Khorne – Skull Altar
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Skull Altar

Rising from the ground, the Skull Altar is formed out of the violent tributes heaped in offering for Khorne’s Throne. From atop the grisly pedestal a priest of Khorne roars out invectives, evoking the judgements of the Blood God to smite down all signs of weakness or wizardry.

Unit Size: 1      Points: 0
Battlefield Role: Scenery


A Khorne army can include 1 SKULL ALTAR terrain feature.

After territories have been chosen but before armies have been set up, you can set up the SKULL ALTAR for your army. The SKULL ALTAR must be set up wholly within your territory and more than 1" from any other terrain features. If both players can set up any terrain features before armies are set up, they must roll off, and the winner chooses who sets up their terrain features first.


A Skull Altar is a single terrain feature. It is an obstacle.

Scenery Rules

Words of Hate: As much a platform for violent oratory as bloody sacrifice, the exhortations of Khorne’s priests echo from this brass-clad edifice like the tolling of infernal bells.
You can re-roll prayer and judgement rolls for friendly KHORNE PRIESTS wholly within 8" of this model.

Witchbane: The Skull Altar devours arcane power like a whirlpool dragging ships to their doom.
Subtract 1 from casting rolls for WIZARDS while they are within 16" of this model.


The SKULL ALTAR keyword is used in following Khorne warscrolls:

Sometimes a rule may require the players to make a roll-off. When this is the case, each of the players rolls a dice, and whoever rolls highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the dice when making a roll-off.
Some terrain features are obstacles that block attacks to targets that lie beyond them. When this is the case, it will be noted on the warscroll for the terrain feature.

When a missile weapon targets an enemy unit that has all of its models within 1" of an obstacle, then the target unit receives the benefit of cover if the attacking model is closer to the obstacle than it is to the target unit.

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

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.
© Vyacheslav Maltsev 2013-2021