KhorneMazarall the Butcher

Mazarall the Butcher

Mazarall the Butcher is a renderer of mortal flesh and a devourer of daemons both. His sheer barbarity and unbridled rage have led many to believe him more mindless beast than canny warlord, but such a belief is a mistake for which many have lost their lives.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ancyte Shield’s Wrath
Ancyte Shield’s Wrath12"D65+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harrow Meat
Harrow Meat2"43+3+3
Ancyte Shield’s Blades
Ancyte Shield’s Blades1"4+3+-11
Wounds SufferedMoveHarrow MeatAncyte’s Shield Blades

Unit Size: 1      Points: 340
Battlefield Role: Behemoth
Notes: Unique


Mazarall the Butcher is a named character that is a single model. He is armed with the Ancyte Shield’s Wrath, the Ancyte Shield’s Blades and Harrow Meat.


Bloody Charge: A towering creature of muscle and rage, Mazarall barrels into his foes, throwing aside bodies with contemptuous ease.
Roll a dice for each enemy unit that is within 1" of this model after this model makes a charge move. On a 4+ that unit suffers D3 mortal wounds.

Harrow Meat’s Hunger: Harrow Meat, Mazarall’s infamous axe, possesses its own crude sentience, fuelling Mazarall’s fury with each drop of blood fed to it.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, add 1 to the Attacks characteristic of Harrow Meat for the rest of the battle.

The Ancyte Shield: Covered in the stretched skin of unfortunate spellcasters, the Ancyte Shield serves as protection against hateful magic.
This model can attempt to unbind 1 spell in the enemy hero phase in the same manner as a WIZARD.


The Butcher’s Due: To follow Mazarall is to tread the path of ascension on a road paved with the butchered carcasses of the dead.
You can use this command ability at the start of your hero phase if this model is on the battlefield. If you do so, pick 1 friendly KHORNE unit wholly within 18" of this model. You can re-roll wound rolls of 1 for attacks made by that unit until your next hero phase.

Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
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.
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.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
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.
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.
© Vyacheslav Maltsev 2013-2020