Blades of Khorne – Skarbrand

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BLADES OF KHORNE WARSCROLL
Skarbrand
8"
16
4+
5
There was a time in which no daemon sat higher in the favour of Khorne than Skarbrand, marshal of the War God’s hosts. Victories beyond measure he laid before his master’s throne, for the Bloodthirster’s battle prowess was unmatched. Yet it was this very pride that allowed Tzeentch to plant worms of treachery in Skarbrand’s mind, taunting him until – in a moment of arrogant fury – he struck Khorne himself. In a rage, the Lord of Battles snatched Skarbrand and hurled him across the Realm of Chaos as a blazing comet. After eight days and nights, Skarbrand finally arose, his wings shredded and his mind locked in a furious madness. Exiled from Khorne’s realm, Skarbrand crashes across the Mortal Realms as a force of unmatched devastation. Wielding Slaughter and Carnage, twin axes each bound with the essence of a Bloodthirster, he tears through armies, heedless of any who are drawn to fight around him. Injury only spurs his rage to new heights, and his bellows of matchless fury can burst the hearts of those who hear them. In his matchless zeal, Skarbrand serves Khorne more completely than ever, and foes from the Stormcast Eternals to the celestial Seraphon have known the bite of his axes.
BLADES OF KHORNE WARSCROLL
Skarbrand
MELEE WEAPONS
AtkHitWndRndDmg
Slaughter
Slaughter43+2+24
Carnage [Crit (Mortal)]
Carnage
Crit (Mortal)
23+2+28
BATTLE PROFILE

Unit Size: 1      Points: 490
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Slaughter Seeker, Any BLADES OF KHORNE

Passive
SKARBRAND’S RAGE: Skarbrand’s infamous fury cannot be quenched. Attacking him only serves to stoke his anger.

Effect: While this unit has 10 or more damage points, or if it did not use a FIGHT ability last turn, or if it is the first turn of the battle, the Attacks characteristic of its Slaughter is 6.

Once Per Turn (Army), Any Combat Phase
ROAR OF TOTAL RAGE: When Skarbrand roars, heads explode and blood boils in the veins of his victims.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll either 3 dice or a number of dice equal to the number of damage points this unit has. For each 4+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

Passive
INESCAPABLE WRATH: No one is safe from Skarbrand’s rampages.

Effect: Add 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WARD (5+)
CHAOS, BLADES OF KHORNE, DAEMON, BLOODTHIRSTER
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).
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).

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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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
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.

This HERO can join an eligible regiment as a Slaughter Seeker.

Infantry Hero
14.3 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 UNIQUE keyword is used in the following Blades of Khorne warscrolls:

• Karanak

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

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

© Vyacheslav Maltsev 2013-2024