KhorneSlaughterpriest
6"
6
5+
8
WARSCROLL

Slaughterpriest

Towering, brutal demagogues, Slaughterpriests are living beacons of the Lord of Battle’s power. These foul priests direct their comrades according to visions sent by Khorne himself, boil their enemies’ blood in their veins and drive the foe mad with battle-lust.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodbathed Axe
Bloodbathed Axe2"34+3+-2
Hackblade
Hackblade1"33+4+-1
Wrath-hammer
Wrath-hammer3"D34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader

DESCRIPTION

A Slaughterpriest is a single model armed with one of the following weapon options: Bloodbathed Axe; or Hackblade and Wrath-hammer.

ABILITIES

Scorn of Sorcery: Slaughterpriests share their god’s hatred of sorcery and those who use it.
This model can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD. In addition, this model can attempt to dispel one endless spell at the start of your hero phase in the same manner as a WIZARD.

Bloodfuelled Prayers: His eyes crazed and bloodshot, the Slaughterpriest snarls dark curses that channel the wrath of Khorne.
In your hero phase, this model can chant one of the following prayers. If it does so, pick one of the prayers and then make a prayer roll by rolling a dice. On a 1, this model suffers D3 mortal wounds and the prayer is not answered. On a 2-3, the prayer is not answered. On a 4+ the prayer is answered.

Blood Boil: If this prayer is answered, pick 1 enemy unit within 16" of the model chanting this prayer. That unit suffers D6 mortal wounds.

Blood Bind: If this prayer is answered, pick 1 enemy unit within 16" of the model chanting this prayer and not within 3" of any friendly units. Your opponent must move that unit a number of inches equal to the prayer roll. The first model to be moved from that unit must finish the move as close as possible to the closest unit from the chanting model’s army. Any remaining models in that unit must finish their move within 1" of a model from their unit that has already been moved, and as close as possible to the closest unit from the chanting model’s army.

KEYWORDS
CHAOS, MORTAL, KHORNE, BLOODBOUND, HERO, PRIEST, SLAUGHTERPRIEST
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.
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.
© Vyacheslav Maltsev 2013-2020