KhorneExalted Deathbringer

Exalted Deathbringer

Exalted Deathbringers fight to scale the final heights of glory, hewing bloody handholds for their ascent with every worthy foe they butcher. Each is a whirlwind of violence amidst the madness of battle, leaving nothing but twitching corpses in their wake.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ruinous Axe
Ruinous Axe1"34+3+-12
Bloodbite Axe
Bloodbite Axe1"63+4+-1
Impaling Spear
Impaling Spear2"53+3+-11

Unit Size: 1      Points: 80
Battlefield Role: Leader


An Exalted Deathbringer is a single model armed with one of the following weapon options: Ruinous Axe and Skullgouger; Bloodbite Axe and Runemarked Shield; or Impaling Spear.


Blooded Lieutenant: Glory is best earned within sight of the mighty, and opportunity best seized within sight of their defeat.
If this model is not your general, add 2 to the Attacks characteristic of this model’s melee weapons while it is wholly within 12" of a friendly KHORNE general.

Runemarked Shield: Magic’s craven hand recoils from this shield’s battle-worn surface.
Roll a dice each time you allocate a wound or mortal wound to a model armed with a Runemarked Shield that was inflicted by a spell. On a 2+ that wound or mortal wound is negated.

Skullgouger: This bladed vambrace can turn aside enemy attacks and deliver brutal counterblows.
In the combat phase, if the unmodified save roll for an attack that targets a model armed with a Skullgouger is 6, the attacking unit suffers D3 mortal wounds after all of its attacks have been resolved.

Brutal Impalement: With well-aimed thrusts of an impaling spear, an Exalted Deathbringer can skewer his victim and raise them into the air as a gory, helpless trophy.
If the unmodified wound roll for an attack made with an Impaling Spear is 6, that attack inflicts D3 mortal wounds on the target in addition to any normal damage.


Brutal Command: Deathbringers will not tolerate cowardice from any quarter, and enforce discipline by whatever bloody means necessary.
You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly model with this command ability. Until the end of that phase, you do not have to take battleshock tests for friendly KHORNE MORTAL units that are wholly within 18" of that model.

Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
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.
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.
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.
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.
© Vyacheslav Maltsev 2013-2020