Blades of Khorne – Wrathmongers
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With the chained hammers of their flails whipping around them, the Wrathmongers hurl themselves into the enemy. A bloody red mist hangs around these berserkers as they go about their butchery, driving combatants into a maddened frenzy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg

Unit Size: 5      Points: 140
Battlefield Role: None
Base size: 40mm


This warscroll can be used in the following warscroll battalions:
 • Bloodforged


A unit of Wrathmongers has any number of models, each armed with Wrath-flails.

WRATHMASTER: 1 model in this unit can be a Wrathmaster. Add 1 to the Attacks characteristic of that model’s Wrath-flails.


Furious Assault: Skulls crack and shields buckle beneath the unstoppable momentum of a Wrathmonger charge.
Add 1 to hit rolls for attacks made by this unit if it made a charge move in the same turn.

Bloodfury: When they are finally struck down, the maddening blood vapour that surrounds Wrathmongers plunges their foes into a self-destructive rage.
If a model in this unit is slain, before it is removed from play roll a dice for each enemy unit within 1" of that model. Add 1 to the dice roll if 2 or more models from that enemy unit are within 1" of the slain model. On a 1, nothing happens. On a 2-5, that enemy unit suffers 1 mortal wound after all of its attacks have been resolved. On a 6+ that enemy unit suffers D3 mortal wounds after all of its attacks have been resolved.

Crimson Haze: A vapour of blood and gore fills the air wherever Wrathmongers swing their flails, sending the Lord of Battle’s devotees into an exultant rampage.
Add 1 to the Attacks characteristic of melee weapons used by BLADES OF KHORNE units while they are wholly within 8" of any units with this ability. This ability has no effect on WRATHMONGERS.

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.
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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.
© Vyacheslav Maltsev 2013-2023