Blades of Khorne – Skullgrinder

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BLADES OF KHORNE WARSCROLL
Skullgrinder
5"
6
3+
2
Khorne is a god of rage, yet there are ways to earn his esteem beyond killing. Those who forge tools of war are favoured by the Blood God, and the Skullgrinders are masters of their craft. No simple blacksmiths are these. Muscle ripples as they labour at their brazen anvils, ever-burning relics that are both implements of dark metalworking and sacrificial altars. Upon them, a Skullgrinder hammers the essence of rage into steel. When battle calls, Skullgrinders will bind these anvils in huge chains, swinging them with enough monstrous strength to shatter a gargant’s leg in one blow. To wield a weapon forged by a Skullgrinder is a mighty boon, for they channel their fury into crafting weapons of singular potency. Wars have been fought by champions seeking to impress such a smith into their service. There are whispers that many Skullgrinders were trained in the forges of the Brass Citadel or have walked those halls in their dream-quests. Undeniably, there is something otherworldly about the Skullgrinders, for all their immense physicality. In the flames that engulf their anvils, they see visions of the dread armaments they will craft – weapons to carve the realms apart one piece at a time.
BLADES OF KHORNE WARSCROLL
Skullgrinder
MELEE WEAPONS
AtkHitWndRndDmg
Brazen Anvil [Anti-MONSTER (+1 Rend)]
Brazen Anvil
Anti-MONSTER (+1 Rend)
44+3+13
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND
Notes: This HERO can join an eligible regiment as a Bloodbound Warmonger.

Reaction: Passive
BONE-CRUSHING STRIKES: Larger beasts feel the full brunt of the Skullgrinder’s anvil as it crashes into their flank, shattering ribs and sending them sprawling.

Effect: If this unit uses a FIGHT ability, all of the attacks target the same enemy MONSTER, and any of the attacks score a critical hit, that MONSTER has STRIKE-LAST for the rest of the turn.

Once Per Battle (Army), Deployment Phase
TEMPERED BY FURY: Until the horns for battle are sounded, Skullgrinders are known to work on their craft ceaselessly, tempering the weapons of their fellow warriors so that they glow red-hot with the rage of Khorne.

Declare: Pick another friendly BLOODBOUND HERO within 8" of this unit to be the target.

Effect: Pick 1 of the target’s melee weapons. Add 1 to the Rend characteristic of that weapon for the rest of the battle.

KEYWORDS
HERO, 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).

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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.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Bloodbound Warmonger.

Infantry Hero

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

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

The BLOODBOUND and HERO keywords are used in the following Blades of Khorne warscrolls:

© Vyacheslav Maltsev 2013-2024