Blades of Khorne – Wrathmongers

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BLADES OF KHORNE WARSCROLL
Wrathmongers
5"
3
5+
1
Raving, insensate, consumed by battle-lust – Wrathmongers are perhaps the purest expression of Khorne’s nature amongst the Bloodbound hordes. Not for them the allure of lordship, nor even the rough camaraderie of warriors. They have given themselves to the daemonic, enduring the ritual of the Brass Cage so that they might be swollen with infernal power. A Wrathmonger’s blood boils with that forbidden strength, lending them might enough to swing their bludgeoning flails as if they weighed nothing, and from them exudes an aura of fury so overwhelming that it seizes both friend and foe. Homicidal madness is a Wrathmonger’s constant companion – one that they embrace wholeheartedly. Wrathmongers cannot be truly commanded, even by the most vaunted of champions. Khorne is their only true master, and the spreading of his allconsuming fury is their driving goal. A hot arterial stink surrounds them at all times, for blood oozes from their pores as a crimson mist. It is this vapour that drives sane warriors out of their minds with outrage and funnels new souls into Khorne’s grasp. It also renders the skin of the Wrathmongers perpetually ruddy, until they more closely resemble the daemons of the Blood Legions than their fellow mortals.
BLADES OF KHORNE WARSCROLL
Wrathmongers
MELEE WEAPONS
AtkHitWndRndDmg
Wrath-flails [Crit (2 Hits)]
Wrath-flails
Crit (2 Hits)
44+3+11
BATTLE PROFILE

Unit Size: 5      Points: 140
Base size: 40mm
Can be reinforced: Yes

Passive
BLOODFURY: The maddening blood-vapour that surrounds Wrathmongers can plunge their foes into a self-destructive rage.

Effect: Each time an unmodified hit roll for a combat attack that targets this unit is 1, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Passive
CRIMSON HAZE: A frenzy-inducing cloud of blood and gore fills the air wherever Wrathmongers swing their flails.

Effect: While this unit is in combat, add 1 to the Attacks characteristic of melee weapons used by friendly BLOODBOUND units, excluding Wrathmongers units, while they are wholly within 12" of this unit.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, BLADES OF KHORNE, BLOODBOUND
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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
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).
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

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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.
© Vyacheslav Maltsev 2013-2024