Blades of Khorne – Mighty Skullcrushers

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BLADES OF KHORNE WARSCROLL
Mighty Skullcrushers
8"
5
2+
2
It matters not how brave a warrior claims to be; when the Brass Stampede thunders close, they shiver with fear. This clanking cavalcade of death is populated by the Skullcrushers, Khorne’s chosen knights. Each rides to war upon a daemon of iron, blood and brass known as a Juggernaut. These creatures are drawn to the most destructive of those warriors – those who crush and dismember as a matter of course. Smashing clear of their stockades in Khorne’s realm, they will charge across the cosmos until they locate the object of their fixation. The warrior then has eight heartbeats to form an accord with and mount the daemon. If they hesitate, they will be gored to death. Skullcrusher warbands often style themselves as vagabond warriors, nomadic slayers forever crossing the realms in search of new challenges. Their daemonic steeds need neither rest nor sustenance, crunching tirelessly through deep snow or over endless deserts to find new battlefields. A Skullcrusher may fight alongside numerous warhordes in their long lives, for the armour of both man and daemon is nigh invulnerable to conventional weapons – all the better to add mass to their lethal momentum.
BLADES OF KHORNE WARSCROLL
Mighty Skullcrushers
MELEE WEAPONS
AtkHitWndRndDmg
Gorebathed Glaive or Axe [Charge (+1 Damage)]
Gorebathed Glaive or Axe
Charge (+1 Damage)
33+3+11
Juggernaut’s Brazen Hooves [Companion]
Juggernaut’s Brazen Hooves
Companion
24+3+1D3
BATTLE PROFILE

Unit Size: 3      Points: 250
Base size: 90 × 52mm
Can be reinforced: Yes

Any Charge Phase
SLAUGHTEROUS CHARGE: The crushing mass and stamping hooves of Khorne’s Juggernauts are a threat to all in their path.

Declare: If this unit charged this turn, pick an enemy unit within 1" of it to be the target.

Effect: Make a crushing charge roll of D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3)
CHAOS, BLADES OF KHORNE, BLOODBOUND
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

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

Universal Core Abilities - 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

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

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
© Vyacheslav Maltsev 2013-2024