Khorne – Exalted Greater Daemon of Khorne
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Exalted Greater Daemon of Khorne

Exalted Greater Daemons of Khorne are the largest and most fury-filled of the Blood God’s servants. Armed with weapons forged in the fires of their patron’s forges, they butcher their way through rank after rank of enemies, leaving great rivers of gore in their wake.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Lash of Khorne
Lash of Khorne8"3+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Mighty Axe of Khorne
Mighty Axe of Khorne2"83+-23
Wounds SufferedMoveLash of KhorneMighty Axe of Khorne

Unit Size: 1      Points: 520
Battlefield Role: Leader, Behemoth


An Exalted Greater Daemon of Khorne is a single model armed with a Lash of Khorne and a Mighty Axe of Khorne.

FLY: This model can fly.


Drawn in for the Kill: Bloodthirsters often use their barbed lashes to entangle their opponents, rendering escape impossible.
At the start of the enemy movement phase, pick 1 enemy unit within 3" of this model. That unit cannot retreat in that phase.

The Land Rebels: The ground around an Exalted Greater Daemon of Khorne becomes cracked and broken beneath its stomping hooves, causing molten rock to bubble up from deep below.
At the start of your hero phase, roll a dice for each enemy unit within 8" of any friendly models with this ability. On a 5+ that enemy unit suffers 1 mortal wound.


Rejoice in Exalted Slaughter: An Exalted Greater Daemon of Khorne is an unsubtle leader, driving its subjects towards the enemy in great numbers.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly model with this command ability. Until the end of that combat phase friendly KHORNE DAEMON units wholly within 18" of that model are eligible to fight in that combat phase if they are within 6" of an enemy unit instead of 3", and they can move an extra 3" when they pile-in.

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.
Enemy Units and Retreats
When you make a normal move for a model, no part of the move can be within 3" of an enemy unit.

Units starting a normal move within 3" of an enemy unit can either remain stationary or retreat. If a unit retreats, it can move within 3" of an enemy, but must end the move more than 3" from all enemy units. Models in a unit that retreats can’t shoot or charge later in the same turn.
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.
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.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.

The BLOODTHIRSTER keyword is used in following Khorne warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2021