Blades of Khorne – Bleeding Icon

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BLADES OF KHORNE WARSCROLL
Bleeding Icon
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8
5+
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A common sight in the crimson skies above Khorne’s domain in the Realm of Chaos, a Bleeding Icon can be summoned to the Mortal Realms to skewer from on high those who have displeased the Lord of Battle.
BLADES OF KHORNE WARSCROLL
Bleeding Icon
Once Per Turn, Your Hero Phase
SIGIL OF DOOM: Shedding gore as it hovers menacingly in the air, the Bleeding Icon is a fearsome portent of doom.

Declare: Pick a visible friendly BLADES OF KHORNE unit wholly within 8" of this MANIFESTATION to be the target. Then, pick a BLOOD TITHE ability that you have not unlocked this battle.

Effect: Roll a dice. If the roll equals or exceeds the the blood tithe points cost of the chosen ability, until the start of your next turn, the target can use the chosen ability as if it had been unlocked.

KEYWORDS
MANIFESTATION, INVOCATION, FLY, WARD (6+)
CHAOS, BLADES OF KHORNE
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).
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’).
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).
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.
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.

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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).
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.

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

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.
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.
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).
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
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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

The FLY 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

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

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

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

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

© Vyacheslav Maltsev 2013-2025