Blades of Khorne – Skulltaker
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WARSCROLL

Skulltaker

Skulltaker is Khorne’s immortal champion and the greatest of all Bloodletters. Ever seeking worthy skulls for his master, he scans the battlefield for the enemy’s greatest champion, bellowing his challenge before moving in to end yet another storied life.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Slayer Sword
The Slayer Sword1"33+3+-13
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader
Base size: 40mm
Notes: Single

DESCRIPTION

Skulltaker is a named character that is a single model. He is armed with the Slayer Sword.

ABILITIES

Cloak of Skulls: Many a would-be death blow has ricocheted harmlessly off Skulltaker’s grisly pelt of trophies.
Add 1 to save rolls for attacks that target this unit.

Decapitating Strike: There are few weapons so feared as the hellforged blades of the Bloodletters.
If the unmodified hit roll for an attack made with the Slayer Sword is 6, that attack inflicts 3 mortal wounds on the target in addition to any normal damage.

Heroes’ Bane: When faced with a worthy opponent, Skulltaker unleashes his full martial might.
You can re-roll hit and wound rolls for attacks made by this model that target a HERO.

COMMAND ABILITIES

Heads Must Roll: Skulltaker is the greatest of all Bloodletters, and his mastery of death-dealing sets a grisly example for all of his kind to follow.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly BLOODLETTERS unit wholly within 12" of a friendly model with this command ability. Until the end of that phase, you can re-roll wound rolls of 1 for attacks made by that unit.

KEYWORDS
CHAOS, DAEMON, BLOODLETTER, KHORNE, HERO, HERALD OF KHORNE, SKULLTAKER
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.
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).
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).
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Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

None
Artillery
Battleline
Leader

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

None
Artillery
Battleline
Leader
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The HERALD OF KHORNE keyword is used in the following Blades of Khorne warscrolls:

Leader
© Vyacheslav Maltsev 2013-2021