Blades of Khorne – Bloodthirster of Unfettered Fury

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BLADES OF KHORNE WARSCROLL
Bloodthirster
of Unfettered Fury
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. Bloodthirsters of Unfettered Fury belong to the Eighth Host. Though the most numerous of Khorne’s greater daemons, they remain profoundly deadly; their axes have ended many a hero, while their cruel lashes stoke the fury of the Blood God’s worshippers. Beyond rejoicing in slaughter, the Eighth Host are tasked with expanding the Skull Lands and marshalling the hosts of Khorne’s lesser daemons. With bellows of fury and lashes of their spike-studded whips, they drive the Blood Legions onwards to new atrocities.
BLADES OF KHORNE WARSCROLL
Bloodthirster
of Unfettered Fury
RANGED WEAPONS
RngAtkHitWndRndDmg
Lash of Khorne [Shoot in Combat]
Lash of Khorne
Shoot in Combat
8"43+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Mighty Axe of Khorne [Anti-MONSTER (+1 Rend)]
Mighty Axe of Khorne
Anti-MONSTER (+1 Rend)
63+2+24
BATTLE PROFILE

Unit Size: 1      Points: 440
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 Mighty Axe of Khorne is 4 .

Your Charge Phase
BECKON THE HUNT: The air shudders and convulses with each crack of the Bloodthirster’s whip as it drives those in its shadow to bring slaughter and bloodshed in the name of Khorne.

Declare: Pick a friendly non-UNIQUE BLADES OF KHORNE DAEMON unit to be the target.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for the target, to a maximum of 3.

Once Per Turn (Army), Any Combat Phase
ENSNARING LASH: The Lash of Khorne wraps around an enemy, stripping flesh as they try to pull away.

Declare: Pick an enemy MONSTER in combat with this unit to be the target.

Effect: If the target is in combat with this unit when the target is picked to use a FIGHT ability:
  • It must pick this unit to be the target of the pile-in move.
  • Subtract 1 from hit rolls and wound rolls for attacks made as part of that FIGHT ability against this unit.
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).
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.
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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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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.

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
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

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
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