KhorneVorgaroth the Scarred on Skalok the Skull Host of Khorne
30
3+
10
WARSCROLL

Vorgaroth the Scarred on Skalok the Skull Host of Khorne

Legends speak of the slaughter unleashed by Vorgaroth and Skalok, and together they have carved a bloody path of destruction and carnage across the Mortal Realms. The number of their victims is now beyond measure, a colossal tower of skulls claimed for the Blood god Khorne.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
White-hot Balefire
White-hot Balefire20"34+2+-3D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skull Cleaver Axe of Khorne
Skull Cleaver Axe of Khorne1"123+3+-22
Eviscerating Claws
Eviscerating Claws3"D63+3+3
Cavernous Jaws
Cavernous Jaws3"24+-23
Brass-plated Tail
Brass-plated Tail3"4+4+-13
DAMAGE
Wounds SufferedMoveEviscerating ClawsCavernous JawsBrass-plated Tail
0-514"-32+3D6
6-1011"-33+2D6
11-1510"-24+D6
16-209"-15+D3
21+8"-16+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 1100
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Vorgaroth the Scarred & Skalok the Skull Host of Khorne are a single named model. Vorgaroth is armed with the Skull Cleaver Axe of Khorne.

FLY: This model can fly.

MOUNT: Skalok the Skull Host of Khorne attacks with her White-hot Balefire, Eviscerating Claws, Cavernous Jaws and Brass-plated Tail.

ABILITIES

Monstrous Trophies: Believing only the greatest of beasts can hope to challenge his might, Vorgaroth hunts the Realms, seeking out the mightiest to do battle with.
You can re-roll failed wound rolls for attacks made with this model’s Skull Cleaver Axe of Khorne that target a MONSTER. In addition, if the unmodified wound roll for an attack made with the Skull Cleaver Axe of Khorne is a 6, that attack inflicts D3 mortal wounds on the target in addition to any normal damage.

Crushing Bulk: Possessing a speed at odds with her immense size, even the nimblest of warriors may be crushed underfoot when Skalok charges.
Roll a dice for each enemy unit that is within 1" of this model after this model makes a charge move. On a roll of 3+, that unit suffers D3 mortal wounds.

Eternal Hunt: Vorgaroth and Skalok soar through the skies high above the Mortal Realms, ever-watchful for any sign of bloodshed. Wherever battle may be found they swoop down, bringing death and destruction to all who stand in their way.
Instead of setting up this model on the battlefield, you can place it to one side and say that it is in reserve. If you do so, at the end of your second movement phase you can set up this unit on the battlefield more than 9" away from any enemy units.

Fettered Servitude: Vorgaroth demands unwavering obedience from any of Khorne’s followers that are in his presence, and will severely punish any warriors who show the slightest sign of fear.
Before you take a battleshock test for a friendly KHORNE unit wholly within 12" of this model, you can say that this model demands unwavering obedience. If you do so, 1 model in that unit is slain, but you do not have to take a battleshock test for that unit in that phase. If you do not do so, and the battleshock test for that unit is failed, add D3 to the number of models that flee from that unit.

Fuelled by Death: When battle is joined, the servants of Khorne are overcome with a murderous rage. Such fury sweetens their blood, strengthening Skalok with each ally she devours.
In your hero phase, you can pick 1 friendly model within 3" of this model and roll a dice. If you do so, and the roll is equal to or greater than that model’s Wounds characteristic, that model is slain and you heal up to the number of wounds shown on the slain model’s Wounds characteristic.

Wings of Fury: Each beat of Skalok’s great wings disrupts the balance of the winds of magic.
Subtract 3 from casting and unbinding rolls for enemy WIZARD models that are within 18" of this model.

KEYWORDS
CHAOS, MORTAL, KHORNE, BLOODBOUND, HERO, MONSTER, VORGAROTH THE SCARRED & SKALOK THE SKULL HOST OF KHORNE
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
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.
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.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
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.
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.
© Vyacheslav Maltsev 2013-2020