Blades of Khorne – Hexgorger Skulls

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Invocation WARSCROLL

Hexgorger Skulls

Hexgorger Skulls are the physical manifestation of Khorne’s hatred of the arcane arts. They drift across the battlefield, seeking to feed upon eldritch energy and those conjurers who attempt to use it.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 60
Battlefield Role: Invocation
Base size: 60mm

PARTS: This invocation has 2 parts.

SUMMONING: This invocation is summoned with a prayer that has an answer value of 3 and a range of 8". If answered, set up the parts of the invocation wholly within range and visible to the chanter, within 8" of each other and more than 1" from all models, other invocations and endless spells. Only BLADES OF KHORNE PRIESTS can attempt to summon this invocation.

Compelled by Hate: Hexgorger Skulls levitate above the battlefield, hunting tirelessly for their eldritch prey.
After this invocation is set up and at the start of each of their hero phases, the commanding player can move the parts of this invocation as if they were models with a Move characteristic of 8" and that can fly. After the parts have been moved, they must be within 8" of each other.

Hexgorgers: Hexgorger Skulls exist purely to destroy magic. Hunting in tandem, they feed upon the arcane knowledge of their prey, regurgitating the powers they consume as jets of boiling blood whose touch is death to wizard-kind.
Subtract 2 from casting rolls for WIZARDS that are within 8" of any Hexgorger Skulls. In addition, if a WIZARD within 8" of this invocation attempts to cast a spell and the unmodified casting roll is 8, then that casting attempt is not successful, that WIZARD no longer knows that spell, each WIZARD within 8" of this invocation suffers D6 mortal wounds, and then this invocation is removed from play.
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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 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
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.
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 BLADES OF KHORNE and PRIEST keywords are used in the following Blades of Khorne warscrolls:

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© Vyacheslav Maltsev 2013-2024