KhorneLord of Khorne on Juggernaut
8"
8
3+
9
WARSCROLL

Lord of Khorne on Juggernaut

Already a terrifying opponent in his own right, a Khornate lord astride a Juggernaut is an unstoppable force of destruction. Foes are crushed or hacked apart in seconds, while the sheer momentum of his ruinous charge draws his warriors howling in his wake.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wrathforged Axe
Wrathforged Axe1"33+3+-1D3
Brazen Hooves
Brazen Hooves1"33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader

DESCRIPTION

A Lord of Khorne on Juggernaut is a single model armed with a Wrathforged Axe.

MOUNT: This model’s Juggernaut of Khorne attacks with its Brazen Hooves.

ABILITIES

Brass-clad Shield: This brazen shield can turn aside spells that would slay champions.
Roll a dice each time you allocate a wound or mortal wound to this model that was inflicted by a spell. On a 5+ that wound or mortal wound is negated.

Slaughterous Charge: The crushing mass and stamping hooves of Khorne’s Juggernauts are a threat to all in their path.
After this model makes a charge move, you can pick 1 enemy unit within 1" of it and roll a dice. On a 2+ that enemy unit suffers D3 mortal wounds.

Daemonic Axe: When its rage is stirred, the daemon bound within this axe awakens.
If the unmodified wound roll for an attack made by this model’s Wrathforged Axe is 6, the Damage characteristic for that attack is 3 instead of D3.

COMMAND ABILITIES

Blood Stampede: Carnage erupts as the full force of a Khorne Warhorde collides with the enemy.
You can use this command ability at the start of the combat phase. If you do so, pick up to 3 friendly KHORNE MORTAL units that made a charge move in that turn and are wholly within 16" of a model with this command ability. You can re-roll wound rolls of 1 for attacks made by those units in that combat phase.

KEYWORDS
CHAOS, MORTAL, KHORNE, BLOODBOUND, HERO, LORD OF KHORNE ON JUGGERNAUT
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.
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.
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.
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.
© Vyacheslav Maltsev 2013-2020