Blades of Khorne – Bloodreavers
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Descending upon their foes in a howling tide, the barbarous hordes of the Bloodreavers sweep away the enemy. Each of their number is a frothing killer, their body thick with slabs of muscle and their heavy weapons able to dismember foes with every swing.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Reaver Blades
Reaver Blades1"14+4+-1
Meatripper Axe
Meatripper Axe1"14+4+-11

Unit Size: 10      Points: 80
Battlefield Role: Battleline
Base size: 32mm


This warscroll can be used in the following warscroll battalions:
 • Bloodmad Warband
 • Dark Feast
 • Gore Pilgrims
 • Skulltake


A unit of Bloodreavers has any number of models. The unit is armed with one of the following weapon options: Reaver Blades; or Meatripper Axe.

CHIEFTAIN: 1 model in this unit can be a Chieftain. Add 1 to the Attacks characteristic of that model’s melee weapons.

ICON BEARER: 1 in every 10 models in this unit can be an Icon Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Icon Bearers.

HORNBLOWER: 1 in every 10 models in this unit can be a Hornblower. Add 1 to run and charge rolls for this unit while it includes any Hornblowers.


Frenzied Devotion: The sight of the Blood God’s sacred icons stirs Bloodreavers into a murderous rage.
Add 1 to the Attacks characteristic of this unit’s melee weapons while this unit is wholly within 16" of any friendly KHORNE TOTEMS.

Reaver Blades: In the hands of blood-hungry killers, even the crudest cutting weapons are brutally efficient.
You can re-roll hit rolls of 1 for attacks made with Reaver Blades.

Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
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11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
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).
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.

The KHORNE and TOTEM keywords are used in the following Blades of Khorne warscrolls:


The BLOODREAVERS keyword is used in the following Blades of Khorne warscrolls:

© Vyacheslav Maltsev 2013-2023