Blades of Khorne

Mighty embodiments of the darkest of mortal emotions and compulsions, the Chaos Gods reside outside of reality. They are eternal beings of near limitless power, abominations who seek to corrupt all they survey. Constantly warring with each other, these deities vie for mastery over the Mortal Realms. In these conflicts there is one who most often stands ascendant.

This page contains all of the rules you need to field your Blades of Khorne miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Blades of Khorne
  Blades of KhorneBattletome4July 2025
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4August 2025
  Battletome Supplement: Blades of Khorne
  Battletome Supplement: Blades of KhorneSupplement4July 2025
  Scourge of Ghyran - Blades of Khorne
  Scourge of Ghyran - Blades of KhorneExpansion4May 2025
  Legends compendium
  Legends compendiumWarscroll4April 2025

Designers’ Commentary

Battletome: Blades of Khorne

Q:If I use ‘Slaughter Triumphant’ to set up a replacement BLOODTHIRSTER, and the unit I am replacing had one or more enhancements, does the replacement unit retain those enhancements?
A:
No.

Faction Rules


Battle Traits

Blades of Khorne armies can use the following abilities:

Once Per Battle, Any Hero Phase
BLOOD-DRENCHED: As blood gushes down blades, armour and teeth, the fervent warriors of the Blood God are driven into a divine frenzy.

Declare: You can use this ability if at least half the number of units on both players’ army rosters combined (rounding up) have been destroyed. For example, if your roster had 9 units and your opponent’s roster had 4 units, then 7 units would need to have been destroyed.

Effect: The following effects apply for the rest of the battle:

Wild-eyed Brutality: Ignore positive modifiers to save rolls for friendly BLADES OF KHORNE units.

Blood Haze: Blood-hungry weapons used by friendly BLOODBOUND units have Crit (Mortal).

Weapons of Murder: Add 1 to the Rend characteristic of Blood-hungry weapons used by friendly BLADES OF KHORNE non-MONSTER DAEMON units, including Blood-hungry Companion weapons.

Bloodlords Supreme: Add 1 to the Damage characteristic of Blood-hungry weapons used by friendly BLADES OF KHORNE MONSTER units.


Passive
BLOOD FOR THE BLOOD GOD: Khorne cares not from where the blood flows...

Effect: Earn 1 blood tithe point each time a unit (friendly or enemy) is destroyed. Blood tithe points are spent to unlock BLOOD TITHE abilities. You can only use BLOOD TITHE abilities that are unlocked. Once a BLOOD TITHE ability is unlocked, you do not need to spend further blood tithe points to use it.

Once Per Battle Round, Start of Any Turn
SKULLS FOR THE SKULL THRONE: ...only that it flows.

Effect: Pick a BLOOD TITHE ability that you have not unlocked and spend the number of blood tithe points required to unlock that ability (shown in the top-right corner of the ability). That BLOOD TITHE ability is now unlocked for the rest of the battle.


Designer's Note: Unlocking a BLOOD TITHE ability does not lock you out of the other abilities on the same ‘tier’. For an ability to become available to unlock, an ability above it to which it is connected by an arrow needs to already be unlocked.

Blood Tithe Abilities

Once Per Turn (Army), Reaction: You declared a CHARGE ability
0
MURDERLUST: When worthy opponents are near, the impulse to kill becomes all-consuming.

You do not need to unlock this ability to use it. It is already unlocked.

Effect: Roll a dice. You can replace one of the dice in the charge roll with that value. If you do so, inflict D3 mortal damage on the unit using that CHARGE ability after that ability is resolved.
KEYWORDSBLOOD TITHE

Once per Turn, Start of Any Turn
1
DIVINE SCORN: The battlefield is Khorne's temple, and Khorne's alone.

Declare: Pick up to 3 enemy WIZARDS or PRIESTS within 6" of any friendly BLADES OF KHORNE units to be the target(s).

Effect: Roll a dice for each target. On a 3+, subtract 1 from the target’s power level, to a minimum of 0, until the start of the next turn.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Combat Phase
1
PUNISH THE PACIFIST: To shirk from combat is to sin against the War God.

Declare: Each unit (friendly and enemy) and enemy MANIFESTATION that is not in combat is a target.

Effect: Roll a dice. On a 1-2, inflict 1 mortal damage on each target. On a 3+, inflict 1 mortal damage on each enemy target.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Hero Phase
2
MURDER THE MYSTIC: Those who cower behind conjured spellcraft will be punished severely.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’.

Declare: Pick up to 4 enemy MANIFESTATIONS to be the target(s).

Effect: Make a banishment roll of 2D6 for each target. If the banishment roll equals or exceeds the banishment value listed on that MANIFESTATION’s warscroll, inflict D3 mortal damage on each enemy unit within 3" of it and then it is banished and removed from play.
KEYWORDSBLOOD TITHE

Passive
2
GLORIOUS COMBAT OR NAUGHT: The air boils, charring arrows and melting musket shot.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’ or ‘Punish the Pacifist’.

Effect: Subtract 1 from hit rolls for shooting attacks that target friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

Passive
3
REVEL IN BATTLE: No tricks - no deceptions.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Punish the Pacifist’.

Effect: Other than the Companion weapon ability, weapon abilities for combat attacks made by enemy units that charged this turn and that target a friendly BLADES OF KHORNE unit have no effect.
KEYWORDSBLOOD TITHE

Passive
4
SLAUGHTER TRIUMPHANT: Khorne's fury floods the field, burning out all thought but to slay.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Murder the Mystic’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to the Attacks characteristic of weapons used by friendly BLADES OF KHORNE units that charged in the same turn.
KEYWORDSBLOOD TITHE

Passive
4
CLEAVE WIDE THE GRIN OF KHORNE: Gore begets gore, and death begets death.

You can only unlock this ability if you have unlock this ability if you have unlocked already ‘Revel in Battle’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to hit rolls for combat attacks made by friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

Battle Formations

You can pick 1 of the following battle formations for a Blades of Khorne army. Each battle formation grants a different ability you can use in the battle.

BATTLE PROFILE
NamePoints
Khornate Legion0
Bloodbound Warhorde0
Brass Stampede0
Murderhost0
Tournament of Skulls0
The Goretide0

Khornate Legion

Once Per Turn (Army), Reaction: You declared a FIGHT ability for a BLADES OF KHORNE DAEMON unit
BUTCHERS OF NATIONS: When the daemonic hosts of Khorne join their Bloodbound followers in battle, they crush all before them in a storm of gore-splattered carnage.

Used By: The unit using that FIGHT ability.

Effect: Pick a friendly BLOODBOUND unit that has not used a FIGHT ability this turn and is wholly within 12" of the unit using this ability to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.


Bloodbound Warhorde

Passive
TIRELESS CONQUERORS: The Bloodbound surge across the battlefield with blades held high, salivating and baying as they rip the enemy from their strongholds.

Effect: Add 1 to hit rolls for combat attacks made by friendly BLOODBOUND units that target an enemy unit that is contesting an objective you do not control.


Brass Stampede

Passive
DRAWN TO CARNAGE: Nothing can stop the thunderous onset of a Brass Stampede once it has begun to gain momentum.

Effect: Add X to charge rolls for friendly BLADES OF KHORNE units, where X is the number of friendly BLADES OF KHORNE CAVALRY or MONSTER units that have already charged this phase and that are wholly within 12" of the unit being rolled for.


Murderhost

End of Your Turn
EAGER KILLERS: Khorne's daemons care only for violence; any moment spent not slaying is a moment wasted.

Effect: Each friendly BLADES OF KHORNE DAEMON unit that has used a FIGHT ability this turn and is not in combat can move D6". It cannot end that move in combat.


Tournament of Skulls

Once Per Turn (Army), Your Hero Phase
BLOODY COMPETITORS: Where the mortal followers and daemons of Khorne fight next to one another, they compete to reap the most skulls in the name of their grim deity.

Declare: Pick a friendly non-HERO BLOODBOUND unit and a friendly non-HERO BLADES OF KHORNE DAEMON unit to be the targets.

Effect: Until the start of your next turn, while the targets are wholly within 12" of each other, add 1 to wound rolls for the targets’ combat attacks.


The Goretide

Once Per Turn (Army), Your Movement Phase
TIDE OF SAVAGERY: Since Korghos Khul’s ascension to daemonhood, the Goretide are filled with renewed purpose, rushing into battle with ever greater vigour.

Declare: Pick a friendly BLOODBOUND HERO and up to 2 other friendly BLOODBOUND units that are wholly within 12" of that HERO to be the targets.

Effect: Add 2" to the targets’ Move characteristic for the rest of the turn.

Heroic Traits

Slaughterers of Thousands

HERO only.

BATTLE PROFILE
NamePoints
MAGICAL SCORN0
FRENZIED TASKMASTER0
SKULL COLLECTOR0
Passive
MAGICAL SCORN: This warrior's loathing of the arcane and esoteric exudes from them in waves.

Effect: Subtract 1 from casting rolls for WIZARDS while they are within 12" of this unit.

Subtract 1 from chanting rolls for enemy PRIESTS while they are within 12" of this unit.

Your Movement Phase
FRENZIED TASKMASTER: This champion does not allow their followers to shirk the slaughter.

Declare: Pick a friendly BLADES OF KHORNE INFANTRY or CAVALRY unit within this unit’s combat range that is not in combat to be the target.

Effect: The target can move D6" but cannot end that move in combat. If the target ends that move within this unit’s combat range, inflict an amount of mortal damage on the target equal to the roll.

End of Any Turn
SKULL COLLECTOR: Even other warriors of Khorne are in awe of this champion's fixation on decapitation.

Effect: If any damage points were allocated to an enemy HERO by this unit’s combat attacks this turn and that enemy HERO has been destroyed, add 1 to the Attacks characteristic of this unit’s melee weapons for the rest of the battle.

This unit can be affected by this ability multiple times and the effects are cumulative.

Artefacts of Power

Murderous Artefacts

HERO only

BATTLE PROFILE
NamePoints
COLLAR OF CONTEMPT0
BUTCHER’S BLADE0
AR’GATH, THE KING OF BLADES0
Passive
COLLAR OF CONTEMPT: This thrice-damned brass collar is the bane of magical power.

Effect: This unit can use UNBIND abilities as if it had WIZARD (1). Each time this unit successfully unbinds a spell, inflict D3 mortal damage on the caster.

End of Your Turn
BUTCHER’S BLADE: One cut from this blade can see a target brutally exsanguinated.

Declare: Pick each enemy unit that had any damage points allocated to it this turn by this unit’s combat attacks to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Passive
AR’GATH, THE KING OF BLADES: This daemonic blade hungers for the flesh of champions and will not be denied by trickery or magic.

Effect: Ward rolls cannot be made for enemy HEROES while they are in combat with this unit.

Manifestation Lore

BATTLE PROFILE
NamePoints
Judgements of Khorne0

Judgements of Khorne

Your Hero Phase
4
SUMMON HEXGORGER SKULLS: Hexgorger Skulls are the physical manifestation of Khorne's hatred of the arcane arts. They drift across the battlefield, seeking to feed upon eldritch energy and those conjurers who attempt to use it.

Declare: If there is not a friendly Hexgorger Skulls invocation on the battlefield, pick a friendly BLADES OF KHORNE PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: Set up a Hexgorger Skulls invocation wholly within 12" of the chanter, visible to them and more than 9" from all enemy units. A Hexgorger Skulls invocation has 2 parts that must be set up within 8" of each other.
KEYWORDSPRAYER, SUMMON

Your Hero Phase
4
SUMMON WRATH-AXE: A Wrath-axe is a manifestation of Khorne's otherworldly anger, its razor-sharp edges glowing from the heat of the Blood God's rage. As a chanting priest carves the ground open, these eldritch axes appear to tear the air in twain, reality set ablaze at its passage.

Declare: If there is not a friendly Wrath-axe on the battlefield, pick a friendly BLADES OF KHORNE PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: Set up a Wrath-axe wholly within 12" of the chanter, visible to them and more than 9" from all enemy units.
KEYWORDSPRAYER, SUMMON

Your Hero Phase
4
SUMMON BLEEDING ICON: A common sight in the crimson skies above Khorne's domain, a Bleeding Icon can be summoned to the Mortal Realms to signal the attention - and the displeasure - of the Lord of Battles.

Declare: If there is not a friendly Bleeding Icon on the battlefield, pick a friendly BLADES OF KHORNE PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: Set up a Bleeding Icon wholly within 18" of the chanter and visible to them.
KEYWORDSPRAYER, SUMMON

Prayer Lore

BATTLE PROFILE
NamePoints
Blood Blesssings of Khorne0
Gifts of the Blood God0

Blood Blesssings of Khorne

Your Hero Phase
4
UNCONTROLLABLE RAGE: Opening their own veins while chanting hateful catechisms of worship, the priest spreads their own depthless fury to their allies.

Declare: Pick a friendly BLADES OF KHORNE PRIEST to chant this prayer, pick a visible friendly unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, the effects of the ’Blood-drenched’ ability apply to the target. In addition, if the chanting roll was 8+, ignore the effect of ’Wild-eyed Brutality’ on the target.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
BLOOD BOIL: Spitting ritualistic words of wrath into the air, the priest turns the blood coursing through the veins of the enemy red-hot, burning them from the inside out.

Declare: Pick a friendly BLADES OF KHORNE PRIEST to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Roll a number of dice equal to the number of models in the target unit. For each 5+, inflict 1 mortal damage on the target. In addition, if the chanting roll was 8+, subtract 1 from wound rolls for the target’s attacks until the start of your next turn.
KEYWORDSPRAYER

Your Hero Phase
4
FINAL ACT OF VIOLENCE: The spat invectives of this priest inspire their faithful to slaughter to their last breath.

Declare: Pick a friendly BLADES OF KHORNE PRIEST to chant this prayer, pick a visible friendly BLADES OF KHORNE unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, each time a model in the target unit is slain by a combat attack and that model was in combat with the attacking unit, roll a dice. If the chanting roll was 8+, roll 2 dice instead. For each 5+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.
KEYWORDSPRAYER


Gifts of the Blood God

Your Hero Phase
3
GOREFLESH: Glistening, steaming blood flows over the flesh of the priest’s followers before coagulating into a gruesome second skin that dulls the strikes of the foe.

Declare: Pick a friendly BLADES OF KHORNE PRIEST to chant this prayer, pick a visible friendly BLADES OF KHORNE unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, ignore the first damage point allocated to the target in each phase. If the chanting roll was 8+, you can pick another eligible unit to be a second target.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
3
RUNES OF LOATHING: With a guttural curse, the priest carves runes into their flesh that are antithetical to hated sorcery, which sympathetically manifest upon the armour of nearby followers.

Declare: Pick a friendly BLADES OF KHORNE PRIEST to chant this prayer, pick a friendly BLADES OF KHORNE unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, the target has WARD (3+) against damage inflicted by SPELL abilities, PRAYER abilities and abilities used by MANIFESTATIONS (including FIGHT abilities). If the chanting roll was 8+, you can pick another eligible unit to be a second target.
KEYWORDSPRAYER

Your Hero Phase
3
GIFT OF APOPLEXY: Chanting words of carnage, the Slaughterpriest invokes a murderous rage in their enemies that will drive them to tear each other apart with hands and teeth should the opportunity to unleash violence on their foes not present itself.

Declare: Pick a friendly BLADES OF KHORNE PRIEST to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, each time the target uses an ability that is not a MOVE, CHARGE or FIGHT ability, after that ability is resolved, inflict D3 mortal damage on the target. If the chanting roll was 8+, inflict 3 mortal damage instead of D3.
KEYWORDSPRAYER

Army of Renown

Gorechosen Champions

When you pick the Blades of Khorne faction for your army, you can choose for it to be a Gorechosen Champions Army of Renown. If you do so, use the faction rules in this section instead of the Blades of Khorne faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the GORECHOSEN CHAMPIONS keyword.

ROSTER OPTIONS
REGIMENT OPTIONS
  • Any Bloodbound Warmongers can be added to a regiment led by a GORECHOSEN CHAMPIONS unit

Battle Traits

Once Per Battle (Army), Deployment Phase
MURDER-WON TROPHIES: The Gorechosen have ripped countless trophies from the carcasses of worthy foes.

Declare: Pick a friendly GORECHOSEN CHAMPIONS HERO to be the target.

Effect: Give the target 1 artefact of power from the ’Gorechosen Champions’ Army of Renown rules.

Designer’s Note: This artefact of power is given to the HERO during the deployment phase, not during army composition.

Passive
BRUTAL LASHMASTER: A favoured Bloodstoker can drive even other champions to battle.

Effect: Each time a friendly Bloodstoker uses the ’Whipped to Fury’ ability, another friendly GORECHOSEN CHAMPIONS HERO within its combat range can be picked to be the target of that ability instead of a non-HERO BLOODBOUND unit.

Passive
LEGENDARY SLAYERS: To be Gorechosen is to have slain hundreds, if not thousands.

Effect: Blood-hungry weapons used by friendly GORECHOSEN CHAMPIONS units have Crit (Mortal).

Passive
THE RED GOD’S EYE: When the Gorechosen fight in unity, the Blood God's gaze is drawn. None would dare falter under such scrutiny.

Effect: Friendly GORECHOSEN CHAMPIONS units have WARD (6+).

Passive
HATE-FUELLED KILLERS: Anger, hate and violence run through the veins of the Gorechosen, allowing them to ignore otherwise fatal blows.

Effect: The first time each friendly GORECHOSEN CHAMPIONS unit would be destroyed, before removing it from play, roll a dice. On a 5+, that unit is not destroyed and any remaining damage points inicted on it have no eect. en, Heal (1) that unit.


Heroic Traits

HERO only
Passive
CROWNED IN BUTCHERY: To yoke the lords of the Gorechosen demands a champion of singular, terrifying will.

Effect: Add 20 to this unit’s control score while it is in combat.


Artefacts of Power

HERO only
Once Per Battle, Any Combat Phase
WARMONGER’S ICON: The personal standard of a warhorde's master inspires a frenzied devotion.

Declare: Pick this unit and up to D3 friendly GORECHOSEN CHAMPIONS units within this unit’s combat range to be the targets.

Effect: The targets have STRIKE-FIRST for the rest of the turn.

Any Combat Phase
THE SCARRING BLADE: It is said that wounds caused by this dagger never cease leaking blood - and that one who turns it upon themselves in bleak reverence will earn great favour.

Effect: Allocate D3 damage points to this unit (ward rolls cannot be made for those damage points). For the rest of the turn, add X to the Attacks characteristic of melee weapons used by friendly GORECHOSEN CHAMPIONS units for the rest of the turn, where X is equal to the number of damage points allocated to this unit this turn by this ability.

For the rest of the battle, this unit cannot use the ‘Hate-fuelled Killers’ ability and cannot be healed.

Passive
BLOODMIST SKULL: A thick sanguine pall spills from the mouth of this rune-carved skull, burning enemy projectiles to ash mid-flight.

Effect: This unit has WARD (3+) against damage inflicted by shooting attacks.


Manifestation Lore

Your Hero Phase
4
SUMMON WRATH-AXE: A Wrath-axe is a manifestation of Khorne's otherworldly anger, its razor-sharp edges glowing red-hot from the Blood God's rage. At signs of weakness or wizardry, such a blazing axe appears in the air, splitting reality with its downwards stroke.

Declare: If there is not a friendly Wrath-axe on the battlefield, pick a friendly BLADES OF KHORNE PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: Set up a Wrath-axe wholly within 12" of the chanter, visible to them and more than 9" from all enemy units.
KEYWORDSPRAYER, SUMMON


Prayer Lore

Your Hero Phase
4
SKIN OF BRASS: A shimmering skull manifests over a chosen champion, spilling gore upon them and granting their skin the hue and toughness of freshly forged brass.

Declare: Pick a friendly GORECHOSEN CHAMPIONS PRIEST to chant this prayer, pick a visible friendly unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, subtract 1 from the Rend characteristic of weapons used for attacks that target that friendly unit. If the chanting roll was 8+, you can pick another eligible unit to be a second target.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
COWED AND BROKEN: The priest channels Khorne's seething hatred through a Gorechosen, causing the bones of foes who stand in the way of worthier targets to agonisingly twist and snap.

Declare: Pick a friendly GORECHOSEN CHAMPIONS PRIEST to chant this prayer, pick a visible enemy unit within 12" of them that is in combat with a friendly unit to be the target, then make a chanting roll of D6.

Effect: Roll 8 dice. If the chanting roll was 8+, add 1 to each roll. For each 4+, inflict 1 mortal damage on the target.
KEYWORDSPRAYER

Your Hero Phase
4
ERUPTION OF APOPLEXY: The priest focuses the rage of all the battle's combatants into a single warrior, whose organs rupture under the strain - or whose entire body violently explodes in a magnificent shower of boiling gore and bone shrapnel.

Declare: Pick a friendly GORECHOSEN CHAMPIONS PRIEST to chant this prayer, pick a visible enemy unit within 12" of them that is in combat with a friendly unit to be the target, then make a chanting roll of D6.

Effect: Inflict D6 mortal damage on the target. If the target is destroyed, before removing the last model in that unit from play, inflict D3 mortal damage on every unit (friendly and enemy) within 6" of that model, or D6 mortal damage instead if the chanting roll was 8+.
KEYWORDSPRAYER

Army of Renown

The Baleful Lords

When you pick the Blades of Khorne faction for your army, you can choose for it to be a Baleful Lords Army of Renown. If you do so, use the faction rules in this section instead of the Blades of Khorne faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the BALEFUL LORDS keyword.

ROSTER OPTIONS
  • Any MONSTER HERO DAEMON units
  • You cannot include Regiments of Renown

Battle Traits

Once Per Turn, Your Movement Phase
BORN OF BUTCHERY: So long as gore flows in rivers and hate chokes mortal souls, the Baleful Lords shall rise again and anew.

Declare: Pick a friendly BALEFUL LORDS unit that has been destroyed to be the target.

Effect: Roll a number of dice equal to the number of units (friendly and enemy) that have been destroyed this battle. If the roll contains 8 or more results of 4+, set up a replacement unit identical to the target anywhere on the battlefield more than 9" from all enemy units.

Once Per Turn (Army), Any Combat Phase
BELLOW OF HATRED: The enmity released by this blood-curdling scream stuns nearby enemies.

Declare: Pick a friendly BALEFUL LORDS unit that has not used a RAMPAGE ability this turn to be the target.

Effect: For the rest of the turn, enemy units cannot use commands while they are in combat with the target. The target cannot use RAMPAGE abilities for the rest of the turn.
KEYWORDSRAMPAGE

Reaction: Opponent declared a SPELL ability
MAGE-EATERS: Those who dare wield spells in the presence of these daemons are soon punished.

Used By: A friendly BALEFUL LORDS unit targeted by that Spell ability.

Effect: Make a magic-eater roll of D6. On a 3+, that spell is unbound. If the spell was unbound and the magic-eater roll was 5+, inflict D3 mortal damage on the caster.

Once Per Turn (Army), End of Enemy Turn
FIRST IN HIS SIGHT: Of all Khorne's daemon legions the Baleful Lords are highest in his favour, and the inferno of his rage burns hot in their immortal veins.

Effect: Heal (D3) each friendly BALEFUL LORDS HERO that is in combat.

Once Per Turn (Army), End of Your Turn
DRAWN BY BLOOD: For the Baleful Lords, nothing is more pressing than to commit atrocity.

Declare: Pick a friendly BALEFUL LORDS unit that has not used a RAMPAGE ability this turn to use this ability.

Effect: That unit can move D6". It can end that move in combat but only with units it was in combat with at the start of the phase.

If that unit destroyed any enemy units this turn, then instead:

That unit can move 2D6". It can end that move in combat with any units that had any damage points allocated to them this turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), End of Your Turn
THE PRICE OF MERCY: Inaction is hateful to all Khorne's daemons, but to the Baleful Lords, it is utterly anathemic.

Declare: You must use this ability. Pick each friendly BALEFUL LORDS unit that did not charge or use a FIGHT ability this turn to be a target.

Effect: Roll a D3 for each target. On a 2+, inflict 1 mortal damage on the target.

Once Per Turn (Army), End of Any Turn
SUNDER THE SORCEROUS: The Baleful Lords are veterans of impossible battles across the mind-bending vistas of the Realm of Chaos. No mere spell, nor its caster, can oppose them.

Declare: Pick each enemy MANIFESTATION within 3" of a friendly BALEFUL LORDS unit to be a target.

Effect: Roll 2D6 for each target. If the roll equals or exceeds the banishment value of the target:
  • That target is banished and removed from play.
  • Inflict D3 mortal damage on the enemy unit that summoned the target.


Heroic Traits

HERO only
Once Per Battle (Army), Any Combat Phase
UNRIVALLED BATTLELUST: With a terrifying roar, this marshal amongst Bloodthirsters goads their kin to even greater heights of carnage.

Effect: For the rest of the turn, add 1 to the Attacks characteristic of friendly BALEFUL LORDS units while they are wholly within 12" of this unit.


Artefacts of Power

HERO only
Passive
CROWN OF THE SLAUGHTERBORN: A prize won on the battlefields of the Great Game, this spiked circlet of brass and iron torments stirring souls and ensures bloody wounds shall not heal.

Effect: Enemy units within 12" of this unit cannot be healed and cannot have slain models returned to them.

4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once. Enhancements cannot be given to Regiment of Renown units unless they have a keyword that matches that faction’s name.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
1.1 Army Roster
These rules will explain how to create an army roster to prepare for a battle. You can find a blank army roster printable copy below:

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.

The non-MONSTER DAEMON keyword is used in the following Blades of Khorne warscrolls:

• Karanak
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).

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

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.

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

The non-HERO BLOODBOUND keyword is used in the following Blades of Khorne warscrolls:

The non-HERO BLADES OF KHORNE and DAEMON keywords are used in the following Blades of Khorne warscrolls:

The BLOODBOUND and HERO keywords are used in the following Blades of Khorne warscrolls:

18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number of ritual points to the PRIEST equal to the chanting roll.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
4.0 Unbinding Spells
Each WIZARD can use the ‘Unbind’ reaction a number of times per phase equal to their power level. Th is is an exception to The Rules of One (Core Rules, 5.3).

Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

The BLADES OF KHORNE and PRIEST keywords are used in the following Blades of Khorne warscrolls:

Battle Traits
Once Per Battle, Any Hero Phase
BLOOD-DRENCHED: As blood gushes down blades, armour and teeth, the fervent warriors of the Blood God are driven into a divine frenzy.

Declare: You can use this ability if at least half the number of units on both players’ army rosters combined (rounding up) have been destroyed. For example, if your roster had 9 units and your opponent’s roster had 4 units, then 7 units would need to have been destroyed.

Effect: The following effects apply for the rest of the battle:

Wild-eyed Brutality: Ignore positive modifiers to save rolls for friendly BLADES OF KHORNE units.

Blood Haze: Blood-hungry weapons used by friendly BLOODBOUND units have Crit (Mortal).

Weapons of Murder: Add 1 to the Rend characteristic of Blood-hungry weapons used by friendly BLADES OF KHORNE non-MONSTER DAEMON units, including Blood-hungry Companion weapons.

Bloodlords Supreme: Add 1 to the Damage characteristic of Blood-hungry weapons used by friendly BLADES OF KHORNE MONSTER units.

3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES can join an eligible regiment as a GORECHOSEN CHAMPIONS.

Infantry Hero
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Those HEROES can join an eligible regiment as a Bloodbound Warmonger.

Infantry Hero
Infantry Hero
Those HEROES can join an eligible regiment as a GORECHOSEN CHAMPIONS HERO.

Infantry Hero
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Passive
HATE-FUELLED KILLERS: Anger, hate and violence run through the veins of the Gorechosen, allowing them to ignore otherwise fatal blows.

Effect: The first time each friendly GORECHOSEN CHAMPIONS unit would be destroyed, before removing it from play, roll a dice. On a 5+, that unit is not destroyed and any remaining damage points inicted on it have no eect. en, Heal (1) that unit.
Those HEROES can join an eligible regiment as a GORECHOSEN CHAMPIONS PRIEST.

Infantry Hero
Those HEROES can join an eligible regiment as a BALEFUL LORDS.

Monster Hero

The HERO, DAEMON and MONSTER keywords are used in the following Blades of Khorne warscrolls:

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

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