Blades of Khorne – Vorgaroth the Scarred on Skalok the Skull Host of Khorne

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Vorgaroth the Scarred on Skalok the Skull Host of Khorne*

Legends speak of the slaughter unleashed by Vorgaroth and Skalok, and together they have carved a bloody path of destruction and carnage across the Mortal Realms. The number of their victims is now beyond measure, a colossal tower of skulls claimed for the Blood God.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
White-hot Balefire
White-hot Balefire20"34+2+-3D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skull Cleaver Axe of Khorne
Skull Cleaver Axe of Khorne1"123+3+-22
Eviscerating Claws
Eviscerating Claws3"D63+3+3
Cavernous Jaws
Cavernous Jaws3"24+-23
Brass-plated Tail
Brass-plated Tail3"4+4+-13
* 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 SufferedMoveEviscerating ClawsCavernous JawsBrass-plated Tail

Unit Size: 1      Points: 1250
Battlefield Role: Leader, Behemoth
Notes: Single, Unique


Vorgaroth the Scarred is armed with the Skull Cleaver Axe of Khorne.

FLY: This model can fly.

MOUNT: Skalok the Skull Host of Khorne is armed with White-hot Balefire, Eviscerating Claws, Cavernous Jaws and a Brass-plated Tail.


Monstrous Trophies: Believing only the greatest of beasts can hope to challenge his might, Vorgaroth hunts the realms, seeking out the mightiest with which to do battle.
Add 1 to wound rolls for attacks made with this model’s Skull Cleaver Axe of Khorne that target a MONSTER. In addition, if the unmodified wound roll for an attack made with the Skull Cleaver Axe of Khorne is 6, that attack causes D3 mortal wounds to the target in addition to any damage it inflicts.

Crushing Bulk: Possessing a speed at odds with her immense size, even the nimblest of warriors may be crushed underfoot when Skalok charges.
Roll a dice for each enemy unit that is within 1" of this model after this model makes a charge move. On a 2+, that unit suffers D3 mortal wounds.

Eternal Hunt: Vorgaroth and Skalok soar through the skies high above the Mortal Realms, everwatchful for any sign of bloodshed. Wherever battle may be found, they swoop down, bringing death and destruction to all who stand in their way.
Instead of setting up this model on the battlefield, you can place it to one side and say that it is in reserve. If you do so, at the end of your second movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.

Fettered Servitude: Vorgaroth demands unwavering obedience from any of Khorne’s followers that are in his presence, and will severely punish any warriors who show the slightest sign of fear.
Once per battleshock phase, before you take a battleshock test for a friendly KHORNE unit wholly within 12" of this model, you can say that this model demands unwavering obedience. If you do so, 1 model in that unit is slain, but you do not have to take a battleshock test for that unit in that phase.

Fuelled by Death: When battle is joined, the servants of Khorne are overcome with a murderous rage. Such fury sweetens their blood, strengthening Skalok with each ally she devours.
In your hero phase, you can pick 1 friendly model within 3" of this model and roll a dice. If you do so and the roll is equal to or greater than that model’s Wounds characteristic, that model is slain and you can heal a number of wounds allocated to this model equal to the slain model’s Wounds characteristic.

Wings of Fury: Each beat of Skalok’s great wings disrupts the balance of ambient magical energies.
Subtract 3 from casting and unbinding rolls for enemy WIZARDS that are within 18" 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.
19.1.2 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.
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).
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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
© Vyacheslav Maltsev 2013-2024