wounds instead.

6

Relentless Fury

Khorne’s devotees look for a final kill even in their death throes.

Until your next hero phase, each time a friendly KHORNE model is slain in the combat phase, before the model is removed from play, it can make a pile-in move and then attack with all of the melee weapons it is armed with.

7

Crimson Rain

Khorne showers his followers in the invigorating gore of the slain.

You can choose this reward once per battle. Immediately after you do so, and at the start of each of your subsequent hero phases, you can heal up to D3 wounds allocated to each friendly KHORNE unit on the battlefield.

8

Slaughter Triumphant

Reality convulses as Khorne’s terrible rage floods the battlefield.

You can choose this reward once per battle. After you do so, if the unmodified hit roll for an attack made with a melee weapon by a friendly KHORNE unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.


Summon Daemons of Khorne

As the battlefield becomes increasingly drenched in the blood of the fallen, and the skulls of worthy combatants pile up in gory tribute, reality itself is torn asunder. From these ragged wounds the daemons of Khorne pour forth into the Mortal Realms, a red tidal wave of slaughter, ferocity and seething rage.

You can summon units of KHORNE DAEMONS to the battlefield by expending Blood Tithe points.

If you have 2 or more Blood Tithe points at the end of your movement phase, you can summon one unit from the list below onto the battlefield, and add it to your army. Each unit you summon costs a number of Blood Tithe points, as shown on the list, and you can only summon a unit if you have enough Blood Tithe points to pay its cost. If you summon a unit in this manner, your Blood Tithe points total is reset to zero immediately after the unit has been set up (you cannot save any Blood Tithe points you did not use). Units summoned in this way must be set up wholly within 12" of a friendly KHORNE HERO or SKULL ALTAR and more than 9" from any enemy units.


Adding Models to a Unit
A number of abilities in this book allow you to add models to a unit. When you do so, set up the models one at a time, within 1" of a model from the unit they are being added to (this can be a model you returned to the unit earlier in the same phase). The models you add to a unit can only be set up within 3" of an enemy unit if one or more models from the unit they are returning to are already within 3" of that enemy unit.

Locus of Fury

The most powerful of the Lord of Battle's daemons act as conduits to his hellish domain in the Realm of Chaos. The rageful energies that radiate from these champions rouse all entities born of that dread place to acts of unparalleled savagery.

You can re-roll hit rolls of 1 for attacks made by friendly KHORNE DAEMON units while they are wholly within 12" of any friendly KHORNE DAEMON HEROES, or wholly within 16" of any friendly KHORNE GREATER DAEMONS.

Slaughterhosts

The names and deeds of the most infamous of Khorne's Bloodbound Warhordes and Blood Legions are known across the Mortal Realms. Each of these hosts wage war in their own uniquely terrifying and savage ways.

If your army is a Khorne army, you can give it a Slaughterhost keyword. All Khorne units in your army gain that keyword. If a model already has a Slaughterhost keyword, it cannot gain another one, but this does not prevent other units in your army from having a different Slaughterhost keyword. You can either choose one of the Slaughterhosts listed below, or choose another Slaughterhost you have read about or created yourself. If you choose one from the list below, all units with that keyword benefit from the extra abilities listed for that Slaughterhost on the page indicated. If you choose a different Slaughterhost, simply pick the Slaughterhost that most closely matches the nature of your own.

REAPERS OF VENGEANCE
BLOODLORDS
GORETIDE
SKULLFIEND TRIBE

Command Traits

Khorne Mortals

KHORNE MORTAL HERO only.

D6COMMAND TRAIT
1

Arch-slaughterer

Drenched in the blood of heroes, this lord calls on Khorne for recognition.

Each time an attack made by this general with a melee weapon slays an enemy HERO or MONSTER, you receive 2 Blood Tithe points instead of 1.

2

Unrivalled Battle-lust

To some, slaughter is a potent wine to be imbibed without restraint.

At the end of your opponent’s charge phase, if this general is within 12" of any enemy units (but not within 3" of any enemy units), you can attempt to make a charge move with this general.

3

Slaughterborn

Ceaseless war has honed this champion's battle-craft.

You can re-roll hit rolls for attacks made with melee weapons by this general.

4

Hungry for Glory

Khorne smiles upon all bloodletting, but his greatest champions strive to honour him by claiming the mightiest of skulls.

You can re-roll hit and wound rolls for attacks made by this general that target an enemy HERO or MONSTER.

5

Berserker Lord

So battle-crazed is this general that they fight on through even grievous wounds.

Roll a dice each time you allocate a wound or mortal wound to this general. On a 5+ that wound or mortal wound is negated.

6

Violent Urgency

Khorne’s warriors follow this champion into the fray with a bloodlust that cannot be tempered.

You can re-roll charge rolls for friendly KHORNE units that are wholly within 12" of this general when the charge roll is made.


Khorne Bloodbound

BLOODBOUND HERO only.

D6COMMAND TRAIT
1

Arch-slaughterer

The greater the foe, the more richly Khorne rewards their destruction.

Each time an attack made by this general with a melee weapon slays an enemy HERO or MONSTER, you receive 2 Blood Tithe points instead of 1.

2

Unrivalled Battle-lust

This fighter seizes every chance to spill blood.

At the end of your opponent’s charge phase, if this general is within 12" of any enemy units (but not within 3" of any enemy units), you can attempt to make a charge move with this general.

3

Slaughterborn

Every swing of this warlord’s thirsty blade is a vision of murder.

You can re-roll hit rolls for attacks made with melee weapons by this general.

4

Mark of the Cannibal

The devouring of the slain sustains this Khornate champion.

At the end of the combat phase, if any enemy models were slain by this general’s attacks in that combat phase, you can heal 1 wound allocated to this general.

5

Bloodsworn

With murderous oaths this warrior stokes fires in the hearts of the Bloodbound.

While friendly KHORNE MORTAL units are wholly within 16" of this general, they can use this general’s Bravery characteristic instead of their own.

6

Disciple of Khorne

This champion’s assaults have won many skulls for the Blood God’s throne.

Add 2 to the Attacks characteristic of this general's melee weapons.


Khorne Daemons

KHORNE DAEMON HERO only.

D6COMMAND TRAIT
1

Arch-slaughterer

Khorne’s foremost daemons are more than a match for enemy champions.

Each time an attack made by this general with a melee weapon slays an enemy HERO of MONSTER, you receive 2 Blood Tithe points instead of 1.

2

Unrivalled Battle-lust

Overflowing with rage and a desire to slaughter, this daemonic champion pounces eagerly when prey is near.

At the end of your opponent’s charge phase, if this general is within 12" of any enemy units (but not within 3" of any enemy units), you can attempt to make a charge move with this general.

3

Slaughterborn

This daemon's combat prowess is terrible to behold, each of its blows striking true.

You can re-roll hit rolls for attacks made with melee weapons by this general.

4

Rage Unchained

Few can withstand this daemon’s frenzied onslaught.

Add 1 to the Attacks characteristic of this general’s melee weapons.

5

Aspect of Death

Enemies quake with fear as this daemon cuts a bloody path through their ranks.

If an enemy unit fails a battleshock test within 8" of this general, add D3 to the number of models that flee.

6

Devastating Blow

With the spilling of blood, Khorne’s fury erupts from this general’s blade.

If the unmodified wound roll for an attack made with a melee weapon by this general is 6, that attack inflicts a number of mortal wounds on the target equal to that melee weapon’s Damage characteristic and the attack sequence ends (do not make a wound or save roll).


Artefacts of Power

Murderous Artefacts

KHORNE MORTAL HERO only.

D6ARTEFACT OF POWER
1

Heart Seeker

Drawn to its victim, the daemon within this weapon guides its wielder's hand.

Pick 1 of the bearer’s melee weapons. You can re-roll wound rolls for attacks made with that weapon.

2

Collar of Contempt

This brutal carcanet wards its wearer from magic.

The bearer can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD. In addition, the bearer can attempt to dispel one endless spell at the start of your hero phase in the same manner as a WIZARD.

3

Blood Drinker

When drenched in blood, this blade fills its wielder with unholy vigour.

Pick 1 of the bearer’s melee weapons. At the end of the combat phase, if any attacks made by that weapon caused a wound or mortal wound to be allocated to an enemy unit that was not negated, you can heal up to D3 wounds allocated to the bearer.

4

Gorecleaver

The scent of flesh causes the everhungry entity in this blade to lash out, biting through armour and skin to feed.

Pick 1 of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1. In addition, if the unmodified wound roll for an attack made with that weapon is 6, double the Damage characteristic for that attack.

5

The Crimson Plate

This ancient armour bestows Khorne’s protection upon its wearer, provided it is burnished daily with the blood of champions.

You can re-roll save rolls of 1 for attacks that target the bearer.

6

Blood Rune

When this flesh-carved sigil glows red with hellfire, Khorne is pleased with the offerings of worthy blood made by the bearer.

Each time an attack made by the bearer with a melee weapon slays an enemy HERO or MONSTER, you receive 1 additional Blood Tithe point.


Banners of Khorne

BLOODBOUND HERO with TOTEM only.

D3ARTEFACT OF POWER
1

Banner of Rage

Few escape the unnatural fury of those gathered under this daemonic banner.

You can re-roll hit rolls of 1 for attacks made with melee weapons by friendly KHORNE units that are wholly within 12" of the bearer.

2

Banner of Wrath

As this banner tears the veil, Khorne’s wrath erupts to strike his foes.

In the combat phase, roll a dice for each enemy unit within 8" of the bearer. On a 4+ that unit suffers D3 mortal wounds.

3

Banner of Blood

The bloodscent of this banner drives the followers of Khorne into a frenzy.

You can re-roll charge rolls for friendly KHORNE units that are wholly within 12" of the bearer when the charge roll is made.


Trophies of War

BLOODBOUND HERO only.

D6ARTEFACT OF POWER
1

Skull-helm of Khorne

Those who behold this grim visage are filled with fear of the Blood God.

Subtract 2 from the Bravery characteristic of enemy units while they are within 8" of the bearer.

2

Blood-forged Armour

This armour was wrought in daemon forges and tempered in blood.

Roll a dice each time you allocate a mortal wound to the bearer. On a 5+ that mortal wound is negated.

3

Brazen Rune

Etched into flesh, this rune provides unholy protection to Khorne’s faithful.

Roll a dice each time you allocate a wound or mortal wound to the bearer that was inflicted by a spell. On a 2+ that wound or mortal wound is negated. In addition, once per battle, the bearer can attempt to unbind 1 spell in the enemy hero phase in the same manner as a WIZARD or attempt to dispel one endless spell at the start of your hero phase in the same manner as a WIZARD.

4

Blade of Endless Bloodshed

Blood flows impossibly fast from the gaping wounds inflicted by this weapon.

Pick 1 of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1.

5

Mark of the Destroyer

Those emblazoned with this mark fear nothing; nothing, that is, save for the Blood God’s wrath should they fail to slay any foes who come within their reach.

Pick 1 of the bearer’s melee weapons. Add 2 to the Attacks characteristic of that weapon.

6

Talisman of Burning Blood

Like an iron poker, this amulet stokes the fire of rage in its wearer.

Add 1 to run rolls for friendly KHORNE units wholly within 12" of the bearer when the run roll is made. In addition, add 1 to charge rolls for friendly KHORNE units wholly within 12" of the bearer when the charge roll is made.


Daemonic Weapons

KHORNE DAEMON HERO only.

D6ARTEFACT OF POWER
1

Ar’gath, the King of Blades

This daemonic blade hungers for the flesh of champions.

Pick 1 of the bearer’s melee weapons. Change the To Hit characteristic of that weapon for attacks that target a HERO to 2+.

2

Deathdealer

Like a reaper’s scythe, this blade severs the life force of its victims.

Pick 1 of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1.

3

Khartoth the Bloodhunger

Imbued with Khorne’s fury, this blade can rend time itself.

At the start of the combat phase roll a dice. On a 4+ the bearer fights at the start of the combat phase, before the players pick any other units to fight in that combat phase. The bearer cannot fight again in that combat phase unless an ability or spell allows it to fight more than once.

4

Hellfire Blade

Forged from magma, this volcanic blade burns through flesh with ease.

Pick 1 of the bearer’s melee weapons. If the unmodified wound roll for an attack made with that weapon is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

5

Harvester of Skulls

Whether willed to by its bearer or not, this weapon seeks skulls for Khorne.

Pick 1 of the bearer’s melee weapons. Add 1 to the Attacks characteristic of that weapon.

6

Foe’s Bane

This weapon was crafted by the Bloodlords to claim the most skulls for the Lord of Battle.

Pick 1 of the bearer’s melee weapons. Once per turn, you can re-roll 1 failed hit roll or 1 failed wound roll for an attack made with that weapon.


Daemonic Adornments

KHORNE DAEMON HERO only.

D6ARTEFACT OF POWER
1

The Crimson Crown

With every civilisation its wearer topples, this crown grows a new bloody spike.

Once per battle round, the bearer can use a command ability on their warscroll without a command point being spent.

2

Armour of Scorn

Charged with daemonic spite, this armour turns aside blows.

Roll a dice each time you allocate a wound or mortal wound to the bearer. Add 2 to the roll if that wound or mortal wound was caused by a spell. On a 6+ that wound or mortal wound is negated.

3

Mark of the Bloodreaper

Khorne’s baleful gaze never wanders from the bearer of this brutal rune.

You can re-roll save rolls of 1 for attacks that target the bearer.

4

Collar of Khorne

Possessed of Khorne’s contempt, this brass collar devours magic.

The bearer can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD. In addition, the bearer can attempt to dispel one endless spell at the start of your hero phase in the same manner as a WIZARD.

5

Crimson Soulstone

Stored within are souls harvested for Khorne.

Each time an attack made by the bearer with a melee weapon slays an enemy HERO or MONSTER, you can heal up to D3 wounds allocated to the bearer.

6

Mark of the Slayer

The bearer of this mark becomes the locus of Khorne’s bloodlust.

You can re-roll hit rolls of 1 for attacks made with melee weapons by friendly KHORNE units wholly within 12" of the bearer.


Blood Blessings

In addition to any other prayers they can chant, each PRIEST in a Khorne army knows one blessing from the Blood Blessings of Khorne. You can either choose or roll for the prayer each PRIEST knows. Each Blood Blessing of Khorne can only be chanted once per turn, regardless of how many PRIESTS know that prayer.

Blood Blessings of Khorne

D6PRAYER
1

Bronzed Flesh

With searing heat, the skin of Khorne’s devotees blisters and hardens to become like the hide of a Juggernaut.

At the start of your hero phase, 1 friendly model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 1, the model chanting this prayer suffers 1 mortal wound and the prayer is not answered. On a 2-3, the prayer is not answered. On a 4+ the prayer is answered. If this prayer is answered, pick 1 friendly KHORNE unit wholly within 16" of the model chanting this prayer and visible to them. Add 1 to save rolls for that unit until the start of your next hero phase.

2

Blood Sacrifice

Prayers to Khorne are always answered with calls for blood, and he cares not from whence the blood flows.

At the start of your hero phase, 1 friendly model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 1, the model chanting this prayer suffers 1 mortal wound and the prayer is not answered. On a 2-3, the prayer is not answered. On a 4+ the prayer is answered. If this prayer is answered, pick a friendly KHORNE unit wholly within 8" of the model chanting this prayer. That unit suffers D3 mortal wounds and you receive 1 Blood Tithe point.

3

Resanguination

Priests know that a man killed will bleed for a moment; a man who keeps killing will shed blood for a lifetime.

At the start of your hero phase, 1 friendly model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 1, the model chanting this prayer suffers 1 mortal wound and the prayer is not answered. On a 2-3, the prayer is not answered. On a 4+ the prayer is answered. If this prayer is answered, pick a friendly KHORNE HERO wholly within 16" of the model chanting this prayer and visible to them. You can heal up to D3 wounds allocated to that unit.

4

Brazen Fury

As blood pumps with daemonic fury, Khorne’s rage fills the mind and washes away all thoughts and fears.

At the start of your hero phase, 1 friendly model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 1, the model chanting this prayer suffers 1 mortal wound and the prayer is not answered. On a 2-3, the prayer is not answered. On a 4+ the prayer is answered. If this prayer is answered, pick a friendly KHORNE unit wholly within 16" of the model chanting this prayer and visible to them. Do not take battleshock tests for that unit until your next hero phase.

5

Killing Frenzy

Flooded with visions of glory and bloodshed, warriors hack and hew with brutal fervour.

At the start of your hero phase, 1 friendly model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 1, the model chanting this prayer suffers 1 mortal wound and the prayer is not answered. On a 2-3, the prayer is not answered. On a 4+ the prayer is answered. If this prayer is answered, pick a friendly KHORNE unit wholly within 16" of the model chanting this prayer. Add 1 to hit rolls for attacks made by that unit until your next hero phase.

6

Spellbane Hex

The anger of the Blood God pours out of the priest, clotting the flows of magic on the battlefield.

At the start of your hero phase, 1 friendly model that knows this prayer can chant it. If they do so, make a prayer roll by rolling a dice. On a 1, the model chanting this prayer suffers 1 mortal wound and the prayer is not answered. On a 2-3, the prayer is not answered. On a 4+ the prayer is answered. If this prayer is answered, you can dispel 1 endless spell within 16" of the model chanting this prayer.


Judgements of Khorne

When the necroquake shook the foundations of the Mortal Realms, the barriers between the aether and the Mortal Realms were weakened. For practitioners of magic, this meant more eldritch powers were within their reach; for the followers of Khorne, who disdain the arcane, it meant they could more easily draw manifestations of the Blood God’s judgements from the Realm of Chaos and send them crashing down upon their enemies.

KHORNE PRIESTS in a Khorne army can summon judgements of Khorne, each of which is represented on the battlefield by one or more models.

The warscrolls for three judgements of Khorne are included in this battletome. Judgements of Khorne models in your army are not set up on the battlefield at the start of the game. Instead, a KHORNE PRIEST from your army must summon each to the battlefield. To attempt to do so, you must roll a dice for that PRIEST; this is called a judgement roll. Each judgements of Khorne warscroll explains the judgement roll required and how the model is set up.

Unless noted otherwise, a judgements of Khorne model cannot be attacked or affected by spells or abilities; it is treated as a friendly model by all armies for any other rules purposes. In order to attempt to summon a judgement of Khorne, you must have a model for that judgement of Khorne available that is not already in your army and on the battlefield. For example, if you have two Wrath-Axe models in your army, and both are on the battlefield, you cannot attempt Summon Wrath-Axe again until at least one of them has been removed from the battlefield. A KHORNE PRIEST cannot attempt to summon more than one judgement of Khorne in the same turn (even if they are different models). In addition, if a KHORNE PRIEST attempts to summon a judgement of Khorne and the judgement roll is not successful, then no other KHORNE PRIEST can attempt to summon the same judgement of Khorne in that hero phase.

At the end of each battle round, roll a dice for each judgement of Khorne on the battlefield that you set up. Add 1 to the roll if there are any KHORNE PRIESTS from your army wholly within 8" of that judgement of Khorne. On a 1-4, that judgement of Khorne is removed from the battlefield.

Judgements of Khorne in Pitched Battles

Judgements of Khorne have Pitched Battle profiles and a points cost. By paying the judgement of Khorne’s points cost, the player can use (and re-use) one judgements of Khorne model of the appropriate type in the battle. A player cannot take the same judgement of Khorne more than once for their army, but can take any number of different judgements of Khorne (for example, you could not take two Wrath-Axe judgements of Khorne).

Slaughterhosts

These rules can be used by units in a Khorne army that have been given the appropriate keyword (see the Slaughterhosts Battle Trait).

Reapers of Vengeance

The Reapers of Vengeance are a scything axe of destruction, a legion sent to wreak havoc upon those who have drawn the Blood God's vindictive gaze. Armies that win through wizardry or craven tactics, and even those who seek fight to bring about a lasting peace, have all met the same grisly end upon the blades of the Reapers.

ABILITIES
Devour the Craven: The vindictive Reapers of Vengeance ever thirst for the blood of the cowardly.
If an enemy unit fails a battleshock test within 3" of any friendly REAPERS OF VENGEANCE DAEMON units, add D3 to the number of models that flee.

COMMAND ABILITY
Leave None Alive: With a chorus of bestial howls, the Reapers of Vengeance tear their foes apart.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly REAPERS OF VENGEANCE DAEMON unit wholly within 8" of a friendly DAEMON model with this command ability. After that unit has fought in the combat phase for the first time, if it is within 3" of an enemy unit it can immediately make a pile-in move and then attack with all of the melee weapons it is armed with for a second time.

COMMAND TRAIT
A REAPERS OF VENGEANCE general must have this command trait instead of one listed in Command Traits section.

Mage Eater: Khorne uses this daemon as a weapon in his ceaseless war upon the arcane.
This general can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD. In addition, if this general attempts to unbind a spell and the unmodified unbinding roll is 8, that spell is successfully unbound and the caster suffers D6 mortal wounds. If this general can already unbind spells, they can attempt to unbind 1 extra spell in the enemy hero phase (only the first unbinding roll in the phase can inflict mortal wounds).

ARTEFACT OF POWER
The first REAPERS OF VENGEANCE HERO to receive an artefact of power must be given the Skullshard Mantle.

Skullshard Mantle: Adorned with shards from the Skull Throne, this daemon is near immune to magic.
Each time the bearer is affected by a spell or endless spell, you can roll a dice. If you do so, on a 2+ ignore the effects of that spell on the bearer.

The Bloodlords

They are the slayers of heroes, the vanquishers of the unbeatable foe, the flame-anointed bringers of doom. There is no other daemon legion quite like them, for the Bloodlords are held highest in Khorne's favour. As such, the Bloodlords are constantly striving for noteworthy kills in order to maintain their glorious status.

ABILITIES
Slay the Mighty: The Bloodlords rarely stain their hellblades with unworthy blood, as only the greatest foes make fitting sacrifices for their exacting masters.
You can re-roll wound rolls of 1 for attacks made by friendly BLOODLORDS DAEMON units that target a HERO or MONSTER.

COMMAND ABILITY
First in His Sight: Of all Khorne’s daemon legions the Bloodlords are highest in his favour, and the inferno of his rage burns hot in their immortal veins.
You can use this command ability at the start of the hero phase. If you do so, pick a friendly model with this command ability. You can heal 1 wound allocated to each friendly BLOODLORDS DAEMON unit wholly within 16" of that model.

COMMAND TRAIT
A BLOODLORDS general must have this command trait instead of one listed in Command Traits section.

Slaughterer’s Thirst: Nothing will stall this daemon’s murderous advance.
Add 4" to the Move characteristic of this general. In addition, you can re-roll charge rolls for this general.

ARTEFACT OF POWER
The first BLOODLORDS HERO to receive an artefact of power must be given the Halo of Blood.

Halo of Blood: A corona of crimson light glares above this daemon’s horned head, marking them out as a true lord of war.
The bearer fights at the start of the combat phase, before the players pick any other units to fight in that combat phase. The bearer cannot fight again in that combat phase unless an ability or spell allows it to fight more than once.

The Goretide

The mere mention of the Goretide is enough to strike fear into the hearts of even the most valiant warriors. Led by their dreaded warlord Korghos Khul, conqueror of a thousand empires, the blood-drunk killers have cut a gory path across the whole of Aqshy. Where the Goretide march, carnage and slaughter abound.

ABILITIES
Tireless Conquerors: Entire empires have crumbled beneath the relentless campaigns of the Goretide.
You can re-roll wound rolls of 1 for attacks made with melee weapons by friendly GORETIDE MORTAL units wholly within 12" of an objective marker.

COMMAND ABILITY
Ever Onwards: At a barked command, the Goretide’s battle line advances with startling rapidity to spill the blood of the foe.
You can use this command ability before you make a run roll for 1 friendly GORETIDE BLOODREAVERS or GORETIDE BLOOD WARRIORS unit wholly within 16" of a friendly model with this command ability. If you do so, that run roll is treated as being 6. In addition, that unit can run and still charge later in the same turn.

COMMAND TRAIT
A GORETIDE general must have this command trait instead of one listed in Command Traits section.

Hew the Foe: The mighty swings of this fighter’s blades evoke the wrath of Khorne himself.
Add 1 to the Damage characteristic of this general’s melee weapons.

ARTEFACT OF POWER
The first GORETIDE HERO to receive a daemonic gift must be given the Thronebreaker’s Torc.

Thronebreaker’s Torc: Gifted only to one who has
personally slain a king, this daemon-possessed neckpiece throbs with protective energies.
Ignore modifiers (positive and negative) when making save rolls for attacks that target this model.

The Skullfiend Tribe

Notorious headhunters, the Skullfiend Tribe are originally from Ghur, but have carved a path of violence and bloodshed from one end of the Mortal Realms to the other. Their war cry, the dreaded skull-hunt chant, is often enough to send enemy armies fleeing in the other direction.

ABILITIES
Skull Hunters: When a worthy adversary is sighted, the savage trophy-hunting instincts of the Skullfiend Tribe go into overdrive, leading to manic violence.
You can re-roll hit rolls of 1 for attacks made by friendly SKULLFIEND TRIBE MORTAL units that are wholly within 12" of an enemy HERO.

COMMAND ABILITY
For the Brass Citadel: As beasts bred solely to reap a harvest of skulls, Khorgoraths are held in great reverence by the Skullfiend Tribe.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly model with this command ability. Until the end of that phase, you can re-roll hit and wound rolls for attacks made by friendly SKULLFIEND TRIBE KHORGORATH units wholly within 10" of that model.

COMMAND TRAIT
A SKULLFIEND TRIBE general must have this command trait instead of one listed in Command Traits section.

Master Decapitator: Even amongst his tribesmen this warrior stands apart as a dread executioner.
You receive 2 Blood Tithe points instead of 1 when this general slays a HERO.

ARTEFACT OF POWER
The first SKULLFIEND TRIBE HERO to receive an artefact of power must be given the Crowncleaver.

Crowncleaver: Countless headless corpses litter the path cut by this hellforged blade.
Pick one of the bearer’s melee weapons. Add 2 to the Attacks characteristic of that weapon.

Battleplans

Battleplan

A Feast of Skulls

Revelling in their latest massacre, a Khornate force has set up camp around a Skull Altar and set alight two great piles of corpses as sacrificial pyres nearby. In the glare of these grisly bonfires the Blood God’s servants feast and laugh, promising their master that the skulls of great champions will soon be added to the flames. Their chance comes without delay – sighting the smoke plumes, a force of vengeful survivors has surrounded the camp and launches an attack. They aim to wipe the threat of Chaos from the land, and give proper burial to their deceased comrades. The avengers strike quickly, hoping to rout the Blood God’s force by despatching its commanders. But for Khorne’s followers, who exist only to slay, the ambush is welcomed as nothing more than an extension of their feasting.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Blades of Khorne player, and their opponent is the Avenger player. The Blades of Khorne player must use a Khorne army.

Each army has a unique command ability, as follows.

BLADES OF KHORNE COMMAND ABILITY
Burning Hatred: So great is Khorne’s revulsion at martial failure that his rage manifests as lashing flame, striking out from the corpse-fires to punish those he deems weaklings.
You can use this command ability at the end of the combat phase. If you do so, pick 1 enemy unit within 8" of a friendly KHORNE HERO and within 8" of a Sacrificial Pyre. If that unit had any wounds allocated to it in that phase that were not negated, roll a dice. On a 3+ that unit suffers D3 mortal wounds.

AVENGER COMMAND ABILITY
Honour Their Name: At the sight of their fallen comrades heaped in smoking mounds, the dogged spirit of the avenging force becomes their surest armour.
You can use this command ability at the start of the hero phase. If you do so, pick 1 friendly unit wholly within 12" of a friendly HERO. Until your next hero phase, add 1 to save rolls for attacks that target that unit if it is within 12" of a Sacrificial Pyre.

THE BATTLEFIELD
The Blades of Khorne player sets up any terrain as they see fit. Place a Skull Altar ) in the centre of the battlefield. Then, place 2 markers (  ) halfway between the Avenger’s deployment zones, with each 12" away from the Skull Altar, as shown on the map below. These two markers represent Sacrificial Pyres.

SET-UP
The Blades of Khorne player sets up their army first, wholly within their own territory. The Avenger player then sets up their army wholly within their territory, more than 12" from any enemy units.

FIRST TURN
The Avenger player takes the first turn in the first battle round.

CONSUMED BY RAGE
Regardless of their training or fighting style, all succumb to the intoxicating rage that emanates from this freshly blooded Skull Altar.
You can re-roll hit rolls of 1 for attacks made by units wholly within 12" of the Skull Altar.

GLORIOUS VICTORY
At the end of the battle, players receive 1 victory point for each enemy HERO slain during the battle. In addition, at the end of the battle, players score 2 victory points if any HEROES from their army are within 6" of a Sacrificial Pyre and there are no enemy Heroes within 6" of that Sacrificial Pyre, and 3 victory points if any Heroes from their army are within 3" of the Skull Altar and there are no enemy HEROES within 3" of the Skull Altar. The player with the most victory points wins a major victory. If there is a tie, the Blades of Khorne player wins a minor victory.


Battleplan

The Bloodstorm

After ravaging surrounding territories, a Khorne slaughterhost has reached the walls of a fortified settlement and hungers for the skulls of those who garrison it. To force the hand of the defenders, a fearsome Skull Altar is erected at the gates of the stronghold and piled high with the corpses of the recently slain. Such is the arrogance and savagery of this display that Khorne forms a mighty Bloodstorm above the altar, blackening the sky and staining the earth with bloody rain. Left unchecked, the storm will swell to engulf the whole stronghold, belching forth brass skull meteors and daemonic horrors to seal the defenders’ fate. Their only hope is to leave the safety of their walls and destroy the foul altar fuelling the storm – a move eagerly awaited by the frenzied followers of the Lord of Battle.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Blades of Khorne player, and their opponent is the Defender player. The Blades of Khorne player must use a Khorne army.

Each army has a unique command ability, as follows.

BLADES OF KHORNE COMMAND ABILITY
Blood For Blood: Sealing dark pacts with their master in their own blood, Khorne’s followers surge towards the foe with fresh ferocity.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly KHORNE unit wholly within 6" of the Skull Altar. That unit suffers D3 mortal wounds. In addition, until the end of that phase, you can re-roll wound rolls of 1 for attacks made by friendly KHORNE units wholly within 16" of the Skull Altar.

DEFENDER COMMAND ABILITY
Valour Undimmed: Their spirits undiminished by the violent storm above, the defenders valiantly strike out at the Blood God’s forces.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly unit wholly within 12" of a friendly HERO. That unit fights at the start of the combat phase, before the players pick any other units to fight in that combat phase.

THE BATTLEFIELD
The Blades of Khorne player sets up any terrain as they see fit. Place a Skull Altar ) in the centre of the battlefield, as shown on the map below.

SET-UP
The players alternate setting up units one at a time, starting with the Blades of Khorne player. Khorne units must be set up wholly within their territory. Defender units must be set up wholly within their territory.

Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player can set up the rest of the units in their army, one after another.

FIRST TURN
The Blades of Khorne player takes the first turn in the first battle round.

THE STORM SWELLS
An ever-expanding maelstrom of crimson clouds swirls above the Skull Altar, filling the air with a steaming blood-rain that knocks missile weapons off course. All those caught in the deluge are filled with the battle-lust of Khorne, and cowardice flees from their hearts.
Do not take battleshock tests for units wholly within Bloodstorm Range of the Skull Altar, as explained and shown below. In addition, you can re-roll save rolls for attacks with missile weapons that target a unit wholly within Bloodstorm Range of the Skull Altar.

The range of the effects above increase with each battle round, shown as the Bloodstorm Range in the following table.
Battle RoundBloodstorm Range
First8"
Second10"
Third12"
Fourth14"
Fifth16"

DESTROY THE ALTAR
Sallying forth from their stronghold in a desperate bid to quell the storm’s spread, the defenders channel all their strength into the destruction of the Skull Altar, recognising it to be the source of the nightmarish events unfolding around them.
The Blades of Khorne player’s Skull Altar is treated as an enemy unit by the Defender’s army. Resolve any attacks against it as normal. Missile weapons with a Range characteristic of more than 16" are treated as having a Range of 16" for attacks that target the Skull Altar. The Skull Altar does not have a Save characteristic, and has a Wounds characteristic of 20. If the wounds allocated to that Skull Altar equal 20, it is said to be destroyed and the battle immediately ends.

GLORIOUS VICTORY
The Defender wins a major victory if the Skull Altar is destroyed. If all units in the Defender’s army are destroyed, the Blades of Khorne player wins a major victory. If neither player has won by the end of the fifth battle round, the Blades of Khorne player wins a minor victory.


Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

Blades of Khorne Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.

Followers Rewards Table

D6REWARD
1

Sworn Disciples

Filled with bloody fervour, these fighters drive their blades deep.

Once per battle, at the start of the combat phase, this unit can prove its devotion to your champion. If it does so, you can re-roll wound rolls for attacks made by that unit until the end of the phase.

2

Eager for Battle

Like starved dogs this warband leap in for the kill.

You can re-roll charge rolls for this unit.

3

Surging Ferocity

Bloodlust quickens these fighters’ advance.

Once per battle, at the start of your hero phase, this unit can make a normal move.

4

Battle Fury

When their rage reaches its peak, these warriors are all but unstoppable.

Once per battle, at the start of the combat phase, add 1 to hit rolls made for attacks by this unit until the end of the phase.

5

Too Angry to Die

Flesh wounds serve only to stoke these fighters’ ire.

Roll a dice each time you allocate a wound or mortal wound to this unit. On a 6 that wound or mortal wound is negated.

6

Twice-blessed Followers

Khorne smiles upon his worthiest skull-takers.

Roll twice on this table and apply both results. Re-roll any duplicates or further rolls of 6.


Champion Rewards Table

2D6REWARD
2

What the Gods Give…

This champion has offended mighty Khorne, and is punished accordingly.

You lose D3 Glory Points (to a minimum of 0). In addition, remove all Champion Rewards this champion has previously gained from your warband roster.

3

Insane Fury

Blinded by rage, this champion risks everything for bloodshed.

At the start of your hero phase, roll a dice. On a 1, this champion cannot move, attack, or use any abilities until your next hero phase. On a 4+ you can re-roll hit and wound rolls of 1 for attacks made by this champion until the start of your next hero phase.

4

Molten Blood

Jets of fiery blood leap vengefully from this champion’s wounds.

Roll a dice each time a wound inflicted by a melee weapon is allocated to this champion and not negated. On a 6 the attacking unit suffers 1 mortal wound.

5

Mighty Blow

The preternatural bite of this blade can sunder even the toughest armour.

Pick 1 of this champion’s melee weapons. Improve the Rend characteristic of that weapon by 1.

6

Patronage of Khorne (Lesser Reward)

Every boon of the Blood God is a prize worth killing for.

Generate a Lesser Reward of Khorne for this champion (see opposite).

7

Patronage of Khorne (Greater Reward)

Khorne asks for blood, and those who deliver it are richly rewarded.

Generate a Greater Reward of Khorne for this champion (see opposite).

8

Patronage of Khorne (Exalted Reward)

This champion is a true exemplar of their master’s murderous creed.

Generate an Exalted Reward of Khorne for this champion (see opposite).

9

Blademaster

Few can match this champion’s skill at arms.

Subtract 1 from hit rolls for attacks made with melee weapons that target this champion.

10

Daemonic Armour

Grotesque faces leer from this champion’s armour, mocking their foe’s failed attacks.

You can re-roll save rolls for attacks that target this champion.

11

Ferocious Resolve

With grim determination, this champion fights on where lesser fighters would fall.

Roll a dice each time you allocate a wound or mortal wound to this champion. On a 6 that wound or mortal wound is negated.

12

Twice-blessed Champion

This champion is a born killer, made mightier still by Khorne’s gifts.

Roll twice on this table and apply both results. Re-roll any duplicates, rolls of 2 or further rolls of 12.


Patronage of Khorne Rewards

If you roll a Patronage of Khorne result on the champion rewards table, generate a reward from the appropriate table below.

Lesser Rewards of Khorne Table

D3REWARD
1

Collar of Khorne

Spells gutter like weak candles when these brazen artefacts are near.

This champion can attempt to unbind one spell in the enemy hero phase as if it were a WIZARD.

2

Killer Instinct

Few of this warrior’s ferocious blows miss their mark.

You can re-roll hit rolls of 1 for attacks made by this champion.

3

Murderous Skill

Bones splinter beneath the force of this champion’s strikes.

You can re-roll wound rolls of 1 for attacks made by this champion.


Greater Rewards of Khorne Table

D3REWARD
1

Whirlwind of Death

This champion fights with such frenzied aggression that a killing blow can land at any moment.

If the unmodified hit roll for an attack made with one of this champion’s melee weapons is 6, double the Damage characteristic of that weapon for that attack.

2

Berserk Charge

The fires of wrath rage most fiercely when combat first begins.

You can re-roll hit rolls for attacks made by this champion if they have made a charge move in the same turn.

3

Fuelled by Blood

Bathed in gore, this champion bellows with newfound strength.

At the end of the combat phase, if any enemy models were slain by this champion’s attacks in that combat phase, you can heal up to D3 wounds allocated to this champion.


Exalted Rewards of Khorne Table

D3REWARD
1

Wrathful Aura

The unholy rage emanating from this champion overrides all sense of self-preservation.

Do not take battleshock tests for friendly units while they are wholly within 12" of this champion.

2

Gift of Immortal Strength

The crushing power of this champion’s attacks is terrifying to behold.

Add 1 to the Damage characteristic of this champion’s melee weapons.

3

Boon of Blood

Khorne furthers the killing sprees of those he deems worthy.

Once per battle, at the start of your hero phase, you receive 1 Blood Tithe point.

Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.

The BLOODLETTER keyword is used in following Khorne warscrolls:

None
Artillery
Battleline
Leader
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The KHORNE and PRIEST keywords are used in following Khorne warscrolls:

Leader

The PRIEST keyword is used in following Stormcast Eternals warscrolls:

Leader
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.

The KHORNE and DAEMON keywords are used in following Khorne warscrolls:

None
• Karanak
Artillery
Battleline
Leader
Leader, Behemoth

The KHORNE, DAEMON and HERO keywords are used in following Khorne warscrolls:

None
• Karanak
Leader
Leader, Behemoth

The KHORNE and GREATER DAEMON keywords are used in following Khorne warscrolls:

Leader, Behemoth

The KHORNE, MORTAL and HERO keywords are used in following Khorne warscrolls:

Leader
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.

The BLOODBOUND and HERO keywords are used in following Khorne warscrolls:

Leader

The BLOODBOUND, HERO and TOTEM keywords are used in following Khorne warscrolls:

Leader
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.

The PRIEST keyword is used in following Khorne warscrolls:

Leader

The GORETIDE and BLOODREAVERS keywords are used in following Khorne warscrolls:

None
Battleline

The GORETIDE and BLOOD WARRIORS keywords are used in following Khorne warscrolls:

None
Battleline

The SKULLFIEND TRIBE and KHORGORATH keywords are used in following Khorne warscrolls:

None
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
© Vyacheslav Maltsev 2013-2019