Blades of Khorne – Lord of Khorne on Juggernaut

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Lord of Khorne on Juggernaut

Already a terrifying opponent in his own right, a Khornate lord astride a Juggernaut is an unstoppable force of destruction. Foes are crushed or hacked apart in seconds, while the sheer momentum of his ruinous steed draws his warriors howling in his wake.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wrathforged Axe
Wrathforged Axe1"63+3+-12
Brazen Hooves
Brazen Hooves1"33+3+-1

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single

A Lord of Khorne on Juggernaut is armed with a Wrathforged Axe.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Brass Stampede

MOUNT: This unit’s Juggernaut is armed with Brazen Hooves.

Brass-clad Shield: This unit has a ward of 5+ against mortal wounds caused by spells and mortal wounds caused by the abilities of endless spells.

Slaughterous Charge: The crushing mass and stamping hooves of Khorne's Juggernauts are a threat to all in their path.
After this unit makes a charge move, pick 1 enemy unit within 3" of this unit and roll a dice. On a 2+. that enemy unit suffers 3 mortal wounds.

Lord of the Brass Stampede: Carnage erupts as the full force of a mounted Khornate warhorde collides with the enemy.
Once per battle, at the start of the charge phase, you can say this unit will declare a Brass Stampede. If you do so, until the end of that phase, you can re-roll charge rolls for this unit and friendly MIGHTY SKULLCRUSHER units wholly within 16" of this unit.

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14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.
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.
© Vyacheslav Maltsev 2013-2024