Khorne – Garrek’s Reavers

Garrek’s Reavers

Even amongst the pitiless hordes of the Goretide, the Bloodreavers led by Garrek Gorebeard are known for their cruelty and deranged ferocity. It is said that Garrek personally guts and skins any of his warriors who fail to take a worthy trophy in battle.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Garrek’s Blooddrinker Axe
Garrek’s Blooddrinker Axe1"33+4+-11
Karsus’ Chained Axe
Karsus’ Chained Axe2"D34+4+-1
Saek’s Meatripper Axe
Saek’s Meatripper Axe1"13+4+-11
Reaver Blades
Reaver Blades1"13+4+-1

Unit Size: 5      Points: 60
Battlefield Role: None
Notes: Only one of this unit can be included in a Pitched Battle army


This unit contains 5 models: Garrek Gorebeard, who is armed with a Blooddrinker Axe; Karsus the Chained, who is armed with a Chained Axe; Blooded Saek, who is armed with a Meatripper Axe; and Targor and Arnulf, who are both armed with Reaver Blades.

GARREK GOREBEARD: If the unmodified hit roll for an attack made with Garrek Gorebeard’s Blooddrinker Axe is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).


Frenzied Devotion: The sight of the Blood God’s sacred icons stirs Bloodreavers into a murderous rage.
Add 1 to the Attacks characteristic of this unit’s melee weapons while this unit is wholly within 16" of any friendly KHORNE TOTEMS.

Reaver Blades: In the hands of blood-hungry killers, even the crudest cutting weapons are brutally efficient.
You can re-roll hit rolls of 1 for attacks made with Reaver Blades.

Grisly Trophies: Garrek delights in brandishing grim souvenirs to stoke his warriors’ bloodlust.
Do not take a battleshock test for this unit if any enemy models were slain by attacks made by this unit’s Garrek Gorebeard earlier in the same turn.

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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

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

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.

The BLOODREAVERS keyword is used in following Khorne warscrolls:

© Vyacheslav Maltsev 2013-2020