Blades of Khorne – Wrath of Khorne Bloodthirster

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BLADES OF KHORNE WARSCROLL
Wrath of Khorne
Bloodthirster
12"
16
4+
5
A Bloodthirster is a harbinger of the apocalypse. They are the mightiest of Khorne’s daemons, warlords of his hosts and embodiments of his battle-frenzy. Few have faced these bat-winged slaughterers and lived. Those who have recall a terrible charnel reek and the insane hate that fills the creature’s gaze. So potent is this ire that it twists the world around a Bloodthirster. Jagged spires of brass erupt from the ground at their passing, and lakes of blood bubble in the craters left by their hooves. Each of these greater daemons belongs to one of eight hosts, with its own preferred methods of murder-making. Brutal competition exists between Bloodthirsters to ascend through these hosts, just as Khorne desires. Bloodthirsters of the Third Host are permitted to dub themselves the Wrath of Khorne. They are hurled into the choicest engagements, driving the god’s hosts to red victory through their own displays of slaughter. Bloodthirsters of a less favoured host often find themselves subordinate to a Wrath of Khorne, however much it rankles. With axe and flail swinging, hellfire spilling from its maw with each bellow, a Wrath of Khorne Bloodthirster is a tyrannical marshal indeed, but one who will make any sacrifice to excel under its master’s gaze.
BLADES OF KHORNE WARSCROLL
Wrath of Khorne
Bloodthirster
RANGED WEAPONS
RngAtkHitWndRndDmg
Hellfire Breath [Shoot in Combat]
Hellfire Breath
Shoot in Combat
8"2D62+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Mighty Axe of Khorne and Bloodflail [Anti-HERO (+1 Rend)]
Mighty Axe of Khorne and Bloodflail
Anti-HERO (+1 Rend)
63+2+24
BATTLE PROFILE

Unit Size: 1      Points: 420
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Slaughter Seeker, Any DAEMON

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Mighty Axe of Khorne and Bloodflail is 4.

Once Per Turn (Army), Any Combat Phase
COMMANDER OF TYRANTS: Bloodthirsters of lesser rank are compelled to follow the orders of these bellowing greater daemons.

Declare: Pick up to 3 other visible friendly non-UNIQUE BLOODTHIRSTER units to be the targets.

Effect: Add 1 to the Attacks characteristic of each target’s melee weapons for the rest of the turn.

Once Per Turn (Army), Any Combat Phase
VENGEANCE OF KHORNE: Wrath of Khorne Bloodthirsters are the Lord of Battle’s agents of vengeance, sent to claim the skulls of those who have offended him.

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

Effect: Roll 8 dice. For each 4+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY, WARD (5+)
CHAOS, BLADES OF KHORNE, DAEMON, BLOODTHIRSTER
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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Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.

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
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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

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

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

The non-UNIQUE BLOODTHIRSTER keyword is used in the following Blades of Khorne warscrolls:

© Vyacheslav Maltsev 2013-2024