Blades of Khorne – Dromm, Wounder of Worlds

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Dromm, Wounder of Worlds

Dromm, Wounder of Worlds, Slaughterpriest to Great Khorne, seeks to commit the ultimate act of violence in the name of his murderous god. With his cursed axe he would carve open the realms themselves, causing the lands to shudder and writhe in agony.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodblessed Axe and Staff
Bloodblessed Axe and Staff2"33+3+-12

Unit Size: 1      Points: 180
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique. Dromm, Wounder of Worlds and Gorechosen of Dromm units must be taken as a set. Although taken as a set, each is a separate unit.

Dromm, Wounder of Worlds, is armed with a Bloodblessed Axe and Staff.

Scorn of Sorcery: Slaughterpriests share their god’s hatred of sorcery and those who use it.
This unit can attempt to unbind 1 spell in the enemy hero phase in the same manner as a WIZARD.

Wound the Realm: His eyes crazed and bloodshot, Dromm snarls a blasphemous prayer before striking the ground with his axe, dealing a blow that sunders the very realm itself.
Wound the Realm is a prayer that has an answer value of 4 and a range of 16". If answered, pick 1 point on the battlefield within range and visible to the chanter and draw a straight line between that point and the closest part on the chanter’s base. Roll a dice for each enemy unit passed across by that line. On a 2+, that unit suffers D3 mortal wounds.

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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.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.

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


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

© Vyacheslav Maltsev 2013-2024