Blades of Khorne – Flesh Hounds

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SPEARHEAD WARSCROLL
Flesh Hounds
8"
2
6+
1
6+
Swift, strong, and tenacious beyond mortal reason, Flesh Hounds run their prey to the ground without mercy. They are roused from within the Brass Citadel by the blaring of great horns, and pursue their prey through the Mortal Realms as readily as they do the domain of the gods. Those who seek to outrun or destroy these daemonic beasts find their tricks coming to nothing and their blades turned aside, extinguished by the wrath of Khorne – in the moments before they are ripped apart.
SPEARHEAD WARSCROLL
Flesh Hounds
MELEE WEAPONS
AtkHitWndRndDmg
Blood-dark Claws
Blood-dark Claws44+3+-1
Passive
UNFLAGGING HUNTERS: When blood is scented, nothing will keep a Flesh Hound from its prey.

Effect: Add 1 to charge rolls for this unit.

KEYWORDS
BEAST, WARD (6+), REINFORCEMENTS
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

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