Blades of Khorne – Skullmaster, Herald of Khorne

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BLADES OF KHORNE WARSCROLL
Skullmaster
Herald of Khorne
8"
7
4+
2
It takes Bloodletters of particular might and battle-craft to serve as captains in the infernal legions. These are the Heralds of Khorne, empowered daemons second in rank and murderous ability only to the Bloodthirsters. Heralds have earned their position in the only manner Khorne acknowledges: they have passed every martial trial set before them and cut down any who thought to challenge them. Wielding Blades of Blood forged by infernal artificers, Heralds of Khorne are conduits of their god’s fury, enacting his will through their furious commands. Those Heralds designated as Skullmasters display an impulsive aggression above and beyond the manic standard of Khorne’s daemons. Such is necessary to master one of the snorting daemon-beasts known as Juggernauts. It is the Skullmasters who lead cavalry charges of Bloodcrushers, attempting to direct these unsubtle brass stampedes with something approaching tactical nous. As their title implies, Skullmasters have a particular fascination with the taking of heads. As their Juggernaut mounts thunder towards the foe at surprising speed, the Heralds are wont to angle their blades like the edge of a scythe, trusting in murderous momentum to hew a harvest of skulls from necks.
BLADES OF KHORNE WARSCROLL
Skullmaster
Herald of Khorne
MELEE WEAPONS
AtkHitWndRndDmg
Juggernaut’s Brazen Hooves [Companion]
Juggernaut’s Brazen Hooves
Companion
24+3+1D3
Blade of Blood [Anti-INFANTRY (+1 Rend), Crit (Mortal)]
Blade of Blood
Anti-INFANTRY (+1 Rend), Crit (Mortal)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: Any DAEMON CAVALRY, Any WAR MACHINE

Any Charge Phase
SLAUGHTEROUS CHARGE: The crushing mass and stamping hooves of Khorne’s Juggernauts are a threat to all in their path.

Declare: If this unit charged this turn, pick an enemy unit within 1" of it to be the target.

Effect: Make a crushing charge roll of D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Once Per Battle (Army), Any Charge Phase
HERALD OF TRAMPLING DEATH: The earth shatters under the metal hooves of a Slaughtermaster and its warriors, a wall of living brass that crushes all before it.

Declare: Pick a friendly Bloodcrushers unit within this unit’s combat range to be the target.

Effect: For the rest of the turn, weapons used by this unit and the target have Charge (+1 Damage).

KEYWORDS
HERO, CAVALRY, WARD (6+)
CHAOS, BLADES OF KHORNE, DAEMON
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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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.

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

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.

Universal Core Abilities - 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

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 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.
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.
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 CAVALRY keyword is used in the following Blades of Khorne warscrolls:

The DAEMON and CAVALRY keywords are used in the following Blades of Khorne warscrolls:

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
© Vyacheslav Maltsev 2013-2024