KhorneWrath of Khorne Bloodthirster
14
4+
10
WARSCROLL

Wrath of Khorne Bloodthirster

Wrath of Khorne Bloodthirsters are the Lord of Battle’s agents of vengeance, sent to claim the skulls of those who have offended him. With hellforged weapons and breaths of purest hellfire they law low their quarry, slicing and melting flesh from bone.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hellfire Breath
Hellfire Breath8"1
See below
Bloodflail
Bloodflail12"13+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Mighty Axe of Khorne
Mighty Axe of Khorne2"63+-2D3
DAMAGE
Wounds SufferedMoveBloodflailMighty Axe of Khorne
0-310''62+
4-69''33+
7-98''33+
10-127''D34+
13+6''D34+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 300
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Wrath of Khorne Bloodthirster is a single model armed with Hellfire Breath, a Bloodflail and a Mighty Axe of Khorne.

FLY: This model can fly.

ABILITIES

Hellfire Breath: Spewing flame from its maw, the daemon incinerates nearby foes, leaving only charred skeletons behind.
Do not use the attack sequence for an attack made with Hellfire Breath. Instead, pick an enemy unit that is in range of the attack and roll a dice. On a 2+ that unit suffers D3 mortal wounds.

Relentless Hunter: Those unfortunate enough to have earned Khorne’s ire tend to be renowned champions of their people – the daemon sent to exact the Lord of Battle’s vengeance is well accustomed to slaying their kind.
You can re-roll hit rolls for attacks made by this model that target a HERO or MONSTER.

Rune-crown of Khorne: Gifted only to the most exalted denizens of the Blood God’s realm, runecrowns emanate a potent anti-magical aura.
This model can attempt to unbind one spell in the enemy hero phase as if it were a WIZARD. In addition, add 2 to unbinding rolls for this model. 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.

COMMAND ABILITIES

Lord of the Blood Hunt: Like the sounding of a great brazen horn, this Bloodthirster’s furious roar launches a murderous blood hunt.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly KHORNE DAEMON unit wholly within 16" of a friendly model with this command ability. Until the end of the phase you can re-roll hit rolls for attacks made by that unit.

KEYWORDS
CHAOS, DAEMON, GREATER DAEMON, BLOODTHIRSTER, KHORNE, MONSTER, HERO, WRATH OF KHORNE BLOODTHIRSTER
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.
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.
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.
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.
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 GREATER DAEMON keyword is used in following Khorne warscrolls:

Leader, Behemoth

The BLOODTHIRSTER keyword is used in following Khorne warscrolls:

Leader, Behemoth

The MONSTER keyword is used in following Khorne warscrolls:

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2020