Blades of Khorne – Bloodstoker
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6"
5
4+
8
WARSCROLL

Bloodstoker

Every whip-crack of the Bloodstoker’s expertly plied lash builds the battle-frenzy of those around him, their screams of hatred and fury echoing across the battlefield as they hurl themselves at the foe with wrathful abandon.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Torture Blade
Torture Blade1"33+3+-1
Blood Whip
Blood Whip3"33+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Dark Feast
 • Skulltake
 • The Gorechosen

DESCRIPTION

A Bloodstoker is a single model armed with a Torture Blade and Blood Whip.

ABILITIES

Whipped to Fury: The ferocious bite of a Bloodstoker’s lash reminds every Khorne follower of the bloody dues their master expects.
At the start of your movement phase, you can pick 1 other friendly BLADES OF KHORNE MORTAL unit wholly within 8" of this model. Until your next movement phase, you can add 3 to run and charge rolls made for that unit. In addition, until your next movement phase, you can re-roll wound rolls for attacks made by that unit. A unit cannot be picked to benefit from this ability more than once per turn.

KEYWORDS
CHAOS, BLADES OF KHORNE, MORTAL, KHORNE, BLOODBOUND, HERO, BLOODSTOKER
Army List
Warscrolls collated

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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.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
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.
© Vyacheslav Maltsev 2013-2023