Blades of Khorne – Bloodmaster, Herald of Khorne

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BLADES OF KHORNE WARSCROLL
Bloodmaster
Herald of Khorne
5"
6
4+
2
It takes Bloodletters of particular might and battle-craft to serve as captains in the infernal legions. These are the Heralds of Khorne, empowered daemons second in rank and murderous ability only to the Bloodthirsters. Heralds have earned their position in the only manner Khorne acknowledges: they have passed every martial trial set before them and cut down any who thought to challenge them. Wielding Blades of Blood forged by infernal artificers, Heralds of Khorne are conduits of their god’s fury, enacting his will through their furious commands. Bloodmasters lead the daemonic cohorts from the front, commanding through setting a brutal example. Their talents lie in the cut and thrust of combat, and though they have an innate sense for battle’s flow, they primarily harness this to know when to set upon a reeling foe. A Bloodmaster’s rage is tectonic even for one of Khorne’s daemons. They are never still, forever pacing and hissing even in the scant moments between conflicts, talons flexing restlessly around the grip of their blades. Battle offers an outlet for their volcanic wrath, but it is hardly a reprieve; blood constantly drips from the prongs of their swords, soon causing their rage and battle-hunger to flare once more.
BLADES OF KHORNE WARSCROLL
Bloodmaster
Herald of Khorne
MELEE WEAPONS
AtkHitWndRndDmg
Blade of Blood [Anti-INFANTRY (+1 Rend), Crit (Mortal)]
Blade of Blood
Anti-INFANTRY (+1 Rend), Crit (Mortal)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Slaughter Seeker, Any DAEMON

Reaction: You declared a FIGHT ability for this unit
THE BLOOD MUST FLOW: Rallied by bloody example, Khorne’s lesser daemons leap into combat.

Effect: Pick a friendly Bloodletters unit that has not used a FIGHT ability this turn and is within this unit’s combat range 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. If it is picked to do so, subtract 1 from ward rolls for damage points inflicted by each of those FIGHT abilities.

KEYWORDS
HERO, PRIEST (1), INFANTRY, 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).
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.

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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.
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.
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.

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 (such as named characters) may say that they can be added to the regiment of another HERO.
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.
This HERO can join an eligible regiment as a Slaughter Seeker.

Infantry Hero
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.

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

© Vyacheslav Maltsev 2013-2024