Blades of Khorne – Slaughterpriest

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BLADES OF KHORNE WARSCROLL
Slaughterpriest
5"
6
5+
2
Bodies swollen with wrathful energies, the Slaughterpriests are Khorne’s chosen demagogues. Their spittle-flecked proclamations are, the Bloodbound say, the words of the War God himself – and the hellish miracles that follow lend credence to this belief. A Slaughterpriest’s raging and ritualistic invectives can boil the blood within an enemy’s veins, before compelling it to burst from their bodies in burning sanguine clouds. Through their chanting, they wreathe their flock’s weapons in infernal fires, render their flesh as living and inviolate bronze, and call forth manifestations of the Lord of Battle’s anger directly from the Realm of Chaos. To conflate a Slaughterpriest with a wizard would soon see the offender hacked apart in a frenzy. These champions do not manipulate aetheric energies in the manner of some craven mage; rather, they open their souls to the Blood God, becoming a conduit for his world-warping rage. Such contact with the furious divine would soon consume even the most fervent of worshippers. To bolster themselves, Slaughterpriests draw upon the power inherent in sacrifice; they will drink the blood of their victims and carve great wounds upon their own flesh. With such offerings do they gird their souls to bear Khorne’s touch.
BLADES OF KHORNE WARSCROLL
Slaughterpriest
MELEE WEAPONS
AtkHitWndRndDmg
Bloodbathed Weapon
Bloodbathed Weapon43+3+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 40mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND

Once Per Turn (Army), Your Hero Phase
BLOOD SACRIFICE: A Slaughterpriest knows better than any that Khorne cares not from where the blood flows…

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

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll.
  • Gain 1 blood tithe point.

Passive
SCORN OF SORCERY: Slaughterpriests share their god’s hatred of sorcery and those who use it.

Effect: This unit can use Unbind abilities as if it had WIZARD (1).

KEYWORDS
HERO, PRIEST (1), INFANTRY
CHAOS, BLADES OF KHORNE, BLOODBOUND, GORECHOSEN
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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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.

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

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.

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

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.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
© Vyacheslav Maltsev 2013-2024