KhorneWrathmongers
5"
3
5+
7
WARSCROLL

Wrathmongers

With the chained hammers of their flails whipping around them, the Wrathmongers hurl themselves into the enemy. A bloody red mist hangs around these berserkers as they go about their butchery, driving combatants into a maddened frenzy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wrath-flails
Wrath-flails2"44+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 140
Battlefield Role: None

DESCRIPTION

A unit of Wrathmongers has any number of models, each armed with Wrath-flails.

WRATHMASTER: 1 model in this unit can be a Wrathmaster. Add 1 to the Attacks characteristic of that model’s Wrath-flails.

ABILITIES

Furious Assault: Skulls crack and shields buckle beneath the unstoppable momentum of a Wrathmonger charge.
Add 1 to hit rolls for attacks made by this unit if it made a charge move in the same turn.

Bloodfury: When they are finally struck down, the maddening blood vapour that surrounds Wrathmongers plunges their foes into a self-destructive rage.
If a model in this unit is slain, before it is removed from play roll a dice for each enemy unit within 1" of that model. Add 1 to the dice roll if 2 or more models from that enemy unit are within 1" of the slain model. On a 1, nothing happens. On a 2-5, that enemy unit suffers 1 mortal wound after all of its attacks have been resolved. On a 6+ that enemy unit suffers D3 mortal wounds after all of its attacks have been resolved.

Crimson Haze: A vapour of blood and gore fills the air wherever Wrathmongers swing their flails, sending the Lord of Battle’s devotees into an exultant rampage.
Add 1 to the Attacks characteristic of melee weapons used by KHORNE units while they are wholly within 8" of any units with this ability. This ability has no effect on WRATHMONGERS.

KEYWORDS
CHAOS, MORTAL, KHORNE, BLOODBOUND, WRATHMONGERS
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.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The WRATHMONGERS keyword is used in following Khorne warscrolls:

None
© Vyacheslav Maltsev 2013-2020