Blades of Khorne – Bloodthirster of Insensate Rage
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Bloodthirster of Insensate Rage

A Bloodthirster of Insensate Rage is a force of supreme carnage upon the battlefield, charging forwards with horrific momentum to shatter entire formations with the force of its impact before carving a ruinous path through the survivors.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Great Axe of Khorne
Great Axe of Khorne2"4+2+-2D6
DAMAGE
Wounds SufferedMoveGreat Axe of KhorneOutrageous Carnage
0-310''54 mortal wounds
4-69''53 mortal wounds
7-98''42 mortal wounds
10-127''41 mortal wounds
13+6''31 mortal wounds
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Skullseeker Host

DESCRIPTION

A Bloodthirster of Insensate Rage is a single model armed with a Great Axe of Khorne.

FLY: This model can fly.

ABILITIES

Outrageous Carnage: The Great Axe of Khorne strikes with the boundless rage of the Blood God himself.
If the unmodified wound roll for an attack made by this model is 6, each enemy unit within 8" of this model suffers the number of mortal wounds shown on the damage table above, in addition to any normal damage.

Rage Unbound: Corpses fly as this enraged daemon collides with the enemy.
You can re-roll hit rolls of 1 for attacks made by this model if it made a charge move in the same turn.

COMMAND ABILITIES

Bloodthirsty Charge: The land quakes as this mighty Bloodthirster leads its daemon kin into the inferno of battle.
You can use this command ability at the start of your charge phase. If you do so, pick a friendly model with this command ability. Until the end of that phase, you can re-roll charge rolls for friendly KHORNE DAEMON units wholly within 16" of that model when the charge roll is made.

KEYWORDS
CHAOS, DAEMON, GREATER DAEMON, BLOODTHIRSTER, KHORNE, MONSTER, HERO, BLOODTHIRSTER OF INSENSATE RAGE
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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).
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.
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.
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.
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).

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

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

Leader, Behemoth

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

Leader, Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021