Blades of Khorne – Wrath of Khorne Bloodthirster
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Wrath of Khorne Bloodthirster

Wrath of Khorne Bloodthirsters are the Lord of Battle’s agents of vengeance, sent to claim the skulls of those who have offended him. With hellforged weapons and breaths of purest hellfire they law low their quarry, slicing and melting flesh from bone.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hellfire Breath
Hellfire Breath8"1
See below
Bloodflail
Bloodflail12"13+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Mighty Axe of Khorne
Mighty Axe of Khorne2"63+-2D3
DAMAGE
Wounds SufferedMoveBloodflailMighty Axe of Khorne
0-310''62+
4-69''33+
7-98''33+
10-127''D34+
13+6''D34+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 310
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Blood Hunt

DESCRIPTION

A Wrath of Khorne Bloodthirster is a single model armed with Hellfire Breath, a Bloodflail and a Mighty Axe of Khorne.

FLY: This model can fly.

ABILITIES

Hellfire Breath: Spewing flame from its maw, the daemon incinerates nearby foes, leaving only charred skeletons behind.
Do not use the attack sequence for an attack made with Hellfire Breath. Instead, pick an enemy unit that is in range of the attack and roll a dice. On a 2+ that unit suffers D3 mortal wounds.

Relentless Hunter: Those unfortunate enough to have earned Khorne’s ire tend to be renowned champions of their people – the daemon sent to exact the Lord of Battle’s vengeance is well accustomed to slaying their kind.
You can re-roll hit rolls for attacks made by this model that target a HERO or MONSTER.

Rune-crown of Khorne: Gifted only to the most exalted denizens of the Blood God’s realm, runecrowns emanate a potent anti-magical aura.
This model can attempt to unbind one spell in the enemy hero phase as if it were a WIZARD. In addition, add 2 to unbinding rolls for this model. In addition, this model can attempt to dispel one endless spell at the start of your hero phase in the same manner as a WIZARD.

COMMAND ABILITIES

Lord of the Blood Hunt: Like the sounding of a great brazen horn, this Bloodthirster’s furious roar launches a murderous blood hunt.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly KHORNE DAEMON unit wholly within 16" of a friendly model with this command ability. Until the end of the phase you can re-roll hit rolls for attacks made by that unit.

KEYWORDS
CHAOS, DAEMON, GREATER DAEMON, BLOODTHIRSTER, KHORNE, MONSTER, HERO, WRATH OF KHORNE BLOODTHIRSTER
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.
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.
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.
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.
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).

The KHORNE and DAEMON keywords are used in the following Blades of Khorne warscrolls:

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

Leader, Behemoth

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

Leader, Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021