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 bite through even sigmarite.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Magore’s Belly Maw
Magore’s Belly Maw1"14+3+-1D3
Magore’s Daemonic Axe
Magore’s Daemonic Axe1"33+3+-11

Unit Size: 3      Points: 100
Battlefield Role: None
Base size: 32mm
Notes: Single, Unique. Riptooth and Magore’s Fiends must be taken as a set. Although taken as a set, each is a separate unit.


This unit contains 3 models: Magore Redhand, who is armed with a Daemonic Axe and a Belly Maw; and Ghartok Flayskull and Zharkus the Bloodsighted, who are both armed with a Goreaxe and Gorefist.

MAGORE REDHAND: You can re-roll hit rolls for attacks made by this unit that target STORMCAST ETERNAL units while this unit includes Magore Redhand.


Gorefists: A counter-punch from a brutally spiked Gorefist has spelled doom for countless over-confident foes.
If an unmodified save roll for an attack made with a melee weapon that targets a unit that includes any models armed with a Goreaxe and Gorefist is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

No Respite: Dying as they lived, Blood Warriors devote even their final moments to killing.
If a model from this unit is slain in the combat phase, before that model is removed from play, that model can make a pile-in move and then attack with all of the melee weapons it is armed with.

Blood Scent: The Flesh Hound Riptooth leads Magore and his Blood Warriors in pursuit of worthy foes, jaws frothing with bloody drool as he bounds tirelessly after his quarry.
You can re-roll charge rolls for this unit while it is wholly within 8" of a friendly RIPTOOTH model.

Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
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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.
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.
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.

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


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

© Vyacheslav Maltsev 2013-2023