Blades of Khorne – Mighty Skullcrushers
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8"
5
3+
6
WARSCROLL

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"33+3+-1
Bloodglaive
Bloodglaive1"34+3+-11
Brazen Hooves
Brazen Hooves1"33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 160
Battlefield Role: None
Base size: 90 x 52mm
Notes: Battleline if general is a Lord of Khorne on Juggernaut

BATTALIONS

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

DESCRIPTION

A unit of Mighty Skullcrushers has any number of models. The unit is armed with one of the following weapon options: Ensorcelled Axe; or Bloodglaive.

MOUNTS: This unit’s Juggernauts attack with their Brazen Hooves.

SKULLHUNTER: 1 model in this unit can be a Skullhunter. Add 1 to the Attacks characteristic of that model’s melee weapons.

STANDARD BEARER: 1 in every 3 models in this unit can be a Standard Bearer. Add 2 to the Bravery characteristic of this unit while it includes any Standard Bearers.

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

ABILITIES

Murderous Charge: The crushing mass and stamping hooves of Khorne’s Juggernauts are a threat to all in their path.
After a model in this unit makes a charge move, you can pick 1 enemy unit within 1" of that model and roll a dice. On a 2+ that enemy unit suffers 1 mortal wound. If this unit has more than 1 model, roll to determine if mortal wounds are inflicted after each model completes its charge move, but do not allocate the mortal wounds until after all of the models in the unit have moved. If this unit has 6 or more models when it makes a charge move, change the mortal wounds inflicted by this ability from 1 to D3.

KEYWORDS
CHAOS, BLADES OF KHORNE, MORTAL, KHORNE, BLOODBOUND, MIGHTY SKULLCRUSHERS
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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.
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).
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 2013-2023