Blades of Khorne – Riptooth
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8"
2
5+
10
WARSCROLL

Riptooth

Perhaps the greatest of the Lord of Battle’s gifts to Magore Redhand is the Flesh Hound Riptooth. A vicious hunter and loyal companion, he has chased down his master’s prey and warded off enemy sorcery on battlefields beyond count.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blood-dark Claws
Blood-dark Claws1"43+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 125
Battlefield Role: None
Base size: 50mm
Notes: Single, Unique. Riptooth and Magore’s Fiends must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Riptooth is a single model. He tears his victims to pieces with his Blood-dark Claws.

ABILITIES

Collar of Khorne: Spellcasters have learned to dread Flesh Hounds as much for their collars as for their claws.
This unit can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD. In addition, this unit can attempt to dispel one endless spell at the start of your hero phase in the same manner as a WIZARD.

Unflagging Hunter: When blood is scented, nothing will keep a Flesh Hound from its prey.
You can re-roll charge rolls for this model.

KEYWORDS
CHAOS, DAEMON, KHORNE, GORETIDE, FLESH HOUND, RIPTOOTH
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.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
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.

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

None
• Karanak
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© Vyacheslav Maltsev 2013-2021