KhorneAspiring Deathbringer
5"
5
4+
7
WARSCROLL

Aspiring Deathbringer

Through constant battle and unremitting slaughter, an Aspiring Deathbringer fights his way to glory. Even as his axe bites through flesh, the fell champion screams the Blood God’s praise, urging the Bloodbound to overrun the enemy and carve them apart.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodaxe
Bloodaxe1"33+4+-1
Wrath-hammer
Wrath-hammer3"D33+4+-1
Goreaxe
Goreaxe1"33+4+-1
Skullhammer
Skullhammer3"34+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader

DESCRIPTION

An Aspiring Deathbringer is a single model armed with one of the following weapon options: Bloodaxe and Wrath-hammer; or Goreaxe and Skullhammer.

ABILITIES

Bane of Cowards: Nothing infuriates this champion more than foes too cowardly to fight.
If an enemy unit fails a battleshock test within 3" of this model, add D3 to the number of models that flee.

COMMAND ABILITIES

Slaughter Incarnate: Even as his axe bites through the flesh of his foes, the fell champion screams the Blood God’s praise, urging the Bloodbound to overrun the enemy and carve them apart in the name of Khorne.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly model with this command ability. Until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly KHORNE MORTAL units while they are wholly within 12" of that model. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
CHAOS, MORTAL, KHORNE, BLOODBOUND, HERO, ASPIRING DEATHBRINGER
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
© Vyacheslav Maltsev 2013-2020