Blades of Khorne – Exalted Deathbringer
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Exalted Deathbringer

Exalted Deathbringers fight to scale the final heights of glory, hewing bloody handholds for their ascent with every worthy foe they butcher. Each is a whirlwind of violence amidst the madness of battle, leaving nothing but twitching corpses in their wake.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ruinous Axe
Ruinous Axe1"34+3+-12
Bloodbite Axe
Bloodbite Axe1"63+4+-1
Impaling Spear
Impaling Spear2"53+3+-11

Unit Size: 1      Points: 80
Battlefield Role: Leader
Exalted Deathbringer with Bloodbite Axe40mm
Exalted Deathbringer with Impaling Spear40mm
Exalted Deathbringer with Ruinous Axe40mm
Notes: Single


This warscroll can be used in the following warscroll battalions:
 • Slaughterborn
 • The Gorechosen


An Exalted Deathbringer is a single model armed with one of the following weapon options: Ruinous Axe and Skullgouger; Bloodbite Axe and Runemarked Shield; or Impaling Spear.


Blooded Lieutenant: Glory is best earned within sight of the mighty, and opportunity best seized within sight of their defeat.
If this model is not your general, add 2 to the Attacks characteristic of this model’s melee weapons while it is wholly within 12" of a friendly KHORNE general.

Runemarked Shield: Magic’s craven hand recoils from this shield’s battle-worn surface.
Roll a dice each time you allocate a wound or mortal wound to a model armed with a Runemarked Shield that was inflicted by a spell. On a 2+ that wound or mortal wound is negated.

Skullgouger: This bladed vambrace can turn aside enemy attacks and deliver brutal counterblows.
In the combat phase, if the unmodified save roll for an attack that targets a model armed with a Skullgouger is 6, the attacking unit suffers D3 mortal wounds after all of its attacks have been resolved.

Brutal Impalement: With well-aimed thrusts of an impaling spear, an Exalted Deathbringer can skewer his victim and raise them into the air as a gory, helpless trophy.
If the unmodified wound roll for an attack made with an Impaling Spear is 6, that attack inflicts D3 mortal wounds on the target in addition to any normal damage.


Brutal Command: Deathbringers will not tolerate cowardice from any quarter, and enforce discipline by whatever bloody means necessary.
You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly model with this command ability. Until the end of that phase, you do not have to take battleshock tests for friendly BLADES OF KHORNE MORTAL units that are wholly within 18" of that model.

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.
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).
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).
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15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
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).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
© Vyacheslav Maltsev 2013-2023