Blades of Khorne – Flesh Hounds

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8"
2
5+
10
WARSCROLL

Flesh Hounds

Swift, strong, and tenacious beyond mortal reason, Flesh Hounds run their prey to the ground without mercy. Those who seek to trick or destroy these daemonic beasts with sorcery find their powers flickering to nothing, extinguished by the wrath of Khorne.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Burning Roar
Burning Roar8"12+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blood-dark Claws
Blood-dark Claws1"43+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 100
Battlefield Role: Battleline
Base size: 60 x 35mm

Each model in a Flesh Hounds unit is armed with Blood-dark Claws.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Wrath Hunt

GORE HOUNDS: 1 in every 5 models in this unit can be a Gore Hound. Add 1 to the Attacks characteristic of that model’s melee weapons. That model is also armed with a Burning Roar.

Collars of Khorne: Spellcasters have learned to dread Flesh Hounds as much for their collars as for their claws.
This unit can attempt to unbind 1 spell in the enemy hero phase in the same manner as a WIZARD.

Unflagging Hunters: When blood is scented, nothing will keep a Flesh Hound from its prey.
Add 2 to charge rolls for this unit.

KEYWORDS
CHAOS, BLADES OF KHORNE, DAEMON, KHORNE, FLESH HOUNDS
Army List
Warscrolls collated

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11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

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

Battleline
None
• Karanak
© Vyacheslav Maltsev 2013-2024