Khorne – Bleeding Icon
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Bleeding Icon

A common sight in the crimson skies above Khorne’s domain in the Realm of Chaos, a Bleeding Icon can be summoned to the Mortal Realms to skewer from on high those who have displeased the Lord of Battle.

Unit Size: 1      Points: 40
Battlefield Role: Judgement of Khorne
Base size: 105 x 70mm


A Bleeding Icon is a single model.


Summon Bleeding Icon: With bellowed condemnations of the cowardly and the weak, the Khornate priest draws a Bleeding Icon through the veil that separates realities.
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 4+ the judgement roll is successful. If the judgement roll is successful, set up this model wholly within 8" of that KHORNE PRIEST.


Drifting Menace: Glowing red-hot with Khorne’s fury, this brutal sigil is compelled across the battlefield with supernatural force.
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.

Crushing Retribution: The bloodied spikes of this judgement pulverise those beneath them with the crushing weight of a portcullis.
After this model has moved, each unit that has any models it passed across, and each other unit that is within 1" of it at the end of its move, suffers D3 mortal wounds.

Sigil of Doom: Shedding gore as it hovers menacingly in the air, the Bleeding Icon is a fearsome portent of doom.
If a unit fails a battleshock test within 3" of any models with this ability, add D3 to the number of models that flee. 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.
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.

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

Judgement of Khorne
© Vyacheslav Maltsev 2013-2021