Khorne – Bloodcrushers
8"
4
4+
10
WARSCROLL

Bloodcrushers

The ground shakes beneath the onrushing fury of the Bloodcrushers, and with the force of a falling mountain they crash into the enemy. Those not crushed beneath the Juggernauts’ hooves are slain by the swinging hellblades of the beasts’ riders.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hellblade
Hellblade1"14+3+-11
Brazen Hooves
Brazen Hooves1"33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 120
Battlefield Role: None
Notes: Battleline in Khorne army if general is a Skullmaster, Herald of Khorne

DESCRIPTION

A unit of Bloodcrushers has any number of models, each armed with a Hellblade.

MOUNTS: This unit’s Juggernauts attack with their Brazen Hooves.

BLOODHUNTER: 1 model in this unit is a Bloodhunter. Add 1 to the Attacks characteristic of that model’s Hellblade.

ICON BEARERS: 1 in every 3 models in this unit can be an Icon Bearer. If an unmodified battleshock roll of 1 is made for this unit while it includes any Icon Bearers, you can add 1 model to this unit, and no models from this unit will flee in that phase.

HORNBLOWER: 1 in every 3 models in this unit can be a Hornblower. While this unit includes any Hornblowers, if the unmodified roll for a battleshock test for an enemy unit that is within 8" of this unit is 1, that battleshock test must be re-rolled.

ABILITIES

Decapitating Blow: There are few weapons so feared as the hellforged blades of the Bloodletters.
If the unmodified hit roll for an attack made with a Hellblade is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Murderous Charge: The crushing mass and stamping hooves of Khorne’s Juggernauts are a threat to all in their path.
After a model in this unit makes a charge move, you can pick 1 enemy unit within 1" of that model and roll a dice. On a 2+ that enemy unit suffers 1 mortal wound. If this unit has more than 1 model, roll to determine if mortal wounds are inflicted after each model completes its charge move, but do not allocate the mortal wounds until after all of the models in the unit have moved. If this unit has 6 or more models when it makes a charge move, change the mortal wounds inflicted by this ability from 1 to D3.

KEYWORDS
CHAOS, DAEMON, BLOODLETTER, KHORNE, BLOODCRUSHERS
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.
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.
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.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.

The BLOODLETTER keyword is used in following Khorne warscrolls:

None
Artillery
Battleline
Leader
© Vyacheslav Maltsev 2013-2020