KhorneHerald of Khorne on Blood Throne
8"
7
4+
10
WARSCROLL

Herald of Khorne on Blood Throne

The Blood Throne roars into battle with its monstrous maw gaping wide, hungry for mortal flesh. Atop its dais, the Rendmaster bellows commands to his foot soldiers as he and his charioteers cut down any foes foolish enough to approach.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blade of Blood
Blade of Blood1"43+3+-11
Hellblades
Hellblades1"24+3+-11
Gnashing Maw
Gnashing Maw1"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

A Herald of Khorne on Blood Throne is a single model armed with a Blade of Blood.

MOUNT: This model’s Blood Throne attacks with its Gnashing Maw.

CREW: This model has a Bloodletter crew that attack with their Hellblades. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

The Blood Throne: The throne upon which this Herald stands brings with it the full weight of Khorne’s authority.
When this model uses the At the Double, Forward to Victory or Inspiring Presence command ability, the ability has a range of 12" even if this model is not a general.

Gorefeast: The Blood Throne’s dark vitality increases with each mouthful of enemy flesh and bone.
If any wounds are inflicted by this model’s Gnashing Maw and not negated, you can heal up to D3 wounds allocated to this model.

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 Blade of Blood or Hellblades is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

KEYWORDS
CHAOS, DAEMON, KHORNE, BLOODLETTER, HERO, HERALD OF KHORNE, HERALD OF KHORNE ON BLOOD THRONE
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
At the Double
You can use this command ability after you make a run roll for a friendly unit that is within 6" of a friendly HERO, or 12" of a friendly HERO that is a general. If you do so, the run roll is treated as being a 6.
Forward to Victory
You can use this command ability after you make a charge roll for a friendly unit that is within 6" of a friendly HERO, or 12" of a friendly HERO that is a general. If you do so, re-roll the charge roll.
Inspiring Presence
You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly unit that is within 6" of friendly HERO, or 12" of a friendly HERO that is a general. That unit does not have to take battleshock tests in that phase.
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.
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.
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.

The BLOODLETTER keyword is used in following Khorne warscrolls:

None
Artillery
Battleline
Leader

The HERALD OF KHORNE keyword is used in following Khorne warscrolls:

Leader
© Vyacheslav Maltsev 2013-2020