Blades of Khorne – Skull Altar

This warscroll does not meet the selection criteria (see Settings tab).
BLADES OF KHORNE WARSCROLL
Skull Altar
-
10
4+
-
It is often remarked that Khorne’s only true temple is the battlefield. Nevertheless, the Skull Altars are nexuses where his wrathful powers can be harnessed by the faithful. Though they are clad in iron and brass, these are no natural constructs; they are spars of the Brass Citadel and the Skull Lands that lie beyond the veil, dragged into reality through acts of war and sacrifice. Skulls erupt from the ground to mass around their base, and anger chokes the air around them like a heat haze. Skull Altars often form the heart of Bloodbound warcamps, and to claim such a structure is a worthy ambition for any mortal champion. Even daemons covet the Skull Altars, for they are a tangible link to the realm of their master. As shards of the Realm of Chaos made manifest, Skull Altars are laden with ritualistic energy. Through the offering of blood and the speaking of slaughterous invocations, a disciple of Khorne can harness this power with greater ease than ever. The chants of one stood atop a Skull Altar echo across the battlefield, filling all who hear them with mounting fury.
BLADES OF KHORNE WARSCROLL
Skull Altar
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

Passive
WORDS OF HATE: As much a platform of violent oratory as bloody sacrifice, the exhortations of Khorne’s priests echo from this brass-clad edifice like the tolling of infernal bells.

Effect: While this terrain feature has an Invoker:

  • Add 1 to chanting rolls for the Invoker.
  • The Invoker cannot use MOVE abilities.
  • Instead of measuring range or visibility to the Invoker, measure to this terrain feature instead.
  • All attacks that would target the Invoker target this terrain feature instead.
  • If this terrain feature is destroyed, before removing it from the battlefield, inflict D3 mortal damage on the Invoker. Then, set up the Invoker on the battlefield wholly within 3" of this terrain feature and not in combat. That unit is no longer an Invoker. If it is not possible to set up the Invoker, it is slain.

Your Hero Phase
ASCEND THE ALTAR
Declare: If this terrain feature does not have an Invoker, pick a friendly BLADES OF KHORNE INFANTRY PRIEST within 3" of it and not in combat to be the target.

Effect: Place the target on this terrain feature. The target is now an Invoker (see ‘Words of Hate’).

Your Movement Phase
DESCEND THE ALTAR
Effect: If this terrain feature has an Invoker that was not placed on it this turn, set up the Invoker on the battlefield wholly within 6" of this terrain feature and not in combat. That unit is no longer an Invoker.

Reaction: A friendly unit within 18" of this terrain feature was picked to be the target of an enemy spell
HATRED OF SORCERY: Khorne’s depthless scorn of magic radiates from these altars in waves.

Effect: Roll a dice. On a 5+:
  • If this terrain feature has an Invoker, gain 1 blood tithe point.
  • Ignore the effect of that spell on that friendly unit.

This terrain feature can use this ability more than once per phase but you can only roll once for each friendly unit per spell cast.

KEYWORDS
FACTION TERRAIN
CHAOS, BLADES OF KHORNE
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).

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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.
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.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

The INFANTRY and PRIEST keywords are used in the following Blades of Khorne warscrolls:

© Vyacheslav Maltsev 2013-2024