Blades of Khorne – Warscrolls


Beast Hero


BLADES OF KHORNE WARSCROLL
Karanak
8"
7
5+
2
6+
Ever watchful, ever hungry, Karanak is the physical manifestation of the Blood God’s wrathful vengeance. Once he has the scent of his quarry, this tireless hunter will not cease in his hunt until he tastes their torn flesh between his fangs.
BLADES OF KHORNE WARSCROLL
Karanak
MELEE WEAPONS
AtkHitWndRndDmg
Savage Maws and Goreslick Claws [Anti-HERO (+1 Rend), Blood-hungry]
Savage Maws and Goreslick Claws
Anti-HERO (+1 Rend), Blood-hungry
64+3+12
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: Any Claws of Karanak, Any Flesh Hounds

Passive
FIRST OF THE PACK: Where the Hound of Vengeance hunts, his bestial kin are sure to follow in pursuit, empowered by Karanak’s single-minded fury.

Effect: While this unit is wholly within 12" of a friendly Flesh Hounds unit, add 2 to charge rolls for this unit. In addition, while any friendly Flesh Hounds units are wholly within 12" of this unit, they can ignore the effect of the ‘Beast’ ability.

Once Per Turn, Your Movement Phase
PREY OF THE BLOOD GOD: Karanak hunts those who have earned the Blood God’s ire.

Effect: Pick an enemy HERO to be this unit’s quarry. You can pick a HERO in reserve.

Enemy Movement Phase
STALK THE PREY: Karanak’s intended quarry is relentlessly and mercilessly run to ground.

Declare: Pick this unit and a friendly Flesh Hounds unit to be the targets.

Effect: Remove the targets from the battlefield and set them up again on the battlefield more than 6" from this unit’s quarry and more than 9" from all other enemy units. The unit of Flesh Hounds must also be set up wholly within 12" of this unit.
KEYWORDSCORE

KEYWORDS
UNIQUE, HERO, BEAST, WARD (6+)
CHAOS, BLADES OF KHORNE, DAEMON


BLADES OF KHORNE WARSCROLL
Scyla Anfingrimm
8"
8
5+
2
Ferocity made flesh and blood, Scyla Anfingrimm is a terrifying foe who knows nothing of fear or mercy. His monstrous strength is such that he can tear a Dracoth in two, and sorcery can gain no purchase upon his form, for his collar radiates Khorne’s hatred.
BLADES OF KHORNE WARSCROLL
Scyla Anfingrimm
MELEE WEAPONS
AtkHitWndRndDmg
Brutal Fists [Crit (2 Hits)]
Brutal Fists
Crit (2 Hits)
84+2+-2
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 60mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND

Passive
BRASS COLLAR OF KHORNE: Like all great gifts of the Blood God, the spiked collar that encircles Scyla’s neck is anathema to magic.

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

Any Charge Phase
BESTIAL LEAP: Scyla is capable of great, bounding leaps that take him over the heads of lesser foes.

Effect: If this unit charged this phase, roll a dice. On a 3+, this unit can move 2D6" as if it had FLY but must end that move in combat.

KEYWORDS
UNIQUE, BEAST, HERO
CHAOS, BLADES OF KHORNE, BLOODBOUND

Cavalry Hero


BLADES OF KHORNE WARSCROLL
Lord of Khorne
on Juggernaut
10"
8
2+
2
Already a terrifying opponent in their own right, a Khornate lord astride a Juggernaut is an unstoppable force of destruction. Foes are crushed or hacked apart in seconds, while the sheer momentum of their ruinous steed draws their warriors howling in their wake.
BLADES OF KHORNE WARSCROLL
Lord of Khorne
on Juggernaut
MELEE WEAPONS
AtkHitWndRndDmg
Wrathforged Axe [Blood-hungry]
Wrathforged Axe
Blood-hungry
63+3+12
Juggernaut’s Brazen Hooves [Companion]
Juggernaut’s Brazen Hooves
Companion
24+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 200
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND
Notes: This unit will move to Warhammer Legends on 1 June 2026.

Passive
LORD OF THE BRASS STAMPEDE: Carnage erupts as the full force of a mounted Khornate warhorde collides with the enemy.

Effect: If this unit charged this turn, for the rest of the turn, add 1 to charge rolls for friendly BLADES OF KHORNE CAVALRY units while they are wholly within 12" of this unit.

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 a visible enemy unit within 1" of it to be the target.

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

KEYWORDS
HERO, CAVALRY
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Skullmaster
Herald of Khorne
10"
7
4+
2
6+
The war cry of the Skullmaster rings out over the thunderous hoofbeats of its ironclad steed moments before it slams into the foe with titanic force. Armour buckles, flesh tears, bones shatter and blood falls like rain as the Herald exults in the carnage.
BLADES OF KHORNE WARSCROLL
Skullmaster
Herald of Khorne
MELEE WEAPONS
AtkHitWndRndDmg
Blade of Blood [Blood-hungry, Crit (Mortal)]
Blade of Blood
Blood-hungry, Crit (Mortal)
53+3+22
Juggernaut’s Brazen Hooves [Anti-CAVALRY (+1 Rend), Companion]
Juggernaut’s Brazen Hooves
Anti-CAVALRY (+1 Rend), Companion
24+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: Any DAEMON CAVALRY, Any WAR MACHINE
Notes: This unit will move to Warhammer Legends on 1 June 2026.

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 a visible enemy unit within 1" of it to be the target.

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

Once Per Battle, Any Charge Phase
HERALD OF TRAMPLING DEATH: The earth shatters under the metal hooves of a Skullmaster and its fellow daemonic cavalry, a wave 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

Infantry Hero


BLADES OF KHORNE WARSCROLL
Bloodmaster
Herald of Khorne
5"
6
4+
2
6+
Each swing of the Bloodmaster’s blade opens throats and splits torsos, while truly worthy victims find their heads severed from their bodies. Around the Herald, the Bloodletters of Khorne fight all the harder, driven to a frenzy by his murderous aura.
BLADES OF KHORNE WARSCROLL
Bloodmaster
Herald of Khorne
MELEE WEAPONS
AtkHitWndRndDmg
Blade of Blood [Blood-hungry, Crit (2 Hits)]
Blade of Blood
Blood-hungry, Crit (2 Hits)
53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Slaughter Seeker, Any BLADES OF KHORNE DAEMON

Reaction: You declared a FIGHT ability for this unit
THE BLOOD MUST FLOW: Rallied by bloody example, Khorne’s lesser daemons leap into combat.

Effect: Pick a friendly Bloodletters unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, for the rest of the turn, add 1 to hit rolls for combat attacks made by this unit and that friendly Bloodletters unit.

KEYWORDS
HERO, PRIEST (1), INFANTRY, WARD (6+)
CHAOS, BLADES OF KHORNE, DAEMON


BLADES OF KHORNE WARSCROLL
Bloodsecrator
5"
6
3+
5
Howling in rage, the Bloodsecrator hacks and smashes their way through the foe with their Icon of Khorne held high. This grim standard channels the wrathful energies of the Blood God’s domain to the battlefield, filling their followers with an infernal battle-lust that is terrifying to behold.
BLADES OF KHORNE WARSCROLL
Bloodsecrator
MELEE WEAPONS
AtkHitWndRndDmg
Ensorcelled Axe [Blood-hungry]
Ensorcelled Axe
Blood-hungry
43+3+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND
Notes: This HERO can join an eligible regiment as a Bloodbound Warmonger.

Passive
ICON OF THE BLOOD GOD: The massive brass-and-bone icons hefted by the Bloodsecrators inspire the Bloodbound to fight until their last, gore-flecked breath.

Effect: If a friendly BLOODBOUND unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.

Once Per Battle (Army), Any Combat Phase
RAGE OF KHORNE: The Bloodsecrator slams his banner into the ground, flooding the battlefield with the violent energies of Khorne’s hellish domain.

Effect: Add 1 to the Attacks characteristics of melee weapons used by friendly BLOODBOUND units for the rest of the turn.

KEYWORDS
HERO, INFANTRY
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Bloodstoker
5"
5
4+
2
Every whip-crack of the Bloodstoker’s expertly plied lash builds the battle-frenzy of those around him, their screams of hatred and fury echoing across the battlefield as they pelt towards the foe with wrathful abandon.
BLADES OF KHORNE WARSCROLL
Bloodstoker
MELEE WEAPONS
AtkHitWndRndDmg
Torture Blade and Blood Whip [Blood-hungry]
Torture Blade and Blood Whip
Blood-hungry
43+4+12
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 40mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND
Notes: This HERO can join an eligible regiment as a Bloodbound Warmonger.

Once Per Turn (Army), Your Movement Phase
WHIPPED TO FURY: The ferocious bite of a Bloodstoker’s lash reminds every Khorne follower of the bloody dues their master expects.

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

Effect: For the rest of the turn, the target can use CHARGE abilities even if it used a RUN ability in the same turn.

KEYWORDS
HERO, INFANTRY
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Deathbringer
5"
6
3+
2
Lieutenants and champions amongst the Bloodbound hordes, Deathbringers are ascendant warriors who desire to claim the mantle of lordship. To earn their throne they must offer the mightiest trophies to Khorne – the skulls of kings and warlords, pursued with a formidable intensity.
BLADES OF KHORNE WARSCROLL
Deathbringer
MELEE WEAPONS
AtkHitWndRndDmg
Kingslayer Axe [Blood-hungry, Crit (2 Hits)]
Kingslayer Axe
Blood-hungry, Crit (2 Hits)
43+3+13
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND
Notes: This HERO can join an eligible regiment as a Bloodbound Warmonger.

The following units no longer have current warscrolls: Aspiring Deathbringer; Exalted Deathbringer. You can use the models in these units to represent the following units as appropriate, provided they are on the listed base sizes:
Aspiring Deathbringer → Deathbringer (40mm)
Exalted Deathbringer → Deathbringer (40mm)

Reaction: Opponent declared a command for a unit within 8" of this unit
TROPHIES OF GLORIOUS DEATHS: The sight of mighty champions reduced to nothing more than a Deathbringer's grisly trophies is enough to make the staunchest warrior baulk and falter.

Effect: Roll a dice. On an 5+, that command has no effect, it still counts as having been used and the command points spent to use it are still lost. This reaction cannot be used more than once per command.

Once Per Turn (Army), End of Any Turn
KILLER OF KINGS: A Deathbringer slays without pause or relent.

Declare: Pick each enemy unit and MANIFESTATION in combat with this unit to be a target.

Effect: Roll 2D6 for each target. If the roll exceeds the target’s Health characteristic, 1 model from that unit is slain or, if the target is a MANIFESTATION, it is automatically destroyed.

KEYWORDS
HERO, INFANTRY
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Mighty Lord of Khorne
5"
7
3+
2
Leaders of the Bloodbound warhordes, Mighty Lords of Khorne are supreme killers even amongst a society dedicated to slaughter. As they carve a gory path across the battlefield they send their warriors surging forth to claim more skulls in Khorne’s name.
BLADES OF KHORNE WARSCROLL
Mighty Lord of Khorne
MELEE WEAPONS
AtkHitWndRndDmg
Flesh Hound’s Blood‑dark Claws [Companion]
Flesh Hound’s Blood‑dark Claws
Companion
44+3+-1
Axe of Khorne [Blood-hungry]
Axe of Khorne
Blood-hungry
53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 60mm
Can be reinforced: No
Regiment Options: Any Bloodbound Warmonger, Any BLOODBOUND

Passive
LORD OF THE BLOODBOUND: With bellowed commands and sworn vows of bloodshed, this mighty warlord commands their warriors to charge down the enemy.

Effect: Add 1 to wound rolls for friendly BLOODBOUND INFANTRY units while they are wholly within 12" of this unit.

Once Per Turn (Army), Your Combat Phase
’BRING ME THEIR SKULL!’: Axe held aloft, this warlord orders one of his Gorechosen forward.

Declare: Pick another friendly BLOODBOUND INFANTRY HERO wholly within 12" of this unit to be the target.

Effect: The target has STRIKE-FIRST for the rest of the turn.

KEYWORDS
HERO, INFANTRY
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Realmgore Ritualist
5"
5
5+
2
Realmgore Ritualists curse both the enemies of Khorne and the land itself. Blasphemous hexes are laid upon the foe to sap their strength, while bleeding runes are carved into the earth, imbuing it with an aura of rage that drives their allies to commit relentless acts of murder.
BLADES OF KHORNE WARSCROLL
Realmgore Ritualist
MELEE WEAPONS
AtkHitWndRndDmg
Ritual Dagger [Blood-hungry]
Ritual Dagger
Blood-hungry
23+3+2D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND

Once Per Battle (Army), Your Movement Phase
DESECRATING BLOOD RUNES: The Ritualist carves blasphemous runes into the earth with their gore-slickened dagger, bringing down a rain of gore that drives Khorne’s faithful into a frenzy.

Declare: Pick an objective or terrain feature within this unit’s combat range to be the target.

Effect: For the rest of the battle, add 1 to wound rolls for combat attacks made by friendly BLOODBOUND units while they are wholly within 12" of the target.

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


BLADES OF KHORNE WARSCROLL
Skullgrinder
5"
6
3+
2
Trailing sulphurous flame, the chained anvil of the Skullgrinder roars through the air like a dark mockery of Sigmar’s twin-tailed comet. The Khornate smith swings his mighty weapon in wide arcs, shattering armour, pulping flesh and smashing bone.
BLADES OF KHORNE WARSCROLL
Skullgrinder
MELEE WEAPONS
AtkHitWndRndDmg
Brazen Anvil [Anti-MONSTER (+1 Rend), Blood-hungry]
Brazen Anvil
Anti-MONSTER (+1 Rend), Blood-hungry
44+2+13
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 40mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND
Notes: This HERO can join an eligible regiment as a Bloodbound Warmonger.

Once Per Battle (Army), Deployment Phase
TEMPERED BY FURY: Until the horns for battle are sounded, Skullgrinders are known to work on their craft ceaselessly, tempering the weapons of their fellow warriors so that they glow red-hot with the rage of Khorne.

Declare: Pick another friendly BLOODBOUND HERO within 8" of this unit to be the target.

Effect: Pick 1 of the target’s melee weapons. Add 1 to the Rend characteristic of that weapon for the rest of the battle.

Once Per Turn (Army), Any Combat Phase
BONE-CRUSHING STRIKES: Larger beasts feel the full brunt of the Skullgrinder’s anvil as it crashes into their flank, shattering ribs and sending them sprawling.

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

Effect: Roll a dice. If the roll is equal to or less than the target’s Control characteristic, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
HERO, INFANTRY
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Skulltaker
5"
7
4+
2
5+
Skulltaker is Khorne’s immortal champion and the greatest of all Bloodletters. Ever seeking worthy skulls for his master, he scans the battlefield for the enemy’s mightiest warrior, bellowing his challenge before moving in to end yet another storied life.
BLADES OF KHORNE WARSCROLL
Skulltaker
MELEE WEAPONS
AtkHitWndRndDmg
The Slayer Sword [Anti-HERO (+1 Rend), Blood-hungry]
The Slayer Sword
Anti-HERO (+1 Rend), Blood-hungry
62+3+22
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: Any BLADES OF KHORNE DAEMON
Notes: This HERO can join an eligible regiment as a Slaughter Seeker.

Any Combat Phase
HEROES’ 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 of its combat attacks must target that enemy HERO.

End of Any Turn
THE ETERNAL DUEL: Skulltaker relishes single combat with the strongest fighters in existence. Claiming their skulls only stokes his hunger for even greater challenges.

Effect: If an enemy HERO had any damage points allocated to it by this unit’s combat attacks this turn and that HERO was destroyed this turn, Heal (X) this unit, where X is the number of damage points this unit has.

Once Per Battle (Army), End of Enemy Turn
DRAWN BY BLOOD: Skulltaker stalks the greatest heroes in the Mortal Realms, often appearing in the midst of battle to slay them before they can strike back.

Declare: Pick an enemy HERO unit that used a FIGHT ability this turn to be the target.

Effect: Remove this unit from the battlefield and set it up again on the battlefield in combat with the target and not in combat with any other enemy units.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (5+)
CHAOS, BLADES OF KHORNE, DAEMON


BLADES OF KHORNE WARSCROLL
Slaughterpriest
5"
6
5+
2
Towering, brutal demagogues, Slaughterpriests are living beacons of the Lord of Battle’s power. These foul priests direct their comrades according to visions sent by Khorne himself, boil their enemies’ blood in their veins and drive the foe mad with battle-lust.
BLADES OF KHORNE WARSCROLL
Slaughterpriest
MELEE WEAPONS
AtkHitWndRndDmg
Bloodbathed Weapon [Blood-hungry]
Bloodbathed Weapon
Blood-hungry
43+3+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND

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

Declare: Pick a unit (friendly or enemy) 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.
  • This unit gains 1 ritual 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


BLADES OF KHORNE WARSCROLL
Skarr Bloodwrath
5"
6
4+
2
In battle, Skarr Bloodwrath is a terrifying maelstrom of carnage. The Bloodstorm Blades whip around him like extensions of his furious will, and even should he fall, he rises again from the spilt blood of his victims, his axes held ready for vengeance.
BLADES OF KHORNE WARSCROLL
Skarr Bloodwrath
MELEE WEAPONS
AtkHitWndRndDmg
The Bloodstorm Blades [Blood-hungry, Crit (2 Hits)]
The Bloodstorm Blades
Blood-hungry, Crit (2 Hits)
63+3+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND
Notes: This unit will move to Warhammer Legends on 1 June 2026.

Any Movement Phase
THE SLAUGHTERBORN: Skarr Bloodwrath has been killed on battlefields beyond count, but each time he has been reborn amidst the clash of blades and the screams of the dying.

Declare: This unit can only use this ability if it has been destroyed.

Effect: Roll 2D6. On an 8+, set up a replacement unit on the battlefield more than 9" from all enemy units.

Passive
MURDEROUS PARAGON: To Wrathmongers, Skarr Bloodwrath is an exemplar of mindless carnage, and like him, they fight to the death hoping to be reborn to kill again.

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

KEYWORDS
UNIQUE, HERO, INFANTRY
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Scourge of Ghyran Mighty Lord of Khorne
5"
7
3+
2
The greatest of the Blood God’s mortal warlords are the Mighty Lords of Khorne. These hulking figures feast on violence and bloodshed, charging into battle at the head of their berserk warriors. Many of these arch-slaughterers have sworn an oath to drown Ghyran in blood. Each swipe of their daemonic axes tears at the realm’s integrity, allowing Khorne’s fury to spill through the breaches.
BLADES OF KHORNE WARSCROLL
Scourge of Ghyran Mighty Lord of Khorne
MELEE WEAPONS
AtkHitWndRndDmg
Axe of Khorne
Axe of Khorne43+3+23
Flesh Hound’s Blood‑dark Claws [Companion]
Flesh Hound’s Blood‑dark Claws
Companion
34+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 60mm
Can be reinforced: No
Regiment Options: Any Bloodbound Warmonger, Any BLOODBOUND
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Once Per Battle (Army), Any Combat Phase
1
HOWL OF BLOOD-CURDLING SAVAGERY: The Mighty Lord of Khorne leads whole tribes into battle from the front lines. Their ferocious bellows are as much a call to arms as they are a threat not to be caught shirking in the sacred duty of committing murder and slaughter in the Blood God’s name.

Declare: If this unit is in combat, pick a visible friendly BLOODBOUND unit that is wholly within 12" of this unit and not in combat to be the target. Then, make a charge roll of 2D6.

Effect: The target 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 target has charged.
KEYWORDSMOVE, CHARGE

Once Per Turn (Army), End of Any Turn
REALITY-SPLITTING AXE: A rift to the Realm of Chaos can be carved wide open with a single sweep of this axe, causing the souls of those who have felt the bite of its edge to be dragged into that hellish dimension, never to be seen again.

Declare: This unit can use this ability even if it has been destroyed. Pick an enemy HERO that was allocated any damage points by this unit’s Axe of Khorne this turn to be the target.

Effect: Roll a dice. On a 5+, the target is automatically destroyed and cannot be replaced for the rest of the battle.

KEYWORDS
HERO, INFANTRY
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Valkia The Bloody
12"
6
3+
2
6+
To incur Valkia’s wrath is to invite death. She streaks down from the skies like a bolt of crimson lightning, driving her spear with such force that she impales multiple foes in a spectacularly gruesome fashion. With her comes the Blood God’s judgement, for wherever Valkia goes, the eye of Khorne follows.
BLADES OF KHORNE WARSCROLL
Valkia The Bloody
MELEE WEAPONS
AtkHitWndRndDmg
Slaupnir [Charge (+1 Damage)]
Slaupnir
Charge (+1 Damage)
53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 32mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND, 0-1 Bloodbound Warmonger

Deployment Phase
BORNE ON WINGS OF BLOOD: Soaring upon the winds of war, Valkia awaits the worthiest of foes before plunging into battle.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve soaring above the battlefield. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
THE RED ANGEL OF SLAUGHTER: Valkia swoops to the battlefield on bloodstained wings, launching her spear into the heart of the enemy lines moments before she charges in and begins the slaughter.

Declare: Pick this unit if it is soaring above the battlefield.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units. Then, pick a visible enemy unit within 10" of this unit and roll a dice. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.

Passive
THE GAZE OF KHORNE: Khorne’s gaze follows Valkia; the Blood God’s warriors strive all the harder to please him when she is nearby.

Effect: If a friendly BLOODBOUND unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6. However, friendly BLOODBOUND units cannot use RETREAT abilities while they are within 12" of this unit.

KEYWORDS
UNIQUE, HERO, INFANTRY, FLY, WARD (6+)
CHAOS, BLADES OF KHORNE, BLOODBOUND

Monster Hero


BLADES OF KHORNE WARSCROLL
Bloodthirster
of Insensate Rage
12"
16
4+
5
5+
A Bloodthirster of Insensate Rage is an avatar of supreme carnage upon the battlefield, charging forwards with horrific momentum to shatter entire formations with the force of its impact, before carving a ruinous path through the survivors.
BLADES OF KHORNE WARSCROLL
Bloodthirster
of Insensate Rage
MELEE WEAPONS
AtkHitWndRndDmg
Great Axe of Khorne [Anti-INFANTRY (+1 Rend), Blood-hungry]
Great Axe of Khorne
Anti-INFANTRY (+1 Rend), Blood-hungry
53+2+25
BATTLE PROFILE

Unit Size: 1      Points: 420
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Slaughter Seeker, Any BLADES OF KHORNE DAEMON
Notes: This HERO can join an eligible regiment as a Baleful Lord.

Passive
OUTRAGEOUS CARNAGE: Where a Great Axe of Khorne strikes, lashes of flame erupt from the split earth to annihilate those nearby.

Effect: Each time an attack made by this unit scores a critical hit, inflict D3 mortal damage on each enemy unit within 8" of it after the FIGHT ability has been resolved (and continue the attack sequence).

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Great Axe of Khorne is 3.

Once Per Turn (Army), Any Charge Phase
SHATTERING CHARGE: A Bloodthirster of Insensate Rage is an avatar of supreme carnage upon the battlefield, shattering formations with the force of its descent.

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

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If the target is INFANTRY, inflict an additional 3 mortal damage on it.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY, WARD (5+)
CHAOS, BLADES OF KHORNE, DAEMON


BLADES OF KHORNE WARSCROLL
Bloodthirster
of Unfettered Fury
12"
16
4+
5
5+
As the Bloodthirster of Unfettered Fury stalks forwards, its whip lashing out to strip flesh from bone, the very earth bleeds beneath its smouldering hooves, causing gouts of molten rock to incinerate all who dare to oppose the unholy terror before them.
BLADES OF KHORNE WARSCROLL
Bloodthirster
of Unfettered Fury
RANGED WEAPONS
RngAtkHitWndRndDmg
Lash of Khorne [Shoot in Combat]
Lash of Khorne
Shoot in Combat
8"43+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Mighty Axe of Khorne [Anti-MONSTER (+1 Rend), Blood-hungry]
Mighty Axe of Khorne
Anti-MONSTER (+1 Rend), Blood-hungry
63+2+24
BATTLE PROFILE

Unit Size: 1      Points: 410
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Slaughter Seeker, Any BLADES OF KHORNE DAEMON
Notes: This HERO can join an eligible regiment as a Baleful Lord.

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

Once Per Turn (Army), Your Movement Phase
BECKON THE HUNT: The air shudders and convulses with each crack of the Bloodthirster's whip as it drives those in its shadow to bring slaughter and bloodshed in the name of Khorne.

Declare: Pick a friendly non-UNIQUE BLADES OF KHORNE DAEMON unit to be the target.

Effect: For the rest of the turn, when making charge rolls for the target, roll l additional dice, to a maximum of 3, and discard 1 dice of your choice.

Once Per Turn (Army), Any Combat Phase
ENSNARING LASH: The Lash of Khorne wraps around an enemy, stripping flesh as they try to pull away.

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

Effect: If the target is in combat with this unit when the target is picked to use a FIGHT ability:
  • It must pick this unit to be the target of the pile-in move (Core Rules, 15.3).
  • Subtract 1 from hit rolls and wound rolls for attacks made as part of that FIGHT ability against this unit.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY, WARD (5+)
CHAOS, BLADES OF KHORNE, DAEMON


BLADES OF KHORNE WARSCROLL
Skarbrand
8"
16
4+
5
5+
A daemonic engine of destruction like no other, Skarbrand carves a red road of ruin across the battlefield. His bellowing roars cause the blood to boil in his enemies’ veins, and his twin axes create a rain of gore with every almighty swing.
BLADES OF KHORNE WARSCROLL
Skarbrand
MELEE WEAPONS
AtkHitWndRndDmg
Slaughter [Blood-hungry]
Slaughter
Blood-hungry
43+2+24
Carnage [Crit (Mortal)]
Carnage
Crit (Mortal)
23+2+28
BATTLE PROFILE

Unit Size: 1      Points: 450
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Slaughter Seeker, Any BLADES OF KHORNE DAEMON

Passive
SKARBRAND’S RAGE: Skarbrand’s infamous fury cannot be quenched. Attacking him only serves to stoke his anger.

Effect: While this unit has 10 or more damage points, or if it did not use a FIGHT ability last turn, the effects of the ’Blood-drenched’ ability apply to this unit.

Passive
INESCAPABLE WRATH: No one is safe from Skarbrand’s rampages.

Effect: Add 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3.

Once Per Turn (Army), Any Combat Phase
ROAR OF TOTAL RAGE: When Skarbrand roars, heads explode and blood boils in the veins of his victims.

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

Effect: Roll either 3 dice or a number of dice equal to the number of damage points this unit has. For each 4+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

KEYWORDS
UNIQUE, HERO, MONSTER, WARD (5+)
CHAOS, BLADES OF KHORNE, DAEMON


BLADES OF KHORNE WARSCROLL
Wrath of Khorne
Bloodthirster
12"
16
4+
5
5+
Wrath of Khorne Bloodthirsters are the Lord of Battle’s agents of vengeance, sent to claim the skulls of those who have offended him. With hellforged weapons and breath of purest hellfire, they annihilate their quarry in shocking displays of infernal power.
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), Blood-hungry]
Mighty Axe of Khorne and Bloodflail
Anti-HERO (+1 Rend), Blood-hungry
63+2+24
BATTLE PROFILE

Unit Size: 1      Points: 410
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Slaughter Seeker, Any BLADES OF KHORNE, 0-1 Baleful Lord

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.

Passive
WRATHFUL DOMINANCE: Bloodthirsters of the Third Circle establish their battlefield superiority by hunting down the enemy's strongest champions.

Effect: Add I to hit rolls for this unit’s attacks that target an enemy HERO.

Once Per Turn (Army), Any Combat Phase
VENGEANCE OF KHORNE: Wrath of Khorne Bloodthirsters deliver destruction to those who draw the ire of the War God.

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

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

Declare: Pick another visible friendly non-UNIQUE BLADES OF KHORNE DAEMON unit to be the target.

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

KEYWORDS
HERO, MONSTER, FLY, WARD (5+)
CHAOS, BLADES OF KHORNE, DAEMON

War Machine Hero


BLADES OF KHORNE WARSCROLL
Herald of Khorne on
Blood Throne
8"
10
4+
2
6+
The Blood Throne roars into battle with its monstrous maw gaping wide, hungry for mortal flesh. Atop its dais, the Rendmaster bellows commands to his footsoldiers as it and its charioteers cut down any foes foolish enough to approach.
BLADES OF KHORNE WARSCROLL
Herald of Khorne on
Blood Throne
MELEE WEAPONS
AtkHitWndRndDmg
Blade of Blood and Hellblades [Blood-hungry, Crit (Mortal)]
Blade of Blood and Hellblades
Blood-hungry, Crit (Mortal)
73+3+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Slaughter Seeker, Any BLADES OF KHORNE DAEMON

Once Per Turn (Army), Your Hero Phase
OFFERING OF BLOOD: A Blood Throne is a sanctified altar of Khorne.

Declare: Pick a friendly unit within 3" of this unit to be the target.

Effect: Allocate 3 damage points to the target (ward rolls cannot be made for those damage points). For the rest of the turn, add 1 to this unit’s power level, to a maximum of 2.

Passive
BLOOD MARKED: The gore sigils on the Blood Throne protect it from enemy magics.

Effect: This unit has WARD (4+) against damage inflicted by SPELL abilities and abilities used by MANIFESTATIONS.

KEYWORDS
HERO, WAR MACHINE, PRIEST (1), WARD (6+)
CHAOS, BLADES OF KHORNE, DAEMON

Beast


BLADES OF KHORNE WARSCROLL
Flesh Hounds
8"
2
6+
1
6+
Swift, strong, and tenacious beyond mortal reason, Flesh Hounds run their prey to the ground without mercy. Those who seek to trick or destroy these daemonic beasts with sorcery find their powers flickering to nothing, extinguished by the wrath of Khorne.
BLADES OF KHORNE WARSCROLL
Flesh Hounds
MELEE WEAPONS
AtkHitWndRndDmg
Blood-dark Claws [Blood-hungry, Companion]
Blood-dark Claws
Blood-hungry, Companion
44+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 100
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
BEAST
Effect: This unit has a maximum control score of 1.

Passive
HUNTERS OF MYSTICS: The terrible baying and howling of Flesh Hounds inspires an instinctive, primal fear in those attuned to the arcane or the divine, making it difficult for them to focus on their spells and rituals.

Effect: If the casting roll for an enemy WIZARD within 12" of this unit contains 2 or more results of 1 or 2, the spell is miscast.

If the chanting roll for an enemy PRIEST within 12" of this unit is an unmodified 2, the prayer fails and its effect is not resolved.

KEYWORDS
BEAST, CHAMPION (1/5), WARD (6+)
CHAOS, BLADES OF KHORNE, DAEMON

Cavalry


BLADES OF KHORNE WARSCROLL
Bloodcrushers
10"
5
4+
2
6+
The ground shakes beneath the onrushing fury of the Bloodcrushers before they crash into the enemy with the force of a falling mountain. Those not trampled beneath the Juggernauts’ hooves are slain by the swinging hellblades of the beasts’ riders.
BLADES OF KHORNE WARSCROLL
Bloodcrushers
MELEE WEAPONS
AtkHitWndRndDmg
Juggernaut’s Brazen Hooves [Anti-CAVALRY (+1 Rend), Companion]
Juggernaut’s Brazen Hooves
Anti-CAVALRY (+1 Rend), Companion
24+3+1D3
Bloodcrusher Hellblade [Blood-hungry, Crit (Mortal)]
Bloodcrusher Hellblade
Blood-hungry, Crit (Mortal)
33+3+11
BATTLE PROFILE

Unit Size: 3      Points: 150
Base size: 90 × 52mm
Can be reinforced: Yes

Passive
CRUSHING ONSLAUGHT: The crushing mass and stamping hooves of Khorne's Juggernauts are a threat to all in their path.

Effect: If the unmodified charge roll for this unit is 8+:
  • For the rest of the phase, this unit can pass through models in enemy units.
  • Enemy CAVALRY units passed through by this unit in this phase cannot make pile-in moves for the rest of the turn.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3), WARD (6+)
CHAOS, BLADES OF KHORNE, DAEMON


BLADES OF KHORNE WARSCROLL
Mighty Skullcrushers
10"
5
2+
2
The ground shakes beneath pounding Juggernaut hooves as the Mighty Skullcrushers ride into battle. Foes are smashed aside by the impact of their charge, and any survivors are soon reduced to piles of gore by the riders’ axes.
BLADES OF KHORNE WARSCROLL
Mighty Skullcrushers
MELEE WEAPONS
AtkHitWndRndDmg
Gorebathed Glaive or Axe [Blood-hungry, Charge (+1 Damage)]
Gorebathed Glaive or Axe
Blood-hungry, Charge (+1 Damage)
33+3+11
Juggernaut’s Brazen Hooves [Companion]
Juggernaut’s Brazen Hooves
Companion
24+3+1D3
BATTLE PROFILE

Unit Size: 3      Points: 220
Base size: 90 × 52mm
Can be reinforced: Yes

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 a visible enemy unit within 1" of it to be the target.

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

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3)
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Scourge of Ghyran Bloodcrushers
10"
5
4+
2
6+
Some of Khorne’s daemons develop an obsession with bone-shattering cavalry combat. Riding into battle atop smoke-belching Juggernauts, they call themselves Bloodcrushers, and it is a name well earned. Rather than winding through the trees of the Everspring Swathe, they simply bulldoze a path forward, driving the panicked survivors of their rampage onto the axes of their Khornate kin.
BLADES OF KHORNE WARSCROLL
Scourge of Ghyran Bloodcrushers
MELEE WEAPONS
AtkHitWndRndDmg
Bloodcrusher Hellblade [Charge (+1 Damage), Crit (Mortal)]
Bloodcrusher Hellblade
Charge (+1 Damage), Crit (Mortal)
23+3+11
Juggernaut’s Brazen Hooves [Anti-CAVALRY (+1 Rend), Companion]
Juggernaut’s Brazen Hooves
Anti-CAVALRY (+1 Rend), Companion
24+3+1D3
BATTLE PROFILE

Unit Size: 3      Points: 180
Base size: 90 × 52mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Once Per Turn (Army), Any Charge Phase
BRASS STAMPEDE: Nothing forged of mortal flesh and bone can prevent a charge from a unit of Bloodcrushers.

Declare: If this unit charged this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. On a 3+, this unit can move 2D6". It can pass through models in the target unit and must end that move in combat.

KEYWORDS
CAVALRY, CHAMPION, STANDARD BEARER (1/3), MUSICIAN (1/3), WARD (6+)
CHAOS, BLADES OF KHORNE, DAEMON

Infantry


BLADES OF KHORNE WARSCROLL
Blood Warriors
5"
2
3+
1
Smashing their way through the maelstrom of battle, Blood Warriors roar incoherent curses as they hack and bludgeon their foes to ruin. Such is their dedication to Khorne that they continue to fight even after suffering wounds that would fell most warriors instantly.
BLADES OF KHORNE WARSCROLL
Blood Warriors
MELEE WEAPONS
AtkHitWndRndDmg
Goreweapons [Blood-hungry, Crit (Auto-wound)]
Goreweapons
Blood-hungry, Crit (Auto-wound)
34+3+11
BATTLE PROFILE

Unit Size: 10      Points: 200
Base size: 32mm
Can be reinforced: Yes

Passive
NO RESPITE: Blood Warriors excel in the wild melee of battle, preferring to take the fight to key points in the enemy defences where the slaughter will be most prevalent.

Effect: While this unit is contesting an objective you do not control, it has WARD (5+).

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/10)
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Bloodletters
5"
2
5+
1
6+
Beneath unholy icons and blood-soaked banners, letting loose roaring battle cries and terrifying blasts from brazen horns, the Bloodletters of Khorne surge forwards in a tide of corded muscle and hellforged swords to maim and slaughter their foes.
BLADES OF KHORNE WARSCROLL
Bloodletters
MELEE WEAPONS
AtkHitWndRndDmg
Hellblade [Blood-hungry, Crit (Mortal)]
Hellblade
Blood-hungry, Crit (Mortal)
23+3+11
BATTLE PROFILE

Unit Size: 10      Points: 170
Base size: 32mm
Can be reinforced: Yes

Any Combat Phase
CEASELESS VIOLENCE: As heads roll and blood flows, these daemons become more desperate to partake in the slaughter.

Effect: If this unit is in combat, it can move 3". It can pass through the combat ranges of enemy units and must end that move in combat.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10), WARD (6+)
CHAOS, BLADES OF KHORNE, DAEMON


BLADES OF KHORNE WARSCROLL
Bloodreavers
5"
1
6+
1
Descending on their foes in a howling tide, the barbarous hordes of the Bloodreavers sweep away the enemy in a brutal frenzy. Each is a frothing killer, their body thick with slabs of muscle and their heavy weapons able to decapitate and dismember with every swing.
BLADES OF KHORNE WARSCROLL
Bloodreavers
MELEE WEAPONS
AtkHitWndRndDmg
Reaver Blades and Axes [Blood-hungry]
Reaver Blades and Axes
Blood-hungry
24+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 80
Base size: 32mm
Can be reinforced: Yes

Passive
BLOOD FOR THE BLOOD GOD!: A howling mass of Bloodreavers is never more dangerous than when seized by the frenzy of the charge.

Effect: Add 1 to the Rend characteristic of this unit’s melee weapons if it charged in the same turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Claws of Karanak
6"
1
5+
1
The Claws of Karanak venerate the Flesh Hounds of Khorne, taking on an aspect of the daemons’ bloodthirsty nature as they hunt the enemies of the Blood God and hack them to shreds in horrific displays of brutality.
BLADES OF KHORNE WARSCROLL
Claws of Karanak
MELEE WEAPONS
AtkHitWndRndDmg
Weapons of the Hunt [Blood-hungry, Crit (2 Hits)]
Weapons of the Hunt
Blood-hungry, Crit (2 Hits)
34+3+-1
BATTLE PROFILE

Unit Size: 8      Points: 100
MODELBASE SIZE
Packlord40mm
Hound of Wrath60 × 35mm
2 x Brutalisers32mm
4 x Blood Whelps28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Deployment Phase
THE SCENT OF BLOOD: These savage warriors roam ahead of the advancing army, seeking out the enemy so that they can be the first to draw blood.

Effect: This unit can use the ‘Normal Move’ ability as if it were your movement phase.

Passive
PACK HUNTERS: The unearthly howls of Flesh Hounds send these killers into a blood-mad frenzy that sees them rip up and bite their enemies like a pack of dogs.

Effect: While this unit is wholly within 12" of a friendly Flesh Hounds unit or a friendly Karanak, this unit’s combat attacks score critical hits on unmodified hit rolls of 5+.

KEYWORDS
INFANTRY, CHAMPION (1/8)
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Skullreapers
5"
3
4+
1
It is the sworn task of the Skullreapers to claim worthy skulls for Khorne, and it is a duty they go about with savage determination. Wielding daemon-touched weapons and blessed with death-dealing mutations, these warriors decimate the enemy ranks.
BLADES OF KHORNE WARSCROLL
Skullreapers
MELEE WEAPONS
AtkHitWndRndDmg
Daemonforged Weapons [Blood-hungry, Crit (Mortal)]
Daemonforged Weapons
Blood-hungry, Crit (Mortal)
44+3+12
BATTLE PROFILE

Unit Size: 5      Points: 190
Base size: 40mm
Can be reinforced: Yes

Passive
TRIAL OF SKULLS: The looming threat of failing the Trial of Skulls lends the Skullreapers a manic determination in battle,for nothing could be worse than the horrible consequences should they appear weak in the eyes of their wrathful god.

Effect: Add 8 to this unit’s control score while it is in combat.

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/5)
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Wrathmongers
5"
3
5+
1
With the chained hammers of their flails whipping around them, the Wrathmongers hurl themselves at the enemy. A bloody red mist hangs around these berserkers as they go about their butchery, driving combatants into a maddened frenzy.
BLADES OF KHORNE WARSCROLL
Wrathmongers
MELEE WEAPONS
AtkHitWndRndDmg
Wrath-flails [Blood-hungry, Crit (2 Hits)]
Wrath-flails
Blood-hungry, Crit (2 Hits)
44+3+11
BATTLE PROFILE

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

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.

Once Per Turn (Army), End of Any Turn
BLOODFURY: The maddening blood-vapour that surrounds Wrathmongers can plunge their foes into a self-destructive rage.

Declare: Pick a visible enemy model within 3" of this unit to be the target.

Effect: Both players roll off. If you win the roll-off, pick a melee weapon that the target is armed with. Your opponent must pick a visible unit in their army within 3" of the target (they can pick the target’s own unit, and even if it is a single-model unit).

Your opponent must resolve combat attacks for the target using the melee weapon you picked against the unit they picked.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Garrek’s Reavers
5"
2
6+
1
Even amongst the pitiless hordes of the Goretide, the Bloodreavers led by Garrek Gorebeard are known for their cruelty and deranged ferocity. It is said that Garrek personally guts and skins any of his warriors who fail to take a worthy trophy in battle.
BLADES OF KHORNE WARSCROLL
Garrek’s Reavers
MELEE WEAPONS
AtkHitWndRndDmg
Reaver Blades and Axes
Reaver Blades and Axes24+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 70
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Reaver Blades and Axes. The models in this unit are:
  • Garrek Gorebeard (champion)
  • Blooded Saek
  • Karsus the Chained
  • Targor
  • Arnulf

Passive
BLOOD FOR THE BLOOD GOD!: A howling mass of Bloodreavers is never more dangerous than when seized by the frenzy of the charge.

Effect: Add 1 to the Rend characteristic of this unit’s melee weapons if it charged in the same turn.

End of Any Turn
GRISLY TROPHIES: Garrek delights in brandishing grim souvenirs to stoke his warriors’ bloodlust.

Effect: If this unit is in a Blades of Khorne army and any enemy models were slain this turn by this unit’s attacks, you gain 1 blood tithe point.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Gorechosen of Dromm
5"
3
4+
1
Dromm, Wounder of Worlds, Slaughterpriest of Great Khorne, seeks to commit the ultimate act of violence in the name of his murderous god. With his cursed axe he would carve open the realms themselves, causing the lands to shudder and writhe in agony. Together known as the Gorechosen of Dromm, the Skullgrinder Herax and the muscle- bound Gorehulk accompany the self-proclaimed Wounder of Worlds on his deranged quest to mutilate the realms, slaughtering anything that gets in their way.
BLADES OF KHORNE WARSCROLL
Gorechosen of Dromm
MELEE WEAPONS
AtkHitWndRndDmg
Weapons of Wrath [Crit (Mortal)]
Weapons of Wrath
Crit (Mortal)
44+3+12
BATTLE PROFILE

Unit Size: 3      Points: 190
MODELBASE SIZE
Dromm and Gorehulk40mm
Skullgrinder Herax32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Weapons of Wrath. The models in this unit are:
  • Dromm, Wounder of Worlds (champion)
  • Skullgrinder Herax
  • The Gorehulk

Passive
DROMM, WOUNDER OF WORLDS: Khorne’s burning attention has fallen upon the Wounder of Worlds and the Blood God expects great things from him – or else.

Effect: While this unit’s Dromm, Wounder of Worlds, is on the battlefield, it has PRIEST (1) and can use UNBIND abilities as if it had WIZARD (1).

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Magore’s Fiends
5"
3
3+
1
Magore Redhand leads his band of killers on an endless hunt for worthy skulls. In return for his prodigious offerings, Khorne has blessed the Blood Warrior with profane gifts, including a daemonic maw in his gut that can bite through even sigmarite.
BLADES OF KHORNE WARSCROLL
Magore’s Fiends
MELEE WEAPONS
AtkHitWndRndDmg
Goreaxe
Goreaxe34+3+11
Blood-dark Claws [Anti-WIZARD (+1 Rend), Companion]
Blood-dark Claws
Anti-WIZARD (+1 Rend), Companion
44+3+-1
BATTLE PROFILE

Unit Size: 4      Points: 120
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:
  • Magore Redhand (champion, armed with a Goreaxe)
  • Zharkus the Bloodsighted (armed with a Goreaxe)
  • Ghartok Flayskull (armed with a Goreaxe)
  • Riptooth (armed with Blood-dark Claws)

Passive
NO RESPITE: Dying as they lived, Blood Warriors devote even their final moments to killing.

Effect: Each time a model in this unit is slain by a combat attack and that model was in combat with the attacking unit, roll 2 dice. For each 5+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
CHAOS, BLADES OF KHORNE, BLOODBOUND

Monster


BLADES OF KHORNE WARSCROLL
Khorgorath
8"
8
5+
2
All know to fear the Khorgoraths of Khorne. Rampaging super-predators with an endless hunger for skulls, they are almost impossible to kill and smash through the enemy with no thought for anything but indiscriminate slaughter.
BLADES OF KHORNE WARSCROLL
Khorgorath
MELEE WEAPONS
AtkHitWndRndDmg
Claws and Fangs [Companion]
Claws and Fangs
Companion
54+2+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 90 × 52mm
Can be reinforced: No

Once Per Turn (Army), Any Combat Phase
HORRIFIC PREDATORS: Khorgoraths are nightmarish beasts, given form only to harvest skulls.

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

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.
KEYWORDSRAMPAGE

End of Any Turn
FEAST UPON THEIR BONES: The nightmarish sight of a Khorgorath crunching upon the bones of their allies is enough to send enemy ranks into a frenzy of panic.

Effect: Subtract 3 from the control scores of enemy non-MONSTER units while they are in combat with this unit.

KEYWORDS
MONSTER
CHAOS, BLADES OF KHORNE, BLOODBOUND

War Machine


BLADES OF KHORNE WARSCROLL
Skull Cannon
8"
8
4+
2
6+
The hideous war machines known as Skull Cannons vomit forth barrages of skulls amidst blasts of sulphurous smoke and flame, their macabre ordnance screaming through the skies before exploding with murderous fury amongst the enemy ranks.
BLADES OF KHORNE WARSCROLL
Skull Cannon
RANGED WEAPONS
RngAtkHitWndRndDmg
Burning Skulls [Shoot in Combat]
Burning Skulls
Shoot in Combat
15"44+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Gnashing Maw [Blood-hungry, Companion]
Gnashing Maw
Blood-hungry, Companion
14+3+1D3
Hellblades [Blood-hungry, Crit (Mortal)]
Hellblades
Blood-hungry, Crit (Mortal)
43+3+11
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 120 × 92mm
Can be reinforced: No

Passive
GRIND THEIR BONES, SEIZE THEIR SKULLS: Enemy skulls shorn by the Bloodletters atop the Skull Cannon are used as fiery munitions.

Effect: If any enemy models are slain by a FIGHT ability used by this unit, after that FIGHT ability has been resolved, this unit can immediately use a SHOOT ability as if it were your shooting phase.

Passive
GRUESOME BOMBARDMENT: Piercing laughter and growls erupt from the Skull Cannon’s jaws before its grisly missiles strike home – a salvo that can shatter the will.

Effect: If any damage points are allocated to an enemy unit by a SHOOT ability used by this unit, subtract 3 from that enemy unit’s control score for the rest of the turn.

KEYWORDS
WAR MACHINE, WARD (6+)
CHAOS, BLADES OF KHORNE, DAEMON

Faction Terrain


BLADES OF KHORNE WARSCROLL
Skull Altar
-
10
4+
0
Rising from the ground, the Skull Altar is formed out of the violent tributes heaped in offering for Khorne’s throne. From atop the grisly pedestal, a priest of Khorne roars out invectives, evoking the judgements of the Blood God to smite down all signs of weakness or wizardry.
BLADES OF KHORNE WARSCROLL
Skull Altar
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

Passive
WORDS OF HATE: Curses spat from a Skull Altar gain a dark power.

Effect: While this terrain feature has an Invoker:
  • Add l to chanting rolls for the Invoker.
  • The Invoker cannot use MOVE abilities.
  • Instead of measuring range or visibility to the Invoker, measure to this terrain feature instead.
  • All attacks that would target the Invoker target this terrain feature instead.
  • If this terrain feature is destroyed, before removing it from the battlefield, inflict D3 mortal damage on the Invoker. Then, set up the Invoker on the battlefield wholly within 3" of this terrain feature and not in combat. That unit is no longer an Invoker. If it is not possible to set up the Invoker, it is slain.

Your Hero Phase
ASCEND THE ALTAR: Chanting, the priest mounts this fell altar.

Declare: If this terrain feature does not have an Invoker, pick a friendly BLADES OF KHORNE INFANTRY PRIEST within 3" of it and not in combat to be the target.

Effect: Place the target on this terrain feature. The target is now an Invoker (see ’Words of Hate’).

Once Per Turn, Your Hero Phase
HATRED OF SORCERY: No spell may spark before Khorne's altar.

Declare: If this terrain feature has an Invoker, pick up to D3 enemy ENDLESS SPELLS within 18" of this terrain feature to be the targets(s) and make a banishment roll of 2D6 for each target.

Effect: Resolve the effect of the ’Banish Manifestation’ ability for each target. If any ENDLESS SPELLS are banished by this ability, you gain 1 blood tithe point.

Your Movement Phase
DESCEND THE ALTAR: Sometimes, the slaughter calls too loudly...

Effect: If this terrain feature has an Invoker that was not placed on it this turn, set up the Invoker on the battlefield wholly within 6" of this terrain feature and not in combat. That unit is no longer an Invoker.

KEYWORDS
FACTION TERRAIN
CHAOS, BLADES OF KHORNE

Manifestation


BLADES OF KHORNE WARSCROLL
Bleeding Icon
-
8
5+
7+
6+
A common sight in the crimson skies above Khorne’s domain in the Realm of Chaos, a Bleeding Icon can be summoned to the Mortal Realms to skewer from on high those who have displeased the Lord of Battle.
BLADES OF KHORNE WARSCROLL
Bleeding Icon
Once Per Turn, Your Hero Phase
SIGIL OF DOOM: Shedding gore as it hovers menacingly in the air, the Bleeding Icon is a fearsome portent of doom.

Declare: Pick a visible friendly BLADES OF KHORNE unit wholly within 8" of this MANIFESTATION to be the target. Then, pick a BLOOD TITHE ability that you have not unlocked this battle.

Effect: Roll a dice. If the roll equals or exceeds the the blood tithe points cost of the chosen ability, until the start of your next turn, the target can use the chosen ability as if it had been unlocked.

KEYWORDS
MANIFESTATION, INVOCATION, FLY, WARD (6+)
CHAOS, BLADES OF KHORNE


BLADES OF KHORNE WARSCROLL
Hexgorger Skulls
8"
6
5+
7+
6+
Hexgorger Skulls are the physical manifestation of Khorne’s hatred of the arcane arts. They drift across the battlefield, seeking to feed upon eldritch energy and those conjurers who attempt to use it.
BLADES OF KHORNE WARSCROLL
Hexgorger Skulls
MELEE WEAPONS
AtkHitWndRndDmg
Stream of Molten Blood
Stream of Molten Blood24+3+-D3
Passive
MULTIPLE PARTS
Effect: When a number of damage points equal to this MANIFESTATION’s Health characteristic are allocated to it, this MANIFESTATION is destroyed and both its parts are removed from play.

Each time this MANIFESTATION moves, both its parts must end within 8" of each other. Each part of this MANIFESTATION is armed with a Stream of Molten Blood.

Passive
HEXGORGERS: Hexgorger skulls exist purely to destroy magic.

Effect: For each part of this MANIFESTATION that is within 8" of a WIZARD (friendly or enemy), subtract 1 from casting rolls for that WIZARD.

KEYWORDS
MANIFESTATION, INVOCATION, FLY, WARD (6+)
CHAOS, BLADES OF KHORNE


BLADES OF KHORNE WARSCROLL
Wrath-Axe
8"
7
5+
7+
6+
A Wrath-axe is a manifestation of Khorne’s otherworldly anger, its razor-sharp edges glowing red-hot from the Blood God’s rage. At signs of weakness or wizardry, such a blazing axe appears in the air, splitting reality with its downwards stroke.
BLADES OF KHORNE WARSCROLL
Wrath-Axe
MELEE WEAPONS
AtkHitWndRndDmg
Wrath-axe
Wrath-axe44+2+2D3
Any Combat Phase
HATRED’S EDGE: The supernatural blade scrapes along the ground, its razor edge cutting in half those too slow to get out of the way. It then rises in the air before smashing down with deadly force upon Khorne's enemies.

Declare: If this MANIFESTATION charged this turn, pick an enemy unit with a starting size greater than 1 that is in combat with this MANIFESTATION to be the target.

Effect: Roll 2D6. On an 8+, 1 model in the target unit is slain.

KEYWORDS
MANIFESTATION, INVOCATION, FLY, WARD (6+)
CHAOS, BLADES OF KHORNE

Regiment of Renown


REGIMENT OF RENOWN
Godmarked Ascendant
Those rare few that achieve apotheosis stand upon the apex of the Path to Glory as Daemon Princes, each seeking to engrave their names upon the annals of history. Alongside worshippers and daemons of their chosen patron, they will wreak paths of catastrophic violence across the realms to further their legend. Those accompanying these Daemon Princes are branded with a mark of favour from their god.
REGIMENT OF RENOWN
Godmarked Ascendant
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 260

Passive
GODMARKED LEGION: The mightiest of warriors in the godmarked legions of Chaos can be elevated to daemonhood should their patron deem them worthy.

Effect: The unit in this Regiment of Renown gains the ‘Gifts of Chaos’ ability and one of the following faction keywords that matches your army’s faction:

Passive
GIFTS OF CHAOS: This daemon takes to the field redolent with god-given gifts.

Effect:
  • If this unit has the BLADES OF KHORNE keyword, add 1 to the Attacks characteristic of its Hellforged Weapons.
  • If this unit has the DISCIPLES OF TZEENTCH keyword, it has WIZARD (1).
  • If this unit has the MAGGOTKIN OF NURGLE keyword, it has WARD (5+).
  • If this unit has the HEDONITES OF SLAANESH keyword, add 1 run rolls and charge rolls for it.


REGIMENT OF RENOWN
Krittok’s Clawpack
Krittok Foulblade has achieved what few other Skaven can boast: a warlike reputation even amongst fellow forces of Chaos, who are typically eager to scorn the craven ratmen. Alongside his most vicious, claw-picked warriors and flesh-mangling war engines, he has fought across the realms to cement his legend. Of course, Krittok remains one of the Horned Rat's brood, and his stunning list of successes is in part due to his discerning eye for when a battle is turning against him...
REGIMENT OF RENOWN
Krittok’s Clawpack
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

Each unit in this Regiment of Renown has the KRITTOK’S CLAWPACK keyword.


BATTLE PROFILE

Points: 390

Passive
FICKLE MOTIVES: Krittok has built his reputation on an impressive stack of victories, in part down to the ferocity of his Stormvermin elite and in part because of his willingness to cut his losses.

Effect: Add 1 to the Attacks characteristic of melee weapons used by friendly KRITTOK’S CLAWPACK units while you have more victory points than your opponent.

Subtract 3 from the control scores of friendly KRITTOK’S CLAWPACK units while you have fewer victory points than your opponent.

Once Per Turn (Army), Enemy Hero Phase
ALWAYS THREE CLAWSTEPS AHEAD: The best laid plans of the Skaven never go awry (or so they claim).

Declare: Pick a friendly KRITTOK’S CLAWPACK unit that is not in combat to use this ability.

Effect: That unit can use the ’Normal Move’ ability as if it were your movement phase.

Passive
SKRYRE PAYLOADS: Krittok has made great effort to secure an arsenal of deadly Doom-Flayers, and he expects his minions to protect his investment with their lives.

Effect: Friendly KRITTOK’S CLAWPACK Doom-Flayers units have WARD (5+) while they are within the combat range of a friendly KRITTOK’S CLAWPACK Stormvermin unit.


REGIMENT OF RENOWN
Lord Skaldior’s Chosen
Legends hold that Chaos Lord Skaldior rose to serve Archaon centuries ago. His host travels the realms in complete silence, their arrival to battle heralded only by the warping and bending of the lands around them. Lord Skaldior carries out the Everchosen’s bidding wherever he is sent, appearing amongst the Dark Pantheon’s faithful and fighting alongside them to further Archaon’s unknowable designs.
REGIMENT OF RENOWN
Lord Skaldior’s Chosen
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
  • 1 Chaos Lord on Daemonic Mount
  • 1 Chaos Knights unit with 5 models.
  • 1 Chaos Warriors unit with 10 models.

BATTLE PROFILE

Points: 570

Passive
IRONCLAD DESPOILERS: Punching into the enemy lines like a mailed fist, once these warriors have taken a vital position on the battlefield, little can be done to wrest control from them.

Effect: Add 1 to save rolls for units in this Regiment of Renown while they are contesting an objective you control.

Add 1 to wound rolls for units in this Regiment of Renown while they are contesting an objective you do not control.


REGIMENT OF RENOWN
One-eyed Grunnock
It does not matter to the Warstompers who is fighting or why; all they care about is finding a vicious scrap to lose themselves in. The charge of a Warstomper is akin to being hit by a roaring Chamonic steam-engine, and then the titan begins swinging their huge club, ploughing through enemy ranks with howls of battle‑joy. One-eyed Grunnock is truly infamous. Gargants far and wide tell of how he terrorised Ghurish Necrosia, battling the Ossiarch Bonereapers. To the Warstomper, the undead are perfect enemies that constantly attract new foes. He has violently thwarted the Bonereapers’ negotiations with other races on several occasions, most notably interrupting the signing of a treaty with a duardin fleet. Being pitched off the side of a mountain and forever burdened with a splitting headache was, admittedly, not part of Grunnock’s plan, but the chance to ensure that the fighting between the two forces would never end was worth it. For a time, Grunnock relentlessly hunted Kragnos, fearing that the Drogrukh deity would drive his undead prey from Ghur. Yet now Kragnos rampages in Ghyran, leaving Grunnock free to crush his favoured enemies once more.
REGIMENT OF RENOWN
One-eyed Grunnock

BATTLE PROFILE

Points: 410

Once Per Turn (Army), Any Combat Phase
SHAKE THE EARTH: Grunnock has learnt that the best way to break an enemy army is to send its soldiers flying. His signature move – leaping high before stomping down to cause a small earthquake – is feared for good reason.

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

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll. If the target is INFANTRY, double the amount of mortal damage inflicted.
  • Subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Volt-Klaw’s Enginecoven
Not all Warlocks stay with their clan. Some chafe under authority; others flee after some contraption goes awry. It is not clear which category Grisk Volt-Klaw falls under, but the Galvaneer avoids wider Skavendom, hiring out his arsenal in exchange for exorbitant warpstone tithes - in part because of greed and in part because he has modified his creations to such extremes that they consume arcane fuel at an astonishing rate. With warpstone deposits forming across the realms in the Hour of Ruin, business is booming.
REGIMENT OF RENOWN
Volt-Klaw’s Enginecoven
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

Each unit in this Regiment of Renown has the VOLT-KLAW’S ENGINECOVEN keyword.


BATTLE PROFILE

Points: 460

Once Per Battle (Army), Your Shooting Phase
BEHOLD MY GENIUS!: While setting Volt-Klaw's machines to maximum power quickly burns through their fuel, it also enhances their lethality to appalling levels.

Declare: Pick all friendly VOLT-KLAW’S ENGINECOVEN units to be the targets.

Effect: Until the start of your next turn:
  • Add 1 to hit rolls for the targets’ shooting attacks.
  • Add 3" to the Range characteristic of the targets’ ranged weapons.

Passive
HIDE-SHELTER!: Volt-Klaw is insanely protective of his arsenal - afact that his long- suffering underlings use as an excuse to shelter behind sturdier weapons when needed.

Effect: While a friendly VOLT-KLAW’S ENGINECOVEN INFANTRY unit is within the combat range of a friendly VOLT-KLAW’S ENGINECOVEN Ratling Warpblaster, it is not visible to enemy units more than 13" away.


REGIMENT OF RENOWN
Brand’s Oathbound
Gunnar Brand is a legend amongst the Darkoath tribes of the Great Parch in Aqshy. He is a champion of the gods, however unwillingly, and though often found leading his tribe to war, there are times when he must roam far from his homeland. With him come his keen-eyed daughter Singri, the muscular huscarl Dendrel, the twisted shaman Nadja, and Tanari of the Takblood, both a rival and a staunch ally.
REGIMENT OF RENOWN
Brand’s Oathbound
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
  • 1 Singri Brand
  • 1 Gunnar Brand
  • 1 The Oathsworn Kin

BATTLE PROFILE

Points: 250

Once Per Turn (Army), End of Any Turn
FAVOUR OF THE GODS: Whether it pleases him or not, Gunnar Brand has attracted the notice of the Chaos Gods. With each worthy kill he makes, he draws down their blessings.

Effect: If any enemy HEROES were slain this turn by the Gunnar Brand in this Regiment of Renown:
  • Heal (5) each unit in this Regiment of Renown.
  • Add 1 to the Attacks characteristic of melee weapons used by units in this Regiment of Renown for the rest of the battle.


REGIMENT OF RENOWN
Hargax’s Pit-Beasts
Hargax once ruled the gladiatorial Pit of Shattered Spines with a fist of iron. Eventually overthrown by a younger rival, the ogroid was not slain. Determined to reclaim his position, Hargax roams the lands searching for fearsome monsters to break into submission and add to his growing war menagerie.
REGIMENT OF RENOWN
Hargax’s Pit-Beasts
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 460

Reaction: You declared a FIGHT ability for a unit in this Regiment of Renown
BESTIAL DOMINATION: Their self-preserving instincts crushed by their master’s brute will, Hargax’s beasts attack without relent.

Used By: The unit using that FIGHT ability.

Effect: Pick a unit in this Regiment of Renown that has not used a FIGHT ability this turn to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.


REGIMENT OF RENOWN
Phulgoth’s Shudderhood
Where despair and misery wax strong, there roams the Harbinger Phulgoth and his Shudderhood. Shrouded by droning flies and thick fogs of hopelessness, they spread their cyclical omens of disaster and bring down doom on the Plaguefather’s enemies.
REGIMENT OF RENOWN
Phulgoth’s Shudderhood
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 530

Passive
FOG OF DESPAIR: The advance of Phulgoth’s entourage is shrouded by miasmas of concentrated misery.

Effect: Subtract 1 from hit rolls for attacks that target units in this Regiment of Renown while they are wholly within 9" of the Harbinger of Decay in this Regiment of Renown.

Once Per Turn (Army), Any Hero Phase
NAUSEATING CONVALESCENCE: Phulgoth and his minions are empowered by the spread of hopelessness and woe.

Effect: Heal (1) each unit in this Regiment of Renown.


REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire
Having learned the Great Secret of mercenary work from a local Mega-Gargant, Snerk Mooneata decided to give it a go. Finding little success, the bossgrot took the next best option: periodically waking a surly troggoth and acting as the go-between for the beast. Snerk, of course, holds onto the troggoth’s half of the pay. For safekeeping.
REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire

BATTLE PROFILE

Points: 230

Your Charge Phase
GO DAT WAY!: Snerk makes sure to give his troggoth mate a jab if they get distracted. Which they do. Often.

Declare: Pick the Dankhold Troggoth in this Regiment of Renown to be the target if it is within 12" of the Loonboss in this Regiment of Renown.

Effect: For the rest of the turn, the target can still use CHARGE abilities even if it used a RETREAT ability in the same turn.

Passive
TAKTIKAL COWERING: Snerk can usually be found hurling insults from behind his mate’s solid, regenerating body.

Effect: While the Loonboss in this Regiment of Renown is within the combat range of the Dankhold Troggoth in this Regiment of Renown:
  • That Loonboss has WARD (4+).
  • Each time you make a successful ward roll for that Loonboss, allocate 1 damage point to that Dankhold Troggoth after the damage sequence for that Loonboss has been resolved (ward rolls cannot be made for those damage points).


REGIMENT OF RENOWN
Squires of the Everchosen
Utgar Harrowhand was once a Varanguard, one of the Everchosen’s executioners, until he had a run-in with a nest of Flesh-eaters. Though he has since transformed into a monstrous Varghulf, flashes of loyalty to his old master occasionally surface – so potent that they also seize the ghoulish ‘knights’ who still serve him.
REGIMENT OF RENOWN
Squires of the Everchosen
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 280

Once Per Battle, Deployment Phase
A DELUDED QUEST: The deluded Squires of the Everchosen think they have been sent on a personal mission by Archaon.

Declare: Pick an enemy unit to be the target.

Effect: The target has the ENEMY OF THE EVERCHOSEN keyword.
KEYWORDSDEPLOY

Once Per Battle (Army), End of Any Turn
A QUEST WELL DONE: To excel in the Everchosen’s eyes brings Utgar and his followers a fleeting glee.

Effect: If the enemy ENEMY OF THE EVERCHOSEN unit is destroyed by a unit in this Regiment of Renown, add 10 to the control score of each unit in this Regiment of Renown for the rest of the battle


REGIMENT OF RENOWN
Stumblefoot Gargant
The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 140

Once Per Turn (Army), Any Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on that target equal to the roll.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE
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.
1.1 Army Roster
These rules will explain how to create an army roster to prepare for a battle. You can find a blank army roster printable copy below:

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
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).
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 non-MONSTER DAEMON keyword is used in the following Blades of Khorne warscrolls:

• Karanak
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.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).

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

Battle Traits
Once Per Battle, Any Hero Phase
BLOOD-DRENCHED: As blood gushes down blades, armour and teeth, the fervent warriors of the Blood God are driven into a divine frenzy.

Declare: You can use this ability if at least half the number of units on both players’ army rosters combined (rounding up) have been destroyed. For example, if your roster had 9 units and your opponent’s roster had 4 units, then 7 units would need to have been destroyed.

Effect: The following effects apply for the rest of the battle:

Wild-eyed Brutality: Ignore positive modifiers to save rolls for friendly BLADES OF KHORNE units.

Blood Haze: Blood-hungry weapons used by friendly BLOODBOUND units have Crit (Mortal).

Weapons of Murder: Add 1 to the Rend characteristic of Blood-hungry weapons used by friendly BLADES OF KHORNE non-MONSTER DAEMON units, including Blood-hungry Companion weapons.

Bloodlords Supreme: Add 1 to the Damage characteristic of Blood-hungry weapons used by friendly BLADES OF KHORNE MONSTER units.

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

24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.

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

• Karanak

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

• Karanak
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.

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.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
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

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.
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.

The CAVALRY 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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
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).

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:

The WAR MACHINE keyword is 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.
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 may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
This HERO can join an eligible regiment as a Slaughter Seeker.

Infantry Hero
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.
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.
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:

Those HEROES can join an eligible regiment as a Bloodbound Warmonger.

Infantry Hero
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.

The non-HERO BLOODBOUND keyword is used in the following Blades of Khorne warscrolls:

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • 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.

  • 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).
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).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

The INFANTRY and HERO keywords are used in the following Blades of Khorne warscrolls:

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 after any non-FIGHT combat phase abilities have been used, 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.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.

The BLOODBOUND and HERO keywords are used in the following Blades of Khorne warscrolls:

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number of ritual points to the PRIEST equal to the chanting roll.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
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:

Those HEROES can join an eligible regiment as a Baleful Lord.

Monster Hero

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

Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.

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

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

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:

2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

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

Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.

The INFANTRY and PRIEST keywords are used in the following Blades of Khorne warscrolls:

Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

Blood Tithe Abilities
Once Per Turn (Army), Reaction: You declared a CHARGE ability
0
MURDERLUST: When worthy opponents are near, the impulse to kill becomes all-consuming.

You do not need to unlock this ability to use it. It is already unlocked.

Effect: Roll a dice. You can replace one of the dice in the charge roll with that value. If you do so, inflict D3 mortal damage on the unit using that CHARGE ability after that ability is resolved.
KEYWORDSBLOOD TITHE

Once per Turn, Start of Any Turn
1
DIVINE SCORN: The battlefield is Khorne's temple, and Khorne's alone.

Declare: Pick up to 3 enemy WIZARDS or PRIESTS within 6" of any friendly BLADES OF KHORNE units to be the target(s).

Effect: Roll a dice for each target. On a 3+, subtract 1 from the target’s power level, to a minimum of 0, until the start of the next turn.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Combat Phase
1
PUNISH THE PACIFIST: To shirk from combat is to sin against the War God.

Declare: Each unit (friendly and enemy) and enemy MANIFESTATION that is not in combat is a target.

Effect: Roll a dice. On a 1-2, inflict 1 mortal damage on each target. On a 3+, inflict 1 mortal damage on each enemy target.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Hero Phase
2
MURDER THE MYSTIC: Those who cower behind conjured spellcraft will be punished severely.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’.

Declare: Pick up to 4 enemy MANIFESTATIONS to be the target(s).

Effect: Make a banishment roll of 2D6 for each target. If the banishment roll equals or exceeds the banishment value listed on that MANIFESTATION’s warscroll, inflict D3 mortal damage on each enemy unit within 3" of it and then it is banished and removed from play.
KEYWORDSBLOOD TITHE

Passive
2
GLORIOUS COMBAT OR NAUGHT: The air boils, charring arrows and melting musket shot.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’ or ‘Punish the Pacifist’.

Effect: Subtract 1 from hit rolls for shooting attacks that target friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

Passive
3
REVEL IN BATTLE: No tricks - no deceptions.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Punish the Pacifist’.

Effect: Other than the Companion weapon ability, weapon abilities for combat attacks made by enemy units that charged this turn and that target a friendly BLADES OF KHORNE unit have no effect.
KEYWORDSBLOOD TITHE

Passive
4
SLAUGHTER TRIUMPHANT: Khorne's fury floods the field, burning out all thought but to slay.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Murder the Mystic’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to the Attacks characteristic of weapons used by friendly BLADES OF KHORNE units that charged in the same turn.
KEYWORDSBLOOD TITHE

Passive
4
CLEAVE WIDE THE GRIN OF KHORNE: Gore begets gore, and death begets death.

You can only unlock this ability if you have unlock this ability if you have unlocked already ‘Revel in Battle’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to hit rolls for combat attacks made by friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

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

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

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2025