KhorneRiptooth
8"
2
5+
10
WARSCROLL

Riptooth

Perhaps the greatest of the Lord of Battle’s gifts to Magore Redhand is the Flesh Hound Riptooth. A vicious hunter and loyal companion, he has chased down his master’s prey and warded off enemy sorcery on battlefields beyond count.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blood-dark Claws
Blood-dark Claws1"43+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      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.

DESCRIPTION

Riptooth is a single model. He tears his victims to pieces with his Blood-dark Claws.

ABILITIES

Collar of Khorne: Spellcasters have learned to dread Flesh Hounds as much for their collars as for their claws.
This unit can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD. In addition, this unit can attempt to dispel one endless spell at the start of your hero phase in the same manner as a WIZARD.

Unflagging Hunter: When blood is scented, nothing will keep a Flesh Hound from its prey.
You can re-roll charge rolls for this model.

KEYWORDS
CHAOS, DAEMON, KHORNE, GORETIDE, FLESH HOUND, RIPTOOTH
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.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
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 FLESH HOUND keyword is used in following Khorne warscrolls:

None
• Karanak
© Vyacheslav Maltsev 2013-2020