Blades of Khorne – Realmgore Ritualist

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BLADES OF KHORNE WARSCROLL
Realmgore Ritualist
5"
5
5+
2
Khorne despises magic, believing that to slay a foe with sorcery is an insult to the warrior’s creed. Yet bloody ritual is central to the culture of his mortal worshippers, who believe that through such acts they draw his favour. The Realmgore Ritualists stand at the heart of this contradiction. Though as lethally capable as any Bloodbound marauder, they see the taking of lives as tedious. Rather, they would cut the throat of the realms and see geysers of liquid earthblood gush forth. A Realmgore Ritualist knows the runes of desecration that will develop into splintering world-wounds and the invocations that will call forth waves of gore. As ichor flows in rivers and rains from the sky, a murder-trance seizes nearby Bloodbound, seeing them abandon their last vestiges of restraint. A Ritualist’s ceremonies can only be performed with a blade thoroughly wetted in mortal blood. Prisoners will be sacrificed without pause to provide this sacred libation, but blood taken in honest battle is more pleasing to Khorne. The sacrificial daggers wielded by the Realmgore Ritualists are relics anointed in atrocity, and merely a single cut from such a weapon can see a foe rapidly and violently exsanguinated.
BLADES OF KHORNE WARSCROLL
Realmgore Ritualist
MELEE WEAPONS
AtkHitWndRndDmg
Ritual Dagger
Ritual Dagger13+3+2D6
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND

Once Per Battle (Army), Your Movement Phase
DESECRATING BLOOD RUNES: The Ritualist carves blasphemous runes into the earth with their gore-slickened dagger, bringing down a rain of gore that drives Khorne’s faithful into a frenzy.

Declare: Pick an objective or terrain feature within this unit’s combat range to be the target.

Effect: For the rest of the battle, add 1 to hit rolls for combat attacks made by friendly BLOODBOUND units while they are wholly within 12" of the target.

KEYWORDS
HERO, PRIEST (1), INFANTRY
CHAOS, BLADES OF KHORNE, BLOODBOUND, GORECHOSEN
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).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

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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.

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

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:

© Vyacheslav Maltsev 2013-2024