Blades of Khorne – Bloodcrushers

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BLADES OF KHORNE WARSCROLL
Bloodcrushers
8"
5
4+
2
Resolute shieldwalls are trampled by the coming of the Bloodcrushers, Khorne’s daemonic shock cavalry. It takes an especially murderous Bloodletter to master one of the ironclad daemons known as a Juggernaut. After a pleasing slaughter, the Bloodletter will be brought to an enclosed steppe deep within Khorne’s fortress – a land stamped flat by the Juggernauts that charge across the plains and slam into one another, sparks flying with each collision. The daemon must outwit or outfight the beast so that it ends up on the Juggernaut’s back – or else be gored into oblivion. Those who succeed crash free from the Brass Citadel in possession of a formidable new mount. Bloodcrushers are amongst the most unsubtle of Khorne’s warriors, which renders them truly a sight to behold. The fact that Juggernauts cannot truly be broken, and that it is they rather than their riders who decide where to charge into battle, is largely immaterial to the Bloodletters; after all, Juggernauts hunger for battle no less than any other of the War God’s servants. Protected by the Juggernaut’s metal hide, a Bloodcrusher uses its own mass as a profound weapon, smashing those foolish enough to stand in its path into flinders.
BLADES OF KHORNE WARSCROLL
Bloodcrushers
MELEE WEAPONS
AtkHitWndRndDmg
Juggernaut’s Brazen Hooves [Companion]
Juggernaut’s Brazen Hooves
Companion
24+3+1D3
Bloodcrusher Hellblade [Anti-INFANTRY (+1 Rend), Crit (Mortal)]
Bloodcrusher Hellblade
Anti-INFANTRY (+1 Rend), Crit (Mortal)
23+3+11
BATTLE PROFILE

Unit Size: 3      Points: 200
Base size: 90 × 52mm
Can be reinforced: Yes

Any Charge Phase
SLAUGHTEROUS CHARGE: The crushing mass and stamping hooves of Khorne’s Juggernauts are a threat to all in their path.

Declare: If this unit charged this turn, pick an enemy unit within 1" of it to be the target.

Effect: Make a crushing charge roll of D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3), WARD (6+)
CHAOS, BLADES OF KHORNE, DAEMON
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).
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).
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.
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.
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.

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).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

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

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

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.

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

© Vyacheslav Maltsev 2013-2024