Blades of Khorne – Skaarac the Bloodborn

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Skaarac the Bloodborn*

A creature of endless hate and brutality, Skaarac the Bloodborn is a beast of legend among the devoted of Khorne. If slain, his body is simply reformed in Khorne’s charnel pits so that his undying rage can be loosed once more upon the Mortal Realms.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Burning Blood
Burning Blood8"13+-D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brutal Blades
Brutal Blades2"3+3+-22
Thunderous Hooves
Thunderous Hooves1"64+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 SufferedMoveBurning BloodBrutal Blades

Unit Size: 1      Points: 455
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique


Skaarac the Bloodborn is armed with Burning Blood, Brutal Blades and Thunderous Hooves.


Life-eater: Skaarac is a creature fuelled by bloodshed, his wounds closing as the blood of his foes washes over him.
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, you can heal up to D3 wounds allocated to this model.

Infernal Iron: Clad in armour blessed by Khorne himself, the air around Skaarac warps and writhes, twisting the winds of magic into an uncontrollable maelstrom.
Subtract 2 from casting rolls for enemy WIZARDS while they are within 12" of this model.

Towering Horror: A creature of sheer malice possessing an unquenchable lust for death, Skaarac’s very presence shatters the courage of all around him.
Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of this model.

Undying Hate: Should Skaarac’s mortal form be slain, it disappears in a torrent of scalding blood and blazing soul-fire.
If this model is slain, before removing it from play, roll a dice for each enemy model within 3" of this model. On a 4+, that model’s unit suffers 1 mortal wound. This model is then removed from play.

Call of the Skull Throne: Skaarac’s very being is driven by the need to spill blood in Khorne’s name. This singular desire overwhelms those around him, lending speed to their limbs as they race towards their foes.
Add 1 to charge rolls for friendly KHORNE units that are wholly within 12" of this model.

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14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
© Vyacheslav Maltsev 2013-2024