Blades of Khorne – Skull Altar

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BLADES OF KHORNE WARSCROLL
Skull Altar
-
10
4+
0
Rising from the ground, the Skull Altar is formed out of the violent tributes heaped in offering for Khorne’s throne. From atop the grisly pedestal, a priest of Khorne roars out invectives, evoking the judgements of the Blood God to smite down all signs of weakness or wizardry.
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: Curses spat from a Skull Altar gain a dark power.

Effect: While this terrain feature has an Invoker:
  • Add l 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: Chanting, the priest mounts this fell 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’).

Once Per Turn, Your Hero Phase
HATRED OF SORCERY: No spell may spark before Khorne's altar.

Declare: If this terrain feature has an Invoker, pick up to D3 enemy ENDLESS SPELLS within 18" of this terrain feature to be the targets(s) and make a banishment roll of 2D6 for each target.

Effect: Resolve the effect of the ’Banish Manifestation’ ability for each target. If any ENDLESS SPELLS are banished by this ability, you gain 1 blood tithe point.

Your Movement Phase
DESCEND THE ALTAR: Sometimes, the slaughter calls too loudly...

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.

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).
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 model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • 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.

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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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
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.

Otherwise, 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.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number of ritual points to the PRIEST equal to the chanting roll.
KEYWORDSPRAYER, UNLIMITED



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

Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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.

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

© Vyacheslav Maltsev 2013-2025