Blades of Khorne – Mighty Skullcrushers

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Mighty Skullcrushers

The ground shakes beneath pounding Juggernaut hooves as the Mighty Skullcrushers ride into battle. Foes are smashed aside by the impact of the charge, and any survivors are soon reduced to piles of gore by the riders’ axes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ensorcelled Axe
Ensorcelled Axe1"43+3+-11
Brazen Hooves
Brazen Hooves1"33+3+-1

Unit Size: 3      Points: 210
Battlefield Role: None
Base size: 90 x 52mm
Notes: Battleline if general is a Lord of Khorne on Juggernaut

Each model in a Mighty Skullcrushers unit is armed with one of the following weapon options: Bloodglaive; or Ensorcelled Axe. Each model must be armed with the same weapon option.

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

MOUNT: This unit’s Juggernauts are each armed with Brazen Hooves.

CHAMPION: 1 model in this unit can be a Skullhunter. Add 1 to the Attacks characteristic of that model’s Bloodglaive or Ensorcelled Axe.

STANDARD BEARER: 1 in every 3 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Standard Bearers.

MUSICIAN: 1 in every 3 models in this unit can be a Hornblower. Add 1 to run rolls and charge rolls for this unit while it includes any Hornblowers.

Brass-clad Shield: This brazen shield can turn aside spells that would slay champions.
This unit has a ward of 5+ against mortal wounds caused by spells and mortal wounds caused by the abilities of endless spells.

Murderous 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 and roll a dice for each model in this unit that is within 3 of that enemy unit. For each 2-4, that enemy unit suffers 1 mortal wound. For each 5+, that enemy unit suffers 2 mortal wounds.

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1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024