Blades of Khorne – Bloodstoker

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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 pelt towards the foe with wrathful abandon.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Torture Blade
Torture Blade1"33+3+-12
Blood Whip
Blood Whip3"33+3+-1

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 40mm
Notes: Single

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

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Blood Pack
 • Gorechosen

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 up to D3 other friendly BLOODBOUND units within 3" of this unit and roll a dice for each of those units. Regardless of the roll, that unit can run and still charge later in the turn, but on a roll of 1 it also suffers 1 mortal wound.

Army List
Warscrolls collated

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14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

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 2013-2024