Blades of Khorne – Skulltaker

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BLADES OF KHORNE WARSCROLL
Skulltaker
5"
7
4+
2
Amidst battle’s madness, the finest of warriors find the daemon waiting for them. Unlike most Bloodletters, when not in combat, Skulltaker’s bearing is restrained, hands crossed over the pommel of a gore-dripping blade driven into the earth. Those who accept his challenge see that accursed sword raised in salute – before Skulltaker summarily eviscerates them. He is Khorne’s eternal champion, rage channelled as lethal precision, every strike calculated to sever the foe’s head. When battle is done, Skulltaker returns to the Brass Citadel, offering his new trophy to his god in supplication. On occasion, Khorne will allow his executioner to keep the heads of especially noteworthy foes. These are flensed fastidiously by Skulltaker, before being added to the cloak that marks his grim purpose. In his hunt for the most formidable enemies, Skulltaker has fought across reality and beyond, from atop perilous ice floes to the ramparts of impossible fortresses. He often travels alone, finding the constant raging of his fellows a tedious distraction. Even Bloodthirsters cannot command Khorne’s champion; those who try are fixed with a volcanic glower and a warning twitch of the Slayer Sword. For Skulltaker, only his next ordained kill matters. Anyone who would slow him – ally or adversary – is cut down without hesitation.
BLADES OF KHORNE WARSCROLL
Skulltaker
MELEE WEAPONS
AtkHitWndRndDmg
The Slayer Sword [Anti-HERO (+1 Rend), Crit (Mortal)]
The Slayer Sword
Anti-HERO (+1 Rend), Crit (Mortal)
62+3+22
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: Any DAEMON
Notes: This HERO can join an eligible regiment as a Slaughter Seeker.

Any Combat Phase
HEROE’S BANE: Khorne’s eternal champion seeks out the worthiest of foes and demands they face him in single combat.

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

Effect: For the rest of the turn, while the target is in combat with this unit, this unit has STRIKE-FIRST but all combat attacks it makes must target that enemy HERO.

Passive
SKULLS FOR THE SKULL-THRONE: Skulltaker leaves only trophies taken from the strongest opponents at the foot of Khorne’s throne.

Effect: Each time an enemy HERO is slain by this unit, you receive 1 additional blood tithe point.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (5+)
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).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

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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.
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.

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

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

• Karanak
© Vyacheslav Maltsev 2013-2024