Blades of Khorne – Bloodthirster of Insensate Rage

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BLADES OF KHORNE WARSCROLL
Bloodthirster
of Insensate Rage
12"
16
4+
5
A Bloodthirster is a harbinger of the apocalypse. They are the mightiest of Khorne’s daemons, warlords of his hosts and embodiments of his battle-frenzy. Few have faced these bat-winged slaughterers and lived. Those who have recall a terrible charnel reek and the insane hate that fills the creature’s gaze. So potent is this ire that it twists the world around a Bloodthirster. Jagged spires of brass erupt from the ground at their passing, and lakes of blood bubble in the craters left by their hooves. Each of these greater daemons belongs to one of eight hosts, with its own preferred methods of murder-making. Brutal competition exists between Bloodthirsters to ascend through these hosts, just as Khorne desires. Only the most mindlessly inchoate of daemons are mustered as part of the Sixth Host. These are the Bloodthirsters of Insensate Rage, bringers and disciples of the most atrocious forms of violence. With sinews bulging, they heft their Great Axes of Khorne – weapons tall as a fortress gate and forged with such fury that they can bisect a Stegadon in one terrible swing. What these weapons, wielded by such utterly battle-mad daemons, can do to ranks of lesser warriors is best left unconsidered…
BLADES OF KHORNE WARSCROLL
Bloodthirster
of Insensate Rage
MELEE WEAPONS
AtkHitWndRndDmg
Great Axe of Khorne [Anti-INFANTRY (+1 Rend)]
Great Axe of Khorne
Anti-INFANTRY (+1 Rend)
53+2+25
BATTLE PROFILE

Unit Size: 1      Points: 470
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Slaughter Seeker, Any DAEMON

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Great Axe of Khorne is 3.

Passive
OUTRAGEOUS CARNAGE: Where a Great Axe of Khorne strikes, lashes of flame erupt from the split earth to annihilate those nearby.

Effect: Each time an attack made by this unit scores a critical hit, inflict D3 mortal damage on each enemy unit within 8" of it after the FIGHT ability has been resolved.

Once Per Turn (Army), Any Charge Phase
SHATTERING CHARGE: A Bloodthirster of Insensate Rage is an avatar of supreme carnage upon the battlefield, shattering formations with the force of its descent.

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

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If the target is INFANTRY, inflict an additional 3 mortal damage on it.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY, WARD (5+)
CHAOS, BLADES OF KHORNE, DAEMON, BLOODTHIRSTER
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).
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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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.

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.
This HERO can join an eligible regiment as a Slaughter Seeker.

Infantry Hero
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:

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

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

© Vyacheslav Maltsev 2013-2024