KhorneMagore’s Fiends

Magore’s Fiends

Magore Redhand leads his band of killers on an endless hunt for worthy skulls. In return for his prodigious offerings Khorne has blessed the Blood Warrior with profane gifts, including a daemonic maw in his gut that can bite through even sigmarite.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magore’s Belly Maw
Magore’s Belly Maw1"14+3+-1D3
Magore’s Daemonic Axe
Magore’s Daemonic Axe1"33+3+-11

Unit Size: 3      Points: 120
Battlefield Role: None
Notes: Unique. Riptooth and Magore’s Fiends must be taken as a set for a total of 120 points. Although taken as a set, each is a separate unit.


This unit contains 3 models: Magore Redhand, who is armed with a Daemonic Axe and a Belly Maw; and Ghartok Flayskull and Zharkus the Bloodsighted, who are both armed with a Goreaxe and Gorefist.

MAGORE REDHAND: You can re-roll hit rolls for attacks made by this unit that target STORMCAST ETERNAL units while this unit includes Magore Redhand.


Gorefists: A counter-punch from a brutally spiked Gorefist has spelled doom for countless over-confident foes.
If an unmodified save roll for an attack made with a melee weapon that targets a unit that includes any models armed with a Goreaxe and Gorefist is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

No Respite: Dying as they lived, Blood Warriors devote even their final moments to killing.
If a model from this unit is slain in the combat phase, before that model is removed from play, that model can make a pile-in move and then attack with all of the melee weapons it is armed with.

Blood Scent: The Flesh Hound Riptooth leads Magore and his Blood Warriors in pursuit of worthy foes, jaws frothing with bloody drool as he bounds tirelessly after his quarry.
You can re-roll charge rolls for this unit while it is wholly within 8" of a friendly RIPTOOTH model.

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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
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 RIPTOOTH keyword is used in following Khorne warscrolls:


The BLOOD WARRIORS keyword is used in following Khorne warscrolls:

© Vyacheslav Maltsev 2013-2020