Blades of Khorne – Gorechosen of Dromm

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5"
4
5+
8
WARSCROLL

Gorechosen of Dromm

Together known as the Gorechosen of Dromm, the Skullgrinder Herax and the muscle-bound Gorehulk accompany the self-proclaimed Wounder of Worlds on his deranged quest to mutilate the realms, slaughtering anything that gets in their way.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Forgewrath Hammer
Forgewrath Hammer1"43+3+-22
Crushing Grip
Crushing Grip1"64+3+-1
PITCHED BATTLE PROFILE

Unit Size: 2      Points: 180
Battlefield Role: None
MODELBASE SIZE
Gorehulk40mm
Skullgrinder Herax32mm
Notes: Single, Unique. Dromm, Wounder of Worlds and Gorechosen of Dromm units must be taken as a set. Although taken as a set, each is a separate unit.

The models in the Gorechosen of Dromm are Skullgrinder Herax and the Gorehulk. Skullgrinder Herax is armed with a Forgewrath Hammer. The Gorehulk is armed with a Crushing Grip.

Gorechosen of Dromm: Should a foe wish to challenge Dromm, they must first overcome his formidable blood-sworn entourage.
While this unit is wholly within 3" of a friendly DROMM, he has a ward of 4+.

Throttle: Should the Gorehulk manage to get both his massive hands around a victim’s throat, their doom is practically assured.
At the end of the combat phase, if this unit includes the Gorehulk, you can pick 1 enemy model within 3" of this unit and roll a dice. If the roll is more than double that model’s Wounds characteristic, it is slain.

White-hot Anger: The artefact Herax wears on his back causes the air around him to literally burn with rage.
At the end of the combat phase, roll a dice for each enemy model within 3" of this unit’s Skullgrinder Herax. For each 5+, that enemy model’s unit suffers 1 mortal wound.

KEYWORDS
CHAOS, BLADES OF KHORNE, MORTAL, KHORNE, BLOODBOUND, GORETIDE, GORECHOSEN OF DROMM
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14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
© Vyacheslav Maltsev 2013-2024