Blades of Khorne – Aspiring Deathbringer
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Aspiring Deathbringer

Through constant battle and unremitting slaughter, an Aspiring Deathbringer fights his way to glory. Even as his axe bites through flesh, the fell champion screams the Blood God’s praise, urging the Bloodbound to overrun the enemy and carve them apart.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg

Unit Size: 1      Points: 85
Battlefield Role: Leader
Aspiring Deathbringer32mm
Aspiring Deathbringer with Goreaxe and Skullhammer40mm
Notes: Single


This warscroll can be used in the following warscroll battalions:
 • Bloodmad Warband
 • Red Headsmen
 • The Gorechosen


An Aspiring Deathbringer is a single model armed with one of the following weapon options: Bloodaxe and Wrath-hammer; or Goreaxe and Skullhammer.


Bane of Cowards: Nothing infuriates this champion more than foes too cowardly to fight.
If an enemy unit fails a battleshock test within 3" of this model, add D3 to the number of models that flee.


Slaughter Incarnate: Even as his axe bites through the flesh of his foes, the fell champion screams the Blood God’s praise, urging the Bloodbound to overrun the enemy and carve them apart in the name of Khorne.
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 phase, add 1 to the Attacks characteristic of melee weapons used by friendly KHORNE MORTAL units while they are wholly within 12" of that model. A unit cannot benefit from this command ability more than once per phase.

15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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© Vyacheslav Maltsev 2013-2021