Blades of Khorne – Herald of Khorne on Blood Throne

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BLADES OF KHORNE WARSCROLL
Herald of Khorne on
Blood Throne
8"
10
4+
2
It takes Bloodletters of particular might and battle-craft to serve as captains in the infernal legions. These are the Heralds of Khorne, empowered daemons second in rank and murderous ability only to the Bloodthirsters. Heralds have earned their position in the only manner Khorne acknowledges: they have passed every martial trial set before them and cut down any who thought to challenge them. Wielding Blades of Blood forged by infernal artificers, Heralds of Khorne are conduits of their god’s fury, enacting his will through their furious commands. Only the Rendmasters, the most fervent of Khorne’s Heralds, are permitted to make war from atop a Blood Throne. These smoke-belching daemon engines are fashioned in the image of the Lord of Battle’s own dais; they grind across the field with hungry snarls of bloodlust, pulverising meat and bones beneath their wheels. As a Blood Throne devours the bodies of the slain, an infernal power pulses through its brass superstructure, feeding into the Herald that has chained itself to its apex. The daemon’s wrathful proselytising seems to carve apart the very substance of reality, summoning more of the Blood God’s legions in bursts of boiling ichor.
BLADES OF KHORNE WARSCROLL
Herald of Khorne on
Blood Throne
MELEE WEAPONS
AtkHitWndRndDmg
Blade of Blood and Hellblades [Anti-INFANTRY (+1 Rend), Crit (Mortal)]
Blade of Blood and Hellblades
Anti-INFANTRY (+1 Rend), Crit (Mortal)
73+3+12
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Slaughter Seeker, Any DAEMON

Once Per Turn (Army), Your Movement Phase
BLOOD CALL: Words of wrath uttered in the Dark Tongue slice bleeding wounds in the skin of reality, from which pour more daemons of the Blood God to reinforce his legions.

Declare: Pick a friendly BLADES OF KHORNE DAEMON unit that started the battle with 3 or more models and that has been destroyed to be the target.

Effect: Roll a dice. On a 4+, set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of this unit and more than 9" from all enemy units.

KEYWORDS
HERO, PRIEST (1), WAR MACHINE, WARD (6+)
CHAOS, BLADES OF KHORNE, DAEMON
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).

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Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.

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

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
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
© Vyacheslav Maltsev 2013-2024