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:|
Show History | ||||
| Book | Kind | Edition | Last update | |
Blades of Khorne | ||||
Blades of Khorne | Battletome | 4 | July 2025 | |
Sons of Behemat | ||||
Sons of Behemat | Battletome | 4 | September 2026 | |
Battle Profiles | ||||
Battle Profiles | Rulebook | 4 | September 2026 | |
Rules Updates | ||||
Rules Updates | Rulebook | 4 | September 2026 | |
Legends Warscrolls | ||||
Legends Warscrolls | Warscroll | 4 | July 2026 | |
Scourge of Aqshy - Blades of Khorne | ||||
Scourge of Aqshy - Blades of Khorne | Expansion | 4 | July 2026 | |
Spearhead: Blades of Khorne - Gore Pilgrims | ||||
Spearhead: Blades of Khorne - Gore Pilgrims | Expansion | 4 | April 2026 | |
Spearhead: Blades of Khorne - Fangs of the Blood God | ||||
Spearhead: Blades of Khorne - Fangs of the Blood God | Expansion | 4 | April 2026 | |
Maggotkin of Nurgle | ||||
Maggotkin of Nurgle | Battletome | 4 | January 2026 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 4 | September 2025 | |
Grotmas Advent: Regiments of Renown | ||||
Grotmas Advent: Regiments of Renown | Warscroll | 4 | September 2025 | |
Helsmiths of Hashut | ||||
Helsmiths of Hashut | Battletome | 4 | September 2025 | |
Battletome Supplement: Blades of Khorne | ||||
Battletome Supplement: Blades of Khorne | Supplement | 4 | July 2025 | |
Cities of Sigmar | ||||
Cities of Sigmar | Battletome | 4 | July 2025 | |
The Rise of Khul | ||||
The Rise of Khul | White Dwarf | 4 | June 2025 | |
Scourge of Ghyran - Blades of Khorne | ||||
Scourge of Ghyran - Blades of Khorne | Expansion | 4 | May 2025 | |
Slaves to Darkness | ||||
Slaves to Darkness | Battletome | 4 | December 2024 | |
Skaven | ||||
Skaven | Battletome | 4 | September 2024 | |
| Q: | If one of the WAR MACHINES in the Curse-Steel Battery has been destroyed, can the ‘Display of Total Power’ ability be used? |
| A: | Yes. |
| Q: | Can a Daemon Prince from the Godmarked Ascendant Regiment of Renown be given enhancements? |
| A: | Yes. In Army Composition 3.5 it states that a unit cannot use faction rules (including enhancements) unless they have a keyword that matches up with the faction’s name. Since the Godmarked Ascendant Regiment of Renown adds such a keyword, that unit is eligible to be given enhancements. |
| Q: | Does the ‘Blood-drenched’ ability have any effect on Skarbrand in The Exiled One Regiment of Renown? |
| A: | No. That ability is a Blades of Khorne battle trait and so will have no effect on a unit in a Regiment of Renown. |
| Q: | Does Skarbrand’s ‘Skarbrand’s Rage’ ability mean that Skarbrand is affected by the ‘Blood-drenched’ ability in the first turn of a battle? |
| A: | No. |
Blades of Khorne armies can use the following abilities:
Once Per Turn, Reaction: You declared the ‘Skulls for the Skull Throne’ ability |
Passive |
Once Per Turn (Army), Start of Any Turn |

Once Per Turn (Army), Reaction: You declared a CHARGE ability | 0 |
| KEYWORDS | BLOOD TITHE |
Once per Turn, Start of Any Turn | 1 |
| KEYWORDS | BLOOD TITHE |
Once Per Turn (Army), Your Combat Phase | 1 |
| KEYWORDS | BLOOD TITHE |
Once Per Turn (Army), Your Hero Phase | 2 |
| KEYWORDS | BLOOD TITHE |
Passive | 2 |
| KEYWORDS | BLOOD TITHE |
Passive | 3 |
| KEYWORDS | BLOOD TITHE |
Passive | 4 |
| KEYWORDS | BLOOD TITHE |
Passive | 4 |
| KEYWORDS | BLOOD TITHE |
Once Per Turn, Reaction: You declared the ‘Skulls for the Skull Throne’ ability |
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.
| Name | Points |
| Khornate Legion | 0 |
| Bloodbound Warhorde | 0 |
| Brass Stampede | 0 |
| Murderhost | 0 |
| Tournament of Skulls | 0 |
| The Goretide | 0 |
Once Per Turn (Army), Reaction: You declared a FIGHT ability for a BLADES OF KHORNE DAEMON unit |
Passive |
Passive |
End of Your Turn |
Tournament of Skulls Once Per Turn (Army), Your Hero Phase |
The Goretide Once Per Turn (Army), Your Movement Phase |
Passive |
Your Movement Phase |
End of Any Turn |
Passive |
End of Your Turn |
Passive |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER, SUMMON |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER, SUMMON |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER, SUMMON |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER, UNLIMITED |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Gifts of the Blood God Your Hero Phase | 3 |
| KEYWORDS | PRAYER, UNLIMITED |
Your Hero Phase | 3 |
| KEYWORDS | PRAYER |
Your Hero Phase | 3 |
| KEYWORDS | PRAYER |
Proclamations of Murder Your Hero Phase | 3 |
| KEYWORDS | PRAYER, UNLIMITED |
Your Hero Phase | 3 |
| KEYWORDS | PRAYER |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Brazen MutationsBrazen Mutations are unique enhancements that can be given to non-HERO BLADES OF KHORNE INFANTRY or CAVALRY units. A unit can only have 1 Brazen Mutation.
Passive |
Passive |
Any Combat Phase |
Each warhorde is led by a lord who is not only a veteran killer but also able to direct the violence of their followers to serve their ambitions. Beneath them is their Gorechosen: a coterie of eight war-blessed lieutenants marked by the daemonic boons they have received for pleasing acts of carnage. A Gorechosen can be a truly eclectic mix of killers, each leading forces carved in their image. Rabid battle-priests, hulking smiths, fanatical head-hunters and former paladins consumed by bloodlust - all and more may serve a Lord of Khorne. When the Gorechosen march alongside their warlord, febrile energy fills the air, for their god's gaze follows them, and all know that they fight to determine who amongst them is worthiest to rule...
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
| ||
Once Per Battle (Army), Deployment Phase |
Passive |
Passive |
Passive |
Passive |
Passive |
Once Per Battle, Any Combat Phase |
Any Combat Phase |
Passive |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER, SUMMON |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER, UNLIMITED |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
The Baleful Lords are a legion of Bloodthirsters, an army entirely composed ofKhorne's murderous greater daemons. Time and again, in the maddening conflicts of the Great Game, they have proved the decisive force that has broken the numberless legions of his brother gods and claimed victory for the Lord of Skulls. When such triumphs are won, a great reward is granted: the chance to take to the Mortal Realms and further the cause of Khorne by annihilating all that stands before them. Truth be told, little can resist such an assemblage of apocalyptic might for long. As the battlefield is darkened by the shadow of bat-like wings, enemies look up to see a nightmare descending. The wise simply flee before they are forced to endure the blood-soaked horror that inevitably follows.
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
| ||
Once Per Turn, Your Movement Phase |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
Once Per Turn (Army), Reaction: Opponent declared a SPELL ability |
Once Per Turn (Army), End of Enemy Turn |
Once Per Turn (Army), End of Your Turn |
| KEYWORDS | RAMPAGE |
Once Per Turn (Army), End of Your Turn |
Once Per Turn (Army), End of Any Turn |
Once Per Battle (Army), Any Combat Phase |
Passive |
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Here, you will find additional rules to use with a Blades of Khorne army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Blades ofKhorne units.
Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | ||
| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted. After the Anvil of Apotheosis, you will find 2 Paths for Blades of Khorne units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension in the Core Book). | ||
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Khornate Warlord -2DP
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Daemon of Violence -2DP
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Priest of Khorne -4DP
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Locus of Battle -2DP
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Scorched Acolyte -4DP
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Flaws
A TRUE BERSERKER: Driven mad by their service to Khorne, this champion cares nothing for strategy nor holding ground; only battle, only war.
WILLING SACRIFICE: This champion refuses any attempt to stem or heal their wounds, for they welcome death and know that any blood - their own included - is sacred to the War God.
KHORNE'S RETRIBUTION: This warrior pledged themselves to battle and by their actions, they are judged. Effect: If an enemy unit has not been destroyed by this unit this battle, inflict 1 mortal damage on this unit.
KIN-KILLER: This warrior is infamous for sacrificing their own brethren on Khorne's altar. Effect: Inflict D3 mortal damage on every other friendly unit within 3" of this unit. | ||||||||||||||||||
Battle Mount -5DP BLOOD THRONE: Roaring, howling daemon engines with a taste for flesh, the Blood Thrones make for a fearsome sight. In addition, make the following changes to your hero's warscroll:Add the following weapon to your hero's warscroll:
Battle Mount -5DP JUGGERNAUT: A clanking, daemonic beast of brass and iron, a Juggernaut must be coaxed from the depths of the Brass Citadel. To force one into servitude is a true test of will. In addition, make the following changes to your hero's warscroll:Add the following weapon to your hero's warscroll:
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Path of The Slaughterer(BLADES OF KHORNE HERO only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
INVIGORATED BY WRATH: The spray of blood over flesh sees this champion filled with new purpose.
BLOOD-BLIND: Those who attack this champion momentarily lose sight of who is friend and who is foe.
BRUTAL ONSLAUGHT: Charging into the fray with a howl fills this champion with a wild, bloodthirsty energy.
DOMINATING POWERHOUSE: This champion is always at the front, always seeking to kill.
BREAKER OF THE ARCANE: This champion has hardened their soul against craven magic. An enemy WIZARD can be affected by this ability multiple times and the effects are cumulative.
LOCUS OF RED DEVOTION: This champion has become a prophet of war, their prayers to the War God drowning out those of any others beseeching divine aid.
VESSEL OF MURDER: Khorne's elemental fury seethes through this champion, obliterating all. Effect: Roll 8 dice. For each roll of 3-5, inflict 1 mortal damage on each target. For each 6, inflict D3 mortal damage on each target.
WHIRLWIND OF ANNIHILATION: Dread legends are told of this champion's murderous nature: how they kill and kill, without relent, without pity, without regard for mortal limitation. | ||||||||||||||||||||||||||||||||||
Path of Brazen Butchery(non-HERO BLADES OF KHORNE unit only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SHIELD-BREAKERS: These warriors have a name for themselves by shattering the most determined defences.
PACK OF MURDERERS: These warriors excel at surrounding and tearing apart their prey. Effect: Roll a dice. On a 4+, the target cannot use RETREAT abilities until the start of your next turn.
SAVAGE CONQUERORS: This warband is obsessed with expanding the domain of their master.
SOUL-EATING RAGE: Infernal power has seized these warriors, rapidly stealing their individuality while melting through nearby magical wards.
SPELL-KILLERS: These warriors revel - and are well practised - in annihilating constructs of magic.
LOPING PURSUIT: Whether by dark blessing or sheer grit, these warriors have run down many foes.
INFAMOUS WARCRY: The murder-howl of these warriors sets the blood of Khorne's followers aflame. Effect: Roll a dice for each target. If the result exceeds the target’s Control characteristic, for the rest of the turn, add 1 to the Rend characteristic of the target’s melee weapons.
REVENANTS IN RED: Many times have these warriors cheated death, and many times ought they to have fallen; they neither eat nor drink now, for blood and massacre alone sustains them. | ||||||||||||||||||||||||||||||||||
Fangs of the Blood God| This Spearhead army consists of the following units: General
Units
| ||
Start of Battle Round |
Once Per Turn, End of Any Turn |
Passive |
Once Per Battle, Any Combat Phase |
End of Any Turn |
Once Per Battle, Any Charge Phase |
Passive |
End of Any Turn |
8" 7 5+ 2 6+ Ever watchful, ever hungry, Karanak is the physical manifestation of the Blood God’s wrathful vengeance. Once he has the scent of his quarry, this tireless hunter will not cease in his hunt until he tastes their torn flesh between his fangs. Each of Karanak’s three heads tracks the enemy through a different means – through space, through time and, most sinister of all, through the echo of their own thoughts and terrors. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Savage Maws and Goreslick Claws [Anti-HERO (+1 Rend)] | |||||||
| Savage Maws and Goreslick Claws Anti-HERO (+1 Rend) | 6 | 4+ | 3+ | 1 | 2 | ||
Any Hero Phase |
KEYWORDS | HERO, BEAST, WARD (6+) |
8" 2 6+ 1 6+ Swift, strong, and tenacious beyond mortal reason, Flesh Hounds run their prey to the ground without mercy. They are roused from within the Brass Citadel by the blaring of great horns, and pursue their prey through the Mortal Realms as readily as they do the domain of the gods. Those who seek to outrun or destroy these daemonic beasts find their tricks coming to nothing and their blades turned aside, extinguished by the wrath of Khorne – in the moments before they are ripped apart. | ||
6" 1 5+ 1 The Claws of Karanak venerate the Flesh Hounds of Khorne, taking on an aspect of the daemons’ bloodthirsty nature as they hunt the enemies of the Blood God and hack them to shreds in horrific displays of brutality. They dwell in the harsh and desolate lands created by the passage of Khorne’s armies, amongst caves filled with the stripped bones of their enemies. The fiercest of their chieftains and champions have something of the daemon within their souls, an unholy union that drives out human reason for elemental savagery. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Weapons of the Hunt [Crit (2 Hits)] | |||||||
| Weapons of the Hunt Crit (2 Hits) | 3 | 4+ | 3+ | - | 1 | ||
Passive |
KEYWORDS | INFANTRY, REINFORCEMENTS |
Bloodbound Gore Pilgrims| This Spearhead army consists of the following units: General
Units
| ||
Passive |
Once Per Turn, Any Hero Phase |
Once Per Turn, Any Hero Phase |
Once Per Turn, Start of Your Turn |
Passive |
Your Hero Phase |
Any Combat Phase |
Passive |
Your Hero Phase |
5" 6 5+ 2 Slaughterpriests are the holiest of Khorne’s mortal champions, possessed of a spiritual connection with the Lord of the Skull Throne. Where the priests of another deity might channel their essence through sorcery or simpering prayer, these brutal demagogues gain power through ritually drinking the blood of butchered foes and allies alike whilst bellowing their invectives to the raging skies. As well as being formidable warriors in their own right, a Slaughterpriest can command blood in the name of its rightful master – compelling it to boil within an enemy’s veins before bursting forth in gruesome sanguinary sprays. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hackblade and Wrath-hammer | |||||||
| Hackblade and Wrath-hammer | 4 | 3+ | 3+ | 1 | 2 | ||
Your Hero Phase |
Your Hero Phase |
KEYWORDS | HERO, PRIEST, INFANTRY |
5" 2 3+ 1 Blood Warriors are those who have drawn the War God’s gaze through acts of great carnage. Each has undergone the dreaded Red Baptism – a grisly process in which their skin agonisingly scabs over with thick layers of blood, before hardening into formidable armour. Armed with cleaving blades and spiked gauntlets, the Blood Warriors revel in the battle-strength their divine favour affords. All know, however, that their wrathful god might rescind his boons as swiftly as he provided them. So do the Blood Warriors never rest in their murdermaking, fighting even at the point of death to drag down one last enemy in the name of the Blood God. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Goreaxe and Gorefist | |||||||
| Goreaxe and Gorefist | 3 | 4+ | 3+ | 1 | 1 | ||
Passive |
KEYWORDS | INFANTRY |
5" 1 6+ 1 Bloodreavers form the howling masses of the Bloodbound warhordes. Though rightly feared by their enemies for their murderous fury, they are themselves cursed. To earn a place amongst the Brazen One’s armies, each has endured gruelling trials, the last of which is to consume the flesh of their own fallen. Such a monstrous desecration ensures there can be no turning back from the path of skulls. Bloodreavers congregate around the Slaughterpriests in frothing packs, fighting beyond sanity and surging back to their feet when struck down in battle rather than disgracing themselves before the prophets of their deity. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Reaver Blades | |||||||
| Reaver Blades | 2 | 4+ | 3+ | - | 1 | ||
End of Any Turn |
KEYWORDS | INFANTRY |
8" 5 2+ 2 The ground shakes as the Mighty Skullcrushers ride into battle. These are the chosen mortal knights of Khorne, forming a stampede of cursed lances and hellforged metal that can shatter any shieldwall with the force of its charge. Each Skullcrusher has drawn the attention of a Juggernaut, goading it to burst from its prison within Khorne’s domain and chase them down, before breaking the daemon through their brutality and force of will. Together, armoured champion and brass-skinned daemon are nigh impossible to slay. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Bloodglaive [Charge (+1 Damage)] | |||||||
| Bloodglaive Charge (+1 Damage) | 3 | 3+ | 3+ | 1 | 1 | ||
| Juggernaut’s Brazen Hooves [Companion] | |||||||
| Juggernaut’s Brazen Hooves Companion | 2 | 4+ | 3+ | 1 | D3 | ||
Your Charge Phase |
KEYWORDS | CAVALRY |
Once Per Turn (Army), Start of Any Turn |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Passive |
| ||
| 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. | ||
| Q: | If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian? |
| A: | Yes. |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Q: | When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move? |
| A: | No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move. |
| Q: | If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll? |
| A: | No. |
| Q: | When making shooting attacks, can all models in the attacking unit shoot even if the target unit is not visible to some of those models? |
| A: | No, the only models in the attacking unit that can make shooting attacks are those that the target unit is visible to. |
| Q: | When a unit uses a SHOOT ability, does it have to shoot with all of the ranged weapons that it is armed with? |
| A: | Yes. |
Your Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
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|
|
Your Hero Phase |
| KEYWORDS | BANISH |
Enemy Hero Phase | 1 |
Your Hero Phase |
| KEYWORDS | BANISH |
| ||
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
| The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature. | ||
Enemy Shooting Phase | 1 |
| KEYWORDS | SHOOT, ATTACK |
Once Per Turn (Army), Reaction: You declared a CHARGE ability | 0 |
| KEYWORDS | BLOOD TITHE |
Once per Turn, Start of Any Turn | 1 |
| KEYWORDS | BLOOD TITHE |
Once Per Turn (Army), Your Combat Phase | 1 |
| KEYWORDS | BLOOD TITHE |
Once Per Turn (Army), Your Hero Phase | 2 |
| KEYWORDS | BLOOD TITHE |
Passive | 2 |
| KEYWORDS | BLOOD TITHE |
Passive | 3 |
| KEYWORDS | BLOOD TITHE |
Passive | 4 |
| KEYWORDS | BLOOD TITHE |
Passive | 4 |
| KEYWORDS | BLOOD TITHE |
The BLOODBOUND keyword is used in the following Blades of Khorne warscrolls:
The non-MONSTER DAEMON keyword is used in the following Blades of Khorne warscrolls:
The MONSTER keyword is used in the following Blades of Khorne warscrolls:
Once Per Turn, Reaction: You declared the ‘Skulls for the Skull Throne’ ability |
|
|
|
Your Hero Phase |
| KEYWORDS | BANISH |
Once Per Turn (Army), Reaction: You declared a CHARGE ability | 0 |
| KEYWORDS | BLOOD TITHE |
Once per Turn, Start of Any Turn | 1 |
| KEYWORDS | BLOOD TITHE |
Once Per Turn (Army), Your Combat Phase | 1 |
| KEYWORDS | BLOOD TITHE |
Once Per Turn (Army), Your Hero Phase | 2 |
| KEYWORDS | BLOOD TITHE |
Passive | 2 |
| KEYWORDS | BLOOD TITHE |
Passive | 3 |
| KEYWORDS | BLOOD TITHE |
Passive | 4 |
| KEYWORDS | BLOOD TITHE |
Passive | 4 |
| KEYWORDS | BLOOD TITHE |
| ||
The BLADES OF KHORNE and DAEMON keywords are used in the following Blades of Khorne warscrolls:
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:
The HERO and BLADES OF KHORNE keywords are used in the following Blades of Khorne warscrolls:
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase |
| KEYWORDS | PRAYER, UNLIMITED |
Once Per Battle, Your Hero Phase | 7 |
| KEYWORDS | PRAYER |
The INFANTRY keyword is used in the following Blades of Khorne warscrolls:
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
The BLADES OF KHORNE and PRIEST keywords are used in the following Blades of Khorne warscrolls:
Once Per Turn, Reaction: You declared the ‘Skulls for the Skull Throne’ ability |
Passive |
| Q: | When applying the effect of ‘Fight Through the Pain’, are rage dice spent one at a time or all at once? |
| A: | All at once. |
Once Per Turn (Army), End of Any Turn |
| KEYWORDS | ATTACK, FIGHT |
| Q: | When using ‘Eruption of Fury’, can I use a reaction to pick another unit to use a FIGHT ability immediately after? |
| A: | No – while you can use reactions to ‘Eruption of Fury’, abilities that let you pick a unit to immediately use a FIGHT ability do not override the restrictions of the FIGHT ability. As a result, you cannot use them to have a unit fight outside the combat phase. |
| Q: | Do STRIKE-FIRST or STRIKE-LAST have any effect when using ‘Eruption of Fury’? |
| A: | No. |
Passive |
| Q: | If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed? |
| A: | Yes. |
| 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. | ||
| 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. | ||
| Q: | Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight? |
| A: | No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought. |
| Q: | If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight? |
| A: | If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight. |
| Q: | In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight? |
| A: | The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability. |
Passive |
The HERO, DAEMON and MONSTER keywords are used in the following Blades of Khorne warscrolls:
Any Hero Phase | 1 |
| 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. | ||
| Q: | If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement? |
| A: | No. |
| Q: | If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions? |
| A: | No. As stated in 24.2, you can pick any models from the original unit to be set up in the replacement unit. |
| Q: | If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as ‘Rally’ to return models to that unit until it reached the unit size of the original unit? |
| A: | No. A replacement unit is treated as a new unit with a new unit size. |
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
The BALEFUL LORDS and HERO keywords are used in the following Blades of Khorne warscrolls:
| ||
| Q: | Do models removed as a result of a unit being out of coherency count as having been slain? |
| A: | Yes. |
The HERO keyword is used in the following Blades of Khorne warscrolls:
The INFANTRY keyword is used in the following Blades of Khorne warscrolls:
The CHAOS keyword is used in the following Blades of Khorne warscrolls:
The BLADES OF KHORNE keyword is used in the following Blades of Khorne warscrolls:
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
The non-HERO BLADES OF KHORNE keyword is used in the following Blades of Khorne warscrolls:
| Q: | If a unit has multiple power levels (e.g. a HERO that is both a WIZARD and a PRIEST), and another ability modifies that unit’s power level (e.g. the ‘Witchbane Curse’ prayer), which power level does it modify? |
| A: | If that ability only targets WIZARDS or only targets PRIESTS, it modifies the corresponding power level. If it could target either or does not specify the target, it modifies both. |
Reaction: Opponent declared an ATTACK ability | 1 |
Start of Battle Round |
Start of Battle Round |