Khorne – Wrath-Axe


A Wrath-Axe is a manifestation of Khorne’s otherworldly anger, its razor-sharp edges glowing red-hot from the Blood God’s rage. At signs of weakness or wizardry such a blazing axe appears in the air, splitting reality with its downwards stroke.

Unit Size: 1      Points: 60
Battlefield Role: Judgement of Khorne


A Wrath-axe is a single model.


Summon Wrath-axe: Should their fury be worthy of the Blood God’s favour, a Khornate priest can draw a fiery Wrath-Axe to the Mortal Realms.
At the start of your hero phase, 1 friendly KHORNE PRIEST can attempt to perform this judgement. If they do so, make a judgement roll by rolling a dice. On a 5+ the judgement roll is successful. If the judgement roll is successful, set up this model wholly within 8" of that KHORNE PRIEST.


Flung With Fury: Forged from pure rancour, a Wrath-axe is Khorne’s hatred incarnate.
When this judgement is set up, the player who set it up can immediately make a move with it. In addition, at the start of each of their subsequent hero phases, the player who set this judgement up can make a move with it if it is still on the battlefield. When you move this judgement, it can move up to 8" and can fly.

Hatred’s Edge: This supernatural blade scrapes across the ground, its razor edge cutting in half those too slow to get out of its way. It then rises in the air before smashing down with deadly force upon Khorne’s enemies.
After this model has moved, roll a dice for each unit that has any models it passed across. On a 2+ that unit suffers D3 mortal wounds. Then the player that set up this model picks 1 enemy unit within 3" of this model and rolls a dice (the enemy unit may be one that this model passed across). On a 2+ that enemy unit suffers D6 mortal wounds.

Reality Cleaved: The brutal cutting edge of this infernal axe tears at the very fabric of the Mortal Realms, sending senses reeling.
Subtract 1 from hit rolls for attacks made by units within 3" of this model. This ability has no effect on KHORNE units.


The KHORNE and PRIEST keywords are used in following Khorne warscrolls:

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.
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.
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.

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

Judgement of Khorne
© Vyacheslav Maltsev 2013-2020