Blades of Khorne – Hexgorger Skulls

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BLADES OF KHORNE WARSCROLL
Hexgorger Skulls
8"
6
5+
7
Priests of Khorne who utter vows of vengeance against wizards may call forth Hexgorger Skulls from the Realm of Chaos. These manifestations take the form of a pair of giant flayed skulls, blood pouring from their eye sockets. They drift with a predatory menace, seeking the tang of sorcery. When spellcraft is detected, the Skulls disgorge blood in a ferocious torrent. In their presence, even the mightiest incantations gutter out. The sight of these bleeding death’s heads has seen many mages reduced to gibbering terror as Khorne’s chosen hack them apart. Amongst the most infamous tales regarding the Hexgorger Skulls was the case of Ghyrrus Thrin. A skilled interpreter of astral confluences, Thrin’s arcane predictions had seen the garrison of Gram’s Redoubt – a vital strongpoint in the southern Brimstone Peninsula – repel Khornate warbands on numerous occasions. Yet when the moon known as Orb Infernia reached its apex that year, Thrin’s predictions grew unnerving, fixating on floating skulls watching him from afar. One night, Thrin was found missing from his tower. His corpse was discovered a mile or two from the walls, lungs pumped full of clotted blood. Gram’s Redoubt was overrun soon after, and Sigmarite control in the local region collapsed.
BLADES OF KHORNE WARSCROLL
Hexgorger Skulls
MELEE WEAPONS
AtkHitWndRndDmg
Stream of Molten Blood
Stream of Molten Blood22+4+-D3
Passive
MULTIPLE PARTS
Effect: When a number of damage points equal to this MANIFESTATION’s Health characteristic are allocated to it, this MANIFESTATION is destroyed and both its parts are removed from play.

Each time this MANIFESTATION moves, both its parts must end within 8" of each other.

Each part of this MANIFESTATION is armed with a Stream of Molten Blood.

Passive
HEXGORGERS: Hexgorger skulls exist purely to destroy magic.

Effect: For each part of this MANIFESTATION that is within 8" of a WIZARD (friendly or enemy), subtract 1 from casting rolls for that WIZARD.

KEYWORDS
MANIFESTATION, INVOCATION, FLY, WARD (6+)
CHAOS, BLADES OF KHORNE

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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.

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 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.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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 MANIFESTATION keyword is used in the following Blades of Khorne warscrolls:

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

© Vyacheslav Maltsev 2013-2024