Blades of Khorne – Mazarall the Butcher

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Mazarall the Butcher*

Mazarall the Butcher is a renderer of mortal flesh and a devourer of daemons both. His sheer barbarity and unbridled rage have led many to believe him more mindless beast than canny warlord, but such a belief is a mistake for which many have lost their lives.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Ancyte Shield’s Wrath
The Ancyte Shield’s Wrath12"D65+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harrow Meat
Harrow Meat2"43+3+3
The Ancyte Shield’s Blades
The Ancyte Shield’s Blades1"4+3+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
Wounds SufferedMoveHarrow MeatThe Ancyte Shield’s Blades

Unit Size: 1      Points: 365
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single, Unique


Mazarall the Butcher is armed with the Ancyte Shield’s Wrath, the Ancyte Shield’s Blades and Harrow Meat.


Bloody Charge: A towering creature of muscle and rage, Mazarall barrels into his foes, throwing aside bodies with contemptuous ease.
Roll a dice for each enemy unit that is within 1" of this model after this model makes a charge move. On a 4+ that unit suffers D3 mortal wounds.

Harrow Meat’s Hunger: Harrow Meat, Mazarall’s infamous axe, possesses its own crude sentience, fuelling Mazarall’s fury with each drop of blood fed to it.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, add 1 to the Attacks characteristic of Harrow Meat for the rest of the battle.

The Ancyte Shield: Covered in the stretched skin of unfortunate spellcasters, the Ancyte Shield serves as protection against hateful magic.
This model can attempt to unbind 1 spell in the enemy hero phase in the same manner as a WIZARD.

The Butcher’s Due: To follow Mazarall is to tread the path of ascension on a road paved with the butchered carcasses of the dead.
You can use this command ability at the start of the combat phase. The command must be issued by this model and received by a friendly KHORNE unit. Add 1 to wound rolls for attacks made by that unit until the end of that phase.

6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
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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.
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.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
© Vyacheslav Maltsev 2013-2024