KhorneSkaarac the Bloodborn
16
4+
10
WARSCROLL

Skaarac the Bloodborn

A creature of endless hate and brutality, Skaarac the Bloodborn is a beast of legend among the devoted of Khorne. If slain, his body is simply reformed in Khorne’s charnel pits so that his undying rage can be loosed once more upon the Mortal Realms.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Burning Blood
Burning Blood8"13+-D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brutal Blades
Brutal Blades2"3+3+-22
Thunderous Hooves
Thunderous Hooves1"64+3+-11
DAMAGE
Wounds SufferedMoveBurning BloodBrutal Blades
0-310"3+8
4-79"3+7
8-108"4+6
11-147"4+5
15+6"5+4
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 410
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Skaarac the Bloodborn is a named character that is a single model. It is armed with Burning Blood, Brutal Blades and Thunderous Hooves.

ABILITIES

Life-eater: Skaarac is a creature fuelled by bloodshed, his wounds closing as the blood of his foes washes over him.
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, you can heal up to D3 wounds allocated to this model.

Infernal Iron: Clad in armour blessed by Khorne himself, the air around Skaarac warps and writhes, twisting the winds of magic into an uncontrollable maelstrom.
Subtract 2 from casting rolls for enemy WIZARDS while they are within 12" of this model.

Towering Horror: A creature of sheer malice possessing an unquenchable lust for death, Skaarac’s very presence shatters the courage of all around him.
Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of this model.

Undying Hate: Should Skaarac’s mortal form be slain, it disappears in a torrent of scalding blood and blazing soul-fire.
If this model is slain, before removing the model from play, roll a dice for each enemy model within 3" of this model. On a 4+, that model’s unit suffers 1 mortal wound. This model is then removed from play.

COMMAND ABILITIES

Call of the Skull Throne: Skaarac’s very being is driven by the need to spill blood in Khorne’s name. This singular desire overwhelms those around him, lending speed to their limbs as they race towards their foes.
You can use this command ability at the start of your charge phase if this model is on the battlefield. If you do so, you can re-roll charge rolls for friendly KHORNE units while they are wholly within 12" of this model in that charge phase.

KEYWORDS
CHAOS, KHORNE, MONSTER, HERO, SKAARAC THE BLOODBORN
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.
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.
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.
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.
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.
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.
© Vyacheslav Maltsev 2013-2020