KhorneSkulltaker
5"
5
4+
10
WARSCROLL

Skulltaker

Skulltaker is Khorne’s immortal champion and the greatest of all Bloodletters. Ever seeking worthy skulls for his master, he scans the battlefield for the enemy’s greatest champion, bellowing his challenge before moving in to end yet another storied life.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Slayer Sword
The Slayer Sword1"33+3+-13
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Skulltaker is a named character that is a single model. He is armed with the Slayer Sword.

ABILITIES

Cloak of Skulls: Many a would-be death blow has ricocheted harmlessly off Skulltaker’s grisly pelt of trophies.
You can re-roll save rolls for attacks that target this model.

Decapitating Strike: There are few weapons so feared as the hellforged blades of the Bloodletters.
If the unmodified hit roll for an attack made with the Slayer Sword is 6, that attack inflicts 3 mortal wounds on the target in addition to any normal damage.

Heroes’ Bane: When faced with a worthy opponent, Skulltaker unleashes his full martial might.
You can re-roll hit and wound rolls for attacks made by this model that target a HERO.

COMMAND ABILITIES

Heads Must Roll: Skulltaker is the greatest of all Bloodletters, and his mastery of death-dealing sets a grisly example for all of his kind to follow.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly BLOODLETTERS unit wholly within 12" of a friendly model with this command ability. Until the end of that phase, you can re-roll wound rolls of 1 for attacks made by that unit.

KEYWORDS
CHAOS, DAEMON, BLOODLETTER, KHORNE, HERO, HERALD OF KHORNE, SKULLTAKER
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.
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.
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.

The BLOODLETTERS keyword is used in following Khorne warscrolls:

None
Artillery
Battleline
Leader

The BLOODLETTER keyword is used in following Khorne warscrolls:

None
Artillery
Battleline
Leader

The HERALD OF KHORNE keyword is used in following Khorne warscrolls:

Leader
© Vyacheslav Maltsev 2013-2020