KhorneSkullreapers
5"
3
4+
7
WARSCROLL

Skullreapers

It is the sworn task of the Skullreapers to claim worthy skulls for Khorne, and it is a duty they go about with savage determination. Whether wielding gore-slick blades or the huge axes known as spinecleavers, these warriors decimate the enemy ranks.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gore-slick Blades, Daemonblades, Spinecleavers and Soultearers
Gore-slick Blades, Daemonblades, Spinecleavers and Soultearers1"43+3+-1
Vicious Mutation
Vicious Mutation1"13+4+-1D3
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 180
Battlefield Role: None

DESCRIPTION

A unit of Skullreapers has any number of models, armed with a combination of Goreslick Blades, Daemonblades, Spinecleavers and Soultearers.

SKULLSEEKER: 1 model in this unit is a Skullseeker. That model is armed with a Vicious Mutation in addition to its other weapons.

ICON BEARER: 1 in every 5 models in this unit can be an Icon Bearer. Add 1 to charge rolls for this unit while it includes any Icon Bearers.

ABILITIES

Daemonforged Weapons: Gnashing teeth and leering eyes writhe across the Skullreapers’ weapons, revealing the malevolent entities trapped within.
If the unmodified hit roll for an attack made with this unit’s Gore-slick Blades, Daemonblades, Spinecleavers and Soultearers is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Trial of Skulls: Risking utter damnation for a taste of true power, Skullreapers fight with manic determination.
You can re-roll hit rolls for attacks made by this unit if the target unit has 5 or more models.

Murderous to the Last: Skullreapers do not fear death, but they are determined not to breathe their last while there are worthy skulls to be harvested.
Do not take battleshock tests for this unit. In addition, roll a dice each time a model from this unit is slain by an attack made with a melee weapon, before that model is removed from play. On a 5+ pick 1 enemy unit within 1" of the slain model. That unit suffers D3 mortal wounds after all of its attacks have been resolved.

KEYWORDS
CHAOS, MORTAL, KHORNE, BLOODBOUND, SKULLREAPERS
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.
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.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
© Vyacheslav Maltsev 2013-2020