Blades of Khorne – Magore’s Fiends

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Magore’s Fiends

Magore Redhand leads his band of killers on an endless hunt for worthy skulls. In return for his prodigious offerings, Khorne has blessed the Blood Warrior with profane gifts, including a daemonic maw in his gut that can bile through even sigmarite.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Daemonic Axe and Belly Maw
Daemonic Axe and Belly Maw1"33+3+-2D3
Goreaxe and Gorefist
Goreaxe and Gorefist1"23+4+-11

Unit Size: 3      Points: 140
Battlefield Role: None
Base size: 32mm
Notes: Single, Unique

The models in Magore’s Fiends are Magore Redhand, Ghartok Flayskull and Zharkus the Bloodsighted. Magore Redhand is armed with a Daemonic Axe and Belly Maw. Ghartok Flayskull and Zharkus the Bloodsighted are each armed with a Goreaxe and Gorefist.

CHAMPION: Magore Redhand is the unit champion.

No Respite: Dying as they lived, Blood Warriors devote even their final moments to killing.
If this unit is included in a Blades of Khorne army, each time a model in this unit is slain, you can make 2 murder rolls instead of 1.

Gorefists: A counter-punch from a brutally spiked gorefist has spelled doom for countless overconfident foes.
If the unmodified save roll for an attack made with a melee weapon that targets this unit is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

Riptooth: The Flesh Hound Riptooth leads Magore and his Blood Warriors towards worthy foes, the daemon’s maw frothing with bloody drool as he bounds tirelessly after his quarry.
The first time this unit is set up on the battlefield, you must summon 1 FLESH HOUNDS unit consisting of 1 model to the battlefield and add it to your army. That model must not be a Gore Hound and must be on a 50mm base. Set up that FLESH HOUNDS unit wholly within 3" of this unit and more than 9" from all enemy units.


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

• Karanak
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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.
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.

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

© Vyacheslav Maltsev 2013-2024