Blades of Khorne – Korghos Khul
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Korghos Khul

Warlord of the legendary Goretide, Korghos Khul is rightly feared across the Mortal Realms. His campaigns of conquest and slaughter have earned him many boons from Khorne, principal amongst them the enormous Flesh Hound that fights by his side.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Axe of Khorne
Axe of Khorne1"63+3+-22
Blood-dark Claws
Blood-dark Claws1"43+4+-11

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique

Korghos Khul is armed with an Axe of Khorne.

COMPANION: This unit’s Flesh Hound, Grizzlemaw, is armed with Blood-dark Claws.

Aqshy’s Bane: Not content to be feared solely for his past conquests, Khul embraces combat more eagerly than any other seasoned general.
This unit is eligible to fight in the combat phase if it is within 8" of an enemy unit instead of 3", and it can move an extra 5" when it piles in.

Collar of Khorne: Grizzlemaw’s spiked collar has dashed the designs of many sorcerous foes.
This unit can attempt to unbind 1 spell in the enemy hero phase in the same manner as a WIZARD.

Reality-splitting Axe: With a thunderous boom, Khul’s axe cleaves a rent in the fabric of reality, hurling the victim into the Blood God’s realm.
Each time this unit fights, wounds caused by its Blood-dark Claws must be allocated before wounds caused by its Axe of Khorne. At the end of any phase, if any wounds caused by this unit’s Axe of Khorne in that phase were allocated to an enemy model and that enemy model has not been slain, roll a dice. On a 5+, that enemy model is slain.

Lord of the Goretide: Khul’s indomitable will has led his warhorde to greatness in the eyes of Khorne’s disciples, and all warriors under his command are hungry to please him.
If this unit is included in a Goretide army, once per battle, at the start of the combat phase, you can say that Khul will unleash the wrath of the Goretide. If you do so, until the end of that phase, each time a friendly GORETIDE BLOODBOUND model is slain, you can make 1 additional murder roll.

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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.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

The MIGHTY LORD OF KHORNE keyword is used in the following Blades of Khorne warscrolls:

© Vyacheslav Maltsev 2013-2023