Blades of Khorne – Warscrolls


Beast Hero


BLADES OF KHORNE WARSCROLL
Karanak
8"
7
5+
2
At the foot of Khorne’s throne prowls a canine shadow, three heads gnawing upon the bones of the unworthy. In mortal tongues, he is Karanak, the Hound of Vengeance. This alpha Flesh Hound is unleashed when an enemy has earned Khorne’s personal displeasure. Each of Karanak’s heads tracks its quarry in a different fashion. The first senses across space, following the spoor of the target no matter where they hide. The second follows through time, seeing both those who try to hide in the recesses of history as well as those who will incite Khorne’s rage in the future. The third head is the most dangerous, for it tracks its prey from within their own mind. Karanak has little inclination to lead armies; his only goal is to drag his quarry back to the base of the Skull Throne, where they will be torn apart under Khorne’s glowering gaze. Even so, where he lopes, other warriors of Khorne follow – for Karanak’s hunts take him through the most furious of battles. Accompanied by packs of slavering Flesh Hounds compelled to join the pursuit, Karanak chases down his prey without remorse or relent, as indefatigable as a falling axe.
BLADES OF KHORNE WARSCROLL
Karanak
MELEE WEAPONS
AtkHitWndRndDmg
Savage Maws and Goreslick Claws [Anti-HERO (+1 Rend)]
Savage Maws and Goreslick Claws
Anti-HERO (+1 Rend)
64+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 75 × 42mm
Can be reinforced: No
Regiment Options: Any Claws of Karanak, Any Flesh Hounds

Deployment 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 (see ‘Stalk the Prey’). You can pick a HERO in reserve.

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.

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

Effect: If this unit’s quarry moved this phase, this unit can move up to 8". It cannot move into combat during any part of that move and must end that move closer to its quarry.
KEYWORDSCORE, MOVE

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
8"
8
2+
2
The Lords of Khorne are the Blood God’s chosen champions, his butchermonarchs and paragons of slaughter. It is they who drive the warhordes of the Bloodbound to battle, both through a warlike charisma and devotion to their deity’s furious creed. Each has earned their position through acts of carnage; they have levelled cities, eviscerated their rivals and piled skulls to the sky in reverence. A Lord of Khorne can inevitably be found in the thickest of melees, cleaving and hewing through the foe with wanton abandon. Their red-handed example stokes the fury of their followers to new heights, for where a Lord of Khorne fights, the Blood God’s eye is never far away. The most unsubtle Lords of Khorne draw the attention of the Juggernauts – clanking and bestial daemons akin to sentient battering rams. Should the champion succeed in breaking one of these ironshod entities to their will, they will become a true force of destruction. Many style themselves as the grand masters of knightly orders sworn to Khorne’s tenets, but there is nothing chivalric about them; their one desire, and that of the Skullcrushers they lead in great Brass Stampedes, is to trample entire armies into oblivion.
BLADES OF KHORNE WARSCROLL
Lord of Khorne
on Juggernaut
MELEE WEAPONS
AtkHitWndRndDmg
Juggernaut’s Brazen Hooves [Companion]
Juggernaut’s Brazen Hooves
Companion
24+3+1D3
Wrathforged Axe
Wrathforged Axe63+3+12
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND

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

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

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, the following effects apply to friendly BLADES OF KHORNE CAVALRY units while they are wholly within 18" of this unit:
  • Add 1 to charge rolls for those units.
  • You can re-roll crushing charge rolls for those units.

KEYWORDS
HERO, CAVALRY
CHAOS, BLADES OF KHORNE, BLOODBOUND


BLADES OF KHORNE WARSCROLL
Skullmaster
Herald of Khorne
8"
7
4+
2
It takes Bloodletters of particular might and battle-craft to serve as captains in the infernal legions. These are the Heralds of Khorne, empowered daemons second in rank and murderous ability only to the Bloodthirsters. Heralds have earned their position in the only manner Khorne acknowledges: they have passed every martial trial set before them and cut down any who thought to challenge them. Wielding Blades of Blood forged by infernal artificers, Heralds of Khorne are conduits of their god’s fury, enacting his will through their furious commands. Those Heralds designated as Skullmasters display an impulsive aggression above and beyond the manic standard of Khorne’s daemons. Such is necessary to master one of the snorting daemon-beasts known as Juggernauts. It is the Skullmasters who lead cavalry charges of Bloodcrushers, attempting to direct these unsubtle brass stampedes with something approaching tactical nous. As their title implies, Skullmasters have a particular fascination with the taking of heads. As their Juggernaut mounts thunder towards the foe at surprising speed, the Heralds are wont to angle their blades like the edge of a scythe, trusting in murderous momentum to hew a harvest of skulls from necks.
BLADES OF KHORNE WARSCROLL
Skullmaster
Herald of Khorne
MELEE WEAPONS
AtkHitWndRndDmg
Juggernaut’s Brazen Hooves [Companion]
Juggernaut’s Brazen Hooves
Companion
24+3+1D3
Blade of Blood [Anti-INFANTRY (+1 Rend), Crit (Mortal)]
Blade of Blood
Anti-INFANTRY (+1 Rend), Crit (Mortal)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: Any DAEMON CAVALRY, Any WAR MACHINE

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

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

Once Per Battle (Army), Any Charge Phase
HERALD OF TRAMPLING DEATH: The earth shatters under the metal hooves of a Slaughtermaster and its warriors, a wall 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
Aspiring Deathbringer
5"
6
3+
2
Aspiring Deathbringers rise from a warhorde’s most promising and deadly killers. They have performed such deeds as to earn a place amongst their master’s Gorechosen, yet they have not excelled enough to count amongst the inner circle. Favour and prestige are everything to these warriors, and their life is a constant struggle to garner both in abundance. An Aspiring Deathbringer marches at the forefront of the Bloodbound advance, followed by baying packs of warriors who have thrown in their lot with these rising champions. No fear or doubt drags at their steps; offering their lives in Khorne’s service is a thousand times preferable to ignominy. An Aspiring Deathbringer’s every waking thought is consumed by the need to advance along the crimson path. They have given themselves to Khorne body and soul, and there can be no turning back; glory, oblivion or mutation into something less than human are their only remaining fates. Canny lords of Khorne sharpen this mania by carefully balancing slights against the Deathbringer’s pride with opportunities to earn renown. There are few foes more ferocious, after all, than an Aspiring Deathbringer who sees a chance to ascend another rung of the blood-stained ladder of glory.
BLADES OF KHORNE WARSCROLL
Aspiring Deathbringer
MELEE WEAPONS
AtkHitWndRndDmg
Goreaxe and Skullhammer
Goreaxe and Skullhammer74+3+12
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 40mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND
Notes: This HERO can join an eligible regiment as a Bloodbound Warmonger.

Reaction: You declared a FIGHT ability for this unit
FURIOUS WARLEADER: An Aspiring Deathbringer’s quest for renown sees them amass bands of equally ambitious warriors.

Effect: Pick a friendly Blood Warriors 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, add 1 to wound rolls for attacks made by this unit and the target for the rest of the turn.

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


BLADES OF KHORNE WARSCROLL
Bloodmaster
Herald of Khorne
5"
6
4+
2
It takes Bloodletters of particular might and battle-craft to serve as captains in the infernal legions. These are the Heralds of Khorne, empowered daemons second in rank and murderous ability only to the Bloodthirsters. Heralds have earned their position in the only manner Khorne acknowledges: they have passed every martial trial set before them and cut down any who thought to challenge them. Wielding Blades of Blood forged by infernal artificers, Heralds of Khorne are conduits of their god’s fury, enacting his will through their furious commands. Bloodmasters lead the daemonic cohorts from the front, commanding through setting a brutal example. Their talents lie in the cut and thrust of combat, and though they have an innate sense for battle’s flow, they primarily harness this to know when to set upon a reeling foe. A Bloodmaster’s rage is tectonic even for one of Khorne’s daemons. They are never still, forever pacing and hissing even in the scant moments between conflicts, talons flexing restlessly around the grip of their blades. Battle offers an outlet for their volcanic wrath, but it is hardly a reprieve; blood constantly drips from the prongs of their swords, soon causing their rage and battle-hunger to flare once more.
BLADES OF KHORNE WARSCROLL
Bloodmaster
Herald of Khorne
MELEE WEAPONS
AtkHitWndRndDmg
Blade of Blood [Anti-INFANTRY (+1 Rend), Crit (Mortal)]
Blade of Blood
Anti-INFANTRY (+1 Rend), Crit (Mortal)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Slaughter Seeker, Any 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, subtract 1 from ward rolls for damage points inflicted by each of those FIGHT abilities.

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


BLADES OF KHORNE WARSCROLL
Bloodsecrator
5"
6
3+
5
Bloodsecrators are more than mere icon bearers. They are sacred templars of Khorne, whose devotion has seen them entrusted with monumental icons of the War God. These relics are knives driven into reality, dense red stars that drag in the fury that inundates a battlefield. When the Bloodsecrator slams their icon against the earth and roars in praise, that wrath is released like a terrible solar flare. The servants of the Blood God are filled with a killing fury so total that their limbs move as blurs, blades and axes falling without relent. This is a state of holy rapture to the Bloodbound, and a Bloodsecrator’s role as the conduit earns them respect beyond measure. Bloodsecrators typically stand apart from the power struggles that define the Gorechosen. Their battle-lust is so profound that it borders on the elemental, and though they acknowledge that Khorne relishes all forms of conflict, they see personal advancement as a distraction from the business of righteous slaughter. This aloofness, however, does not mean that a Lord of Khorne can trust their Bloodsecrator. If they believe another champion to be more favoured by the god, these icon bearers will not hesitate to depose their former master.
BLADES OF KHORNE WARSCROLL
Bloodsecrator
MELEE WEAPONS
AtkHitWndRndDmg
Ensorcelled Axe
Ensorcelled Axe43+3+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 32mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND
Notes: This HERO can join an eligible regiment as a Bloodbound Warmonger.

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.

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.

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


BLADES OF KHORNE WARSCROLL
Bloodstoker
5"
5
4+
2
Bloodstokers are the taskmasters and overseers of the Bloodbound throngs, charged with keeping a savage form of order amongst a warhorde’s ranks. They do so not through encouragement or chastisement but through blood and pain; each is a master with their cruel barbed whip, and the lashes they inflict direct their warriors onwards while raising their anger to incandescent levels. As befitting a member of their lord’s Gorechosen elite, a Bloodstoker is themselves a potent warrior, but they like to boast that rather than fighting with a hammer or axe, they wield the warhorde itself as a weapon. In doing so, they amass harvests of skulls far in excess of even the most ferocious personal combatant. Bloodstokers are habitually sadistic, sending warriors and beasts to their death without hesitation and revelling as their whips flay flesh from bone. Worshippers of Khorne who have known the bite of a Bloodstoker’s lash often mutter that these champions would find equal acclaim amongst the pain-cultists of decadent, despised Slaanesh. Yet a Bloodstoker acts solely to intensify the slaughter, and the boon they offer to a champion of Khorne renders them invaluable, granting them licence to inflict agony without restraint.
BLADES OF KHORNE WARSCROLL
Bloodstoker
MELEE WEAPONS
AtkHitWndRndDmg
Torture Blade and Blood Whip
Torture Blade and Blood Whip43+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, GORECHOSEN


BLADES OF KHORNE WARSCROLL
Exalted Deathbringer
5"
6
5+
2
Every Lord of Khorne has at least one Exalted Deathbringer to serve as their strong right hand amongst the warhorde. They are the sworn swords of their barbarous chieftains, the favoured lieutenants of their warrior monarchs. Brutality has solidified their vaunted positions and seen them rewarded with dark gifts – be it a mutation into a more violent form or a daemonic resilience that turns aside even the most determined of blows. Exalted Deathbringers are viewed by their lords as both favoured champions and dangerous rivals. They are relied upon to oversee key portions of the battlefield, but the Deathbringers make no secret of their hunger for glory and know that it is best earned within sight of the mighty. Wherever possible, they will fight at their master’s side, pushing themselves to new extremes of bloodshed. Khorne’s faithful are firm advocates for keeping one’s worthiest enemies close. Should the lord of the warhorde fall, it is the Exalted Deathbringers who are best placed to seize control. If their master endures, the Deathbringer must eventually challenge them for rulership in a fight to the death. Better to have had a chance to observe the tactics of their foe up close beforehand…
BLADES OF KHORNE WARSCROLL
Exalted Deathbringer
MELEE WEAPONS
AtkHitWndRndDmg
Deathbringer Weapon
Deathbringer Weapon44+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.

End of Any Turn
FIRST OF THE GORECHOSEN: Exalted Deathbringers fight to scale the final heights of glory, hewing bloody handholds for their ascent with every worthy foe they butcher.

Effect: If any damage points were allocated to an enemy unit by this unit’s combat attacks this turn and that enemy unit has been destroyed, Heal (5) this unit and give this unit a glorious ascent token.

Passive
GLORIOUS ASCENT: With a hefty toll of skulls reaped in the name of the Blood God, Exalted Deathbringers are formidable fighters granted supernatural might by their patron.

Effect: Add 1 to the Attacks characteristic of this unit’s Deathbringer Weapon for each glorious ascent token it has.

KEYWORDS
HERO, INFANTRY, WARD (5+)
CHAOS, BLADES OF KHORNE, BLOODBOUND, GORECHOSEN


BLADES OF KHORNE WARSCROLL
Mighty Lord of Khorne
5"
7
3+
2
The Lords of Khorne are the Blood God’s chosen champions, his butcher-monarchs and paragons of slaughter. It is they who drive the warhordes of the Bloodbound to battle, both through a warlike charisma and devotion to their deity’s furious creed. Each has earned their position through acts of carnage; they have levelled cities, eviscerated their rivals and piled skulls to the sky in reverence. A Lord of Khorne can inevitably be found in the thickest of melees, cleaving and hewing through the foe with wanton abandon. Their red-handed example stokes the fury of their followers to new heights, for where a Lord of Khorne fights, the Blood God’s eye is never far away. Many are the gifts that Khorne’s champions may receive for carrying out worthy massacres in his name. Their scarred bodies bulge with muscle, onto which is fused armour that hungrily drinks the sprayed blood of the slain. In claw-like hands, they carry axes forged in the fires of Khorne’s own infernal citadel. Should they truly excel, they may find a Flesh Hound coming to slink at their side – daemons that are a mark of the Blood God’s favour and hunger to devour wizards alive.
BLADES OF KHORNE WARSCROLL
Mighty Lord of Khorne
MELEE WEAPONS
AtkHitWndRndDmg
Flesh Hound’s Blood‑dark Claws [Anti-WIZARD (+1 Rend), Companion]
Flesh Hound’s Blood‑dark Claws
Anti-WIZARD (+1 Rend), Companion
44+3+-1
Axe of Khorne
Axe of Khorne53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 60mm
Can be reinforced: No
Regiment Options: Any Bloodbound Warmonger, Any BLADES OF KHORNE

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 charge 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 a friendly GORECHOSEN unit 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
Khorne despises magic, believing that to slay a foe with sorcery is an insult to the warrior’s creed. Yet bloody ritual is central to the culture of his mortal worshippers, who believe that through such acts they draw his favour. The Realmgore Ritualists stand at the heart of this contradiction. Though as lethally capable as any Bloodbound marauder, they see the taking of lives as tedious. Rather, they would cut the throat of the realms and see geysers of liquid earthblood gush forth. A Realmgore Ritualist knows the runes of desecration that will develop into splintering world-wounds and the invocations that will call forth waves of gore. As ichor flows in rivers and rains from the sky, a murder-trance seizes nearby Bloodbound, seeing them abandon their last vestiges of restraint. A Ritualist’s ceremonies can only be performed with a blade thoroughly wetted in mortal blood. Prisoners will be sacrificed without pause to provide this sacred libation, but blood taken in honest battle is more pleasing to Khorne. The sacrificial daggers wielded by the Realmgore Ritualists are relics anointed in atrocity, and merely a single cut from such a weapon can see a foe rapidly and violently exsanguinated.
BLADES OF KHORNE WARSCROLL
Realmgore Ritualist
MELEE WEAPONS
AtkHitWndRndDmg
Ritual Dagger
Ritual Dagger13+3+2D6
BATTLE PROFILE

Unit Size: 1      Points: 110
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 hit 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, GORECHOSEN


BLADES OF KHORNE WARSCROLL
Skarr Bloodwrath
5"
7
4+
2
From youth, the warrior who would become Skarr Bloodwrath was marked by the daemonic. As he grew in stature and infamy, his flesh turned an arterial crimson and the mark of Khorne was scored across his hide. Wielding the Bloodstorm Blades, the so-called Slaughterborn cut through all that stood before him while heedless of his own life. When finally he was vanquished by some nameless adversary, not even death could stay the ultimate berserker. On some forlorn battlefield, the Slaughterborn rose from a pool of heroes’ blood, his rebirth consecrated in an explosion of gore – and his hunger for carnage undiminished. Skarr’s immortality through battle has seen him become a blight on the realms. There is no set period in which his crimson resurrection occurs. Sometimes the Slaughterborn vanishes for years after falling; sometimes he returns in mere moments. Yet, eventually, return he always does. Skarr’s psychotic fury is a beacon to fellow Bloodbound, who travel for leagues to fight alongside him. Wrathmongers in particular feel a kinship with Skarr, often acting as an impromptu retinue – though the Slaughterborn pays them less than no mind as he kills and kills again.
BLADES OF KHORNE WARSCROLL
Skarr Bloodwrath
MELEE WEAPONS
AtkHitWndRndDmg
The Bloodstorm Blades [Crit (2 Hits)]
The Bloodstorm Blades
Crit (2 Hits)
63+3+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND

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.

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 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.
KEYWORDSCORE

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


BLADES OF KHORNE WARSCROLL
Skullgrinder
5"
6
3+
2
Khorne is a god of rage, yet there are ways to earn his esteem beyond killing. Those who forge tools of war are favoured by the Blood God, and the Skullgrinders are masters of their craft. No simple blacksmiths are these. Muscle ripples as they labour at their brazen anvils, ever-burning relics that are both implements of dark metalworking and sacrificial altars. Upon them, a Skullgrinder hammers the essence of rage into steel. When battle calls, Skullgrinders will bind these anvils in huge chains, swinging them with enough monstrous strength to shatter a gargant’s leg in one blow. To wield a weapon forged by a Skullgrinder is a mighty boon, for they channel their fury into crafting weapons of singular potency. Wars have been fought by champions seeking to impress such a smith into their service. There are whispers that many Skullgrinders were trained in the forges of the Brass Citadel or have walked those halls in their dream-quests. Undeniably, there is something otherworldly about the Skullgrinders, for all their immense physicality. In the flames that engulf their anvils, they see visions of the dread armaments they will craft – weapons to carve the realms apart one piece at a time.
BLADES OF KHORNE WARSCROLL
Skullgrinder
MELEE WEAPONS
AtkHitWndRndDmg
Brazen Anvil [Anti-MONSTER (+1 Rend)]
Brazen Anvil
Anti-MONSTER (+1 Rend)
44+3+13
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: Any BLOODBOUND
Notes: This HERO can join an eligible regiment as a Bloodbound Warmonger.

Reaction: Passive
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.

Effect: If this unit uses a FIGHT ability, all of the attacks target the same enemy MONSTER, and any of the attacks score a critical hit, that MONSTER has STRIKE-LAST for the rest of the turn.

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.

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


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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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


BLADES OF KHORNE WARSCROLL
Valkia The Bloody
12"
6
3+
2
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

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
A Bloodthirster is a harbinger of the apocalypse. They are the mightiest of Khorne’s daemons, warlords of his hosts and embodiments of his battle-frenzy. Few have faced these bat-winged slaughterers and lived. Those who have recall a terrible charnel reek and the insane hate that fills the creature’s gaze. So potent is this ire that it twists the world around a Bloodthirster. Jagged spires of brass erupt from the ground at their passing, and lakes of blood bubble in the craters left by their hooves. Each of these greater daemons belongs to one of eight hosts, with its own preferred methods of murder-making. Brutal competition exists between Bloodthirsters to ascend through these hosts, just as Khorne desires. Only the most mindlessly inchoate of daemons are mustered as part of the Sixth Host. These are the Bloodthirsters of Insensate Rage, bringers and disciples of the most atrocious forms of violence. With sinews bulging, they heft their Great Axes of Khorne – weapons tall as a fortress gate and forged with such fury that they can bisect a Stegadon in one terrible swing. What these weapons, wielded by such utterly battle-mad daemons, can do to ranks of lesser warriors is best left unconsidered…
BLADES OF KHORNE WARSCROLL
Bloodthirster
of Insensate Rage
MELEE WEAPONS
AtkHitWndRndDmg
Great Axe of Khorne [Anti-INFANTRY (+1 Rend)]
Great Axe of Khorne
Anti-INFANTRY (+1 Rend)
53+2+25
BATTLE PROFILE

Unit Size: 1      Points: 470
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Slaughter Seeker, Any DAEMON

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

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.

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, BLOODTHIRSTER


BLADES OF KHORNE WARSCROLL
Bloodthirster
of Unfettered Fury
12"
16
4+
5
A Bloodthirster is a harbinger of the apocalypse. They are the mightiest of Khorne’s daemons, warlords of his hosts and embodiments of his battle-frenzy. Few have faced these bat-winged slaughterers and lived. Those who have recall a terrible charnel reek and the insane hate that fills the creature’s gaze. So potent is this ire that it twists the world around a Bloodthirster. Jagged spires of brass erupt from the ground at their passing, and lakes of blood bubble in the craters left by their hooves. Each of these greater daemons belongs to one of eight hosts, with its own preferred methods of murder-making. Brutal competition exists between Bloodthirsters to ascend through these hosts, just as Khorne desires. Bloodthirsters of Unfettered Fury belong to the Eighth Host. Though the most numerous of Khorne’s greater daemons, they remain profoundly deadly; their axes have ended many a hero, while their cruel lashes stoke the fury of the Blood God’s worshippers. Beyond rejoicing in slaughter, the Eighth Host are tasked with expanding the Skull Lands and marshalling the hosts of Khorne’s lesser daemons. With bellows of fury and lashes of their spike-studded whips, they drive the Blood Legions onwards to new atrocities.
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)]
Mighty Axe of Khorne
Anti-MONSTER (+1 Rend)
63+2+24
BATTLE PROFILE

Unit Size: 1      Points: 440
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Slaughter Seeker, Any DAEMON

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

Your Charge 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, add 1 to the number of dice rolled when making charge rolls for the target, to a maximum of 3.

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.
  • 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, BLOODTHIRSTER


BLADES OF KHORNE WARSCROLL
Skarbrand
8"
16
4+
5
There was a time in which no daemon sat higher in the favour of Khorne than Skarbrand, marshal of the War God’s hosts. Victories beyond measure he laid before his master’s throne, for the Bloodthirster’s battle prowess was unmatched. Yet it was this very pride that allowed Tzeentch to plant worms of treachery in Skarbrand’s mind, taunting him until – in a moment of arrogant fury – he struck Khorne himself. In a rage, the Lord of Battles snatched Skarbrand and hurled him across the Realm of Chaos as a blazing comet. After eight days and nights, Skarbrand finally arose, his wings shredded and his mind locked in a furious madness. Exiled from Khorne’s realm, Skarbrand crashes across the Mortal Realms as a force of unmatched devastation. Wielding Slaughter and Carnage, twin axes each bound with the essence of a Bloodthirster, he tears through armies, heedless of any who are drawn to fight around him. Injury only spurs his rage to new heights, and his bellows of matchless fury can burst the hearts of those who hear them. In his matchless zeal, Skarbrand serves Khorne more completely than ever, and foes from the Stormcast Eternals to the celestial Seraphon have known the bite of his axes.
BLADES OF KHORNE WARSCROLL
Skarbrand
MELEE WEAPONS
AtkHitWndRndDmg
Slaughter
Slaughter43+2+24
Carnage [Crit (Mortal)]
Carnage
Crit (Mortal)
23+2+28
BATTLE PROFILE

Unit Size: 1      Points: 490
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Slaughter Seeker, Any BLADES OF KHORNE

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, or if it is the first turn of the battle, the Attacks characteristic of its Slaughter is 6.

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

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.

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


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

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

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

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

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

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

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

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

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

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

War Machine Hero


BLADES OF KHORNE WARSCROLL
Herald of Khorne on
Blood Throne
8"
10
4+
2
It takes Bloodletters of particular might and battle-craft to serve as captains in the infernal legions. These are the Heralds of Khorne, empowered daemons second in rank and murderous ability only to the Bloodthirsters. Heralds have earned their position in the only manner Khorne acknowledges: they have passed every martial trial set before them and cut down any who thought to challenge them. Wielding Blades of Blood forged by infernal artificers, Heralds of Khorne are conduits of their god’s fury, enacting his will through their furious commands. Only the Rendmasters, the most fervent of Khorne’s Heralds, are permitted to make war from atop a Blood Throne. These smoke-belching daemon engines are fashioned in the image of the Lord of Battle’s own dais; they grind across the field with hungry snarls of bloodlust, pulverising meat and bones beneath their wheels. As a Blood Throne devours the bodies of the slain, an infernal power pulses through its brass superstructure, feeding into the Herald that has chained itself to its apex. The daemon’s wrathful proselytising seems to carve apart the very substance of reality, summoning more of the Blood God’s legions in bursts of boiling ichor.
BLADES OF KHORNE WARSCROLL
Herald of Khorne on
Blood Throne
MELEE WEAPONS
AtkHitWndRndDmg
Blade of Blood and Hellblades [Anti-INFANTRY (+1 Rend), Crit (Mortal)]
Blade of Blood and Hellblades
Anti-INFANTRY (+1 Rend), Crit (Mortal)
73+3+12
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Slaughter Seeker, Any DAEMON

Once Per Turn (Army), Your Movement Phase
BLOOD CALL: Words of wrath uttered in the Dark Tongue slice bleeding wounds in the skin of reality, from which pour more daemons of the Blood God to reinforce his legions.

Declare: Pick a friendly BLADES OF KHORNE DAEMON unit that started the battle with 3 or more models and that has been destroyed to be the target.

Effect: Roll a dice. On a 4+, set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of this unit and more than 9" from all enemy units.

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

Beast


BLADES OF KHORNE WARSCROLL
Flesh Hounds
8"
2
5+
1
When a Flesh Hound has the scent of its prey, nowhere is safe. Known as the Inevitable Hunters, these rapacious daemons are dire blends of hunting dog and monstrous lizard. They prowl the wastes of the Skull Lands and lurk in the darkness of their cavernous lairs, waiting for the call to hunt. Those marked for the Flesh Hounds’ attention have infringed upon Khorne’s unremitting creed in some fashion, whether through cowardice or displays of mercy. Over fen, mountain and moor, the Flesh Hounds bound after their quarry, eager to sink their fangs into mortal flesh and tear their souls into aetheric scraps. It is said that those marked by the Flesh Hounds can eternally hear their baying in the back of their minds, growing more and more cacophonous as the daemons draw close. It is a phenomenon that has driven many to madness, a primal fear that reaches deep into the soul. Ritual and rite are little defence, owing to their blessed brass collars and claws that excel in shredding the flesh of wizards, and the daemons are utterly tireless. Even Bloodthisters can do little to control a Flesh Hound pack; they hunt as they will, consumed by Khorne’s raging vengeance.
BLADES OF KHORNE WARSCROLL
Flesh Hounds
MELEE WEAPONS
AtkHitWndRndDmg
Blood-dark Claws [Anti-WIZARD (+1 Rend), Companion]
Blood-dark Claws
Anti-WIZARD (+1 Rend), Companion
44+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 110
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
UNFLAGGING HUNTERS: When blood is scented, nothing will keep a Flesh Hound from its prey.

Effect: Add 2 to charge rolls for this unit.

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

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

Cavalry


BLADES OF KHORNE WARSCROLL
Bloodcrushers
8"
5
4+
2
Resolute shieldwalls are trampled by the coming of the Bloodcrushers, Khorne’s daemonic shock cavalry. It takes an especially murderous Bloodletter to master one of the ironclad daemons known as a Juggernaut. After a pleasing slaughter, the Bloodletter will be brought to an enclosed steppe deep within Khorne’s fortress – a land stamped flat by the Juggernauts that charge across the plains and slam into one another, sparks flying with each collision. The daemon must outwit or outfight the beast so that it ends up on the Juggernaut’s back – or else be gored into oblivion. Those who succeed crash free from the Brass Citadel in possession of a formidable new mount. Bloodcrushers are amongst the most unsubtle of Khorne’s warriors, which renders them truly a sight to behold. The fact that Juggernauts cannot truly be broken, and that it is they rather than their riders who decide where to charge into battle, is largely immaterial to the Bloodletters; after all, Juggernauts hunger for battle no less than any other of the War God’s servants. Protected by the Juggernaut’s metal hide, a Bloodcrusher uses its own mass as a profound weapon, smashing those foolish enough to stand in its path into flinders.
BLADES OF KHORNE WARSCROLL
Bloodcrushers
MELEE WEAPONS
AtkHitWndRndDmg
Juggernaut’s Brazen Hooves [Companion]
Juggernaut’s Brazen Hooves
Companion
24+3+1D3
Bloodcrusher Hellblade [Anti-INFANTRY (+1 Rend), Crit (Mortal)]
Bloodcrusher Hellblade
Anti-INFANTRY (+1 Rend), Crit (Mortal)
23+3+11
BATTLE PROFILE

Unit Size: 3      Points: 200
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 an enemy unit within 1" of it to be the target.

Effect: Make a crushing charge roll of 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), WARD (6+)
CHAOS, BLADES OF KHORNE, DAEMON


BLADES OF KHORNE WARSCROLL
Mighty Skullcrushers
8"
5
2+
2
It matters not how brave a warrior claims to be; when the Brass Stampede thunders close, they shiver with fear. This clanking cavalcade of death is populated by the Skullcrushers, Khorne’s chosen knights. Each rides to war upon a daemon of iron, blood and brass known as a Juggernaut. These creatures are drawn to the most destructive of those warriors – those who crush and dismember as a matter of course. Smashing clear of their stockades in Khorne’s realm, they will charge across the cosmos until they locate the object of their fixation. The warrior then has eight heartbeats to form an accord with and mount the daemon. If they hesitate, they will be gored to death. Skullcrusher warbands often style themselves as vagabond warriors, nomadic slayers forever crossing the realms in search of new challenges. Their daemonic steeds need neither rest nor sustenance, crunching tirelessly through deep snow or over endless deserts to find new battlefields. A Skullcrusher may fight alongside numerous warhordes in their long lives, for the armour of both man and daemon is nigh invulnerable to conventional weapons – all the better to add mass to their lethal momentum.
BLADES OF KHORNE WARSCROLL
Mighty Skullcrushers
MELEE WEAPONS
AtkHitWndRndDmg
Gorebathed Glaive or Axe [Charge (+1 Damage)]
Gorebathed Glaive or Axe
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: 250
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 an enemy unit within 1" of it to be the target.

Effect: Make a crushing charge roll of 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

Infantry


BLADES OF KHORNE WARSCROLL
Blood Warriors
5"
2
3+
1
Armed with brutalising axes, monstrous cleavers and spiked gauntlets, the Blood Warriors hack and hew without mercy. They are the iron heart of a Bloodbound warhorde, killers chosen by their god and commanded to commit great slaughter in his name. Relentlessness is their hallmark, for each knows full well that Khorne cares not from where the blood flows and that their deaths are welcomed as eagerly as any other. A Blood Warrior’s every moment is spent in service to the Lord of Battles. Even when they fall, they will spend the last of their strength attempting to drag the foe with them as one final sacrifice for their god. A Blood Warrior’s armour is not forged conventionally. Rather, a soul chosen by Khorne will undergo the harrowing Red Baptism. The god’s favour will manifest as their skin becomes coated in scalding blood. This then scabs over and hardens into plate, and for the remainder of their days, a boundless battle fury will seize the wearer. Blood Warriors typically emerge from a Bloodbound tribe, but not always. Even one who has fought against a Khornate army may on rare occasion be subjected to the Red Baptism if Khorne looks on them approvingly.
BLADES OF KHORNE WARSCROLL
Blood Warriors
MELEE WEAPONS
AtkHitWndRndDmg
Goreglaive
Goreglaive34+3+22
Goreaxe
Goreaxe34+3+11
BATTLE PROFILE

Unit Size: 10      Points: 210
Base size: 32mm
Can be reinforced: Yes

Each model in this unit is armed with a Goreaxe.
  • 1/10 models can replace their Goreaxe with a Goreglaive.
  • The champion cannot replace their weapons.

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


BLADES OF KHORNE WARSCROLL
Bloodletters
5"
2
5+
1
The furious heart of the Blood Legions, Bloodletters are the most numerous of Khorne’s daemons. It speaks to the War God’s battle-madness that even these lesser shards of his will are warriors of formidable skill. Combat is their driving obsession, consuming their every thought; anger boils constantly through their veins, and they find fleeting satisfaction only in the moment of the decapitating strike. This total devotion to war is made manifest in each Bloodletter’s hellblade – a jagged sword tied with their very essence that blazes hotter as the daemon’s outrage grows. When first seen on the march, Bloodletters may appear to be the most martially organised of daemons. They stomp forwards in recognisable ranks, marshalling to the clarion of brazen horns and beneath banners that drip with gore. Long tongues flicking at the air, as if tasting the impending massacre, they can be entrusted to heed the growled commands of their overlords – at least, until the blood begins to flow. When that happens, the Bloodletters become nigh-on uncontrollable. All semblance of cohesion breaks as they lope forwards in a howling mob, tearing at one another to be first to plunge their blades deep into the flesh of mortal prey.
BLADES OF KHORNE WARSCROLL
Bloodletters
MELEE WEAPONS
AtkHitWndRndDmg
Hellblade [Crit (Mortal)]
Hellblade
Crit (Mortal)
23+3+11
BATTLE PROFILE

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

End of Any Turn
THE THINNING VEIL: As heads roll and blood flows, more daemons from beyond the veil are summoned forth to partake in the slaughter.

Effect: If this unit is in combat, you can return D3 slain models to this unit.

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
Bloodreavers form the howling masses of the Bloodbound warhordes. Though they cannot rival the War God’s most exalted champions for sheer stature, they are more than capable of punching a Freeguilder to death – though they much prefer to kill with axe, dagger and cleaver. They stab and hack until they are covered in the gore of both friend and foe, heedless of danger and determined to win Khorne’s favour or die trying. When the Bloodreavers mass in great numbers and crash against the foe, shieldwalls crumble and armies collapse. Many Bloodreavers were once tribesfolk who went down darker paths of battle and bloodshed; others were former Sigmarites lured into the Lord of Battle’s service by their own war-hunger. Yet there is another, more infamous way that they recruit new warriors: the Dark Feast. In the aftermath of battle, captives who have fought well will be offered a choice by the Bloodbound – brutal death or to consume the flesh of their own butchered comrades. Those who choose the latter are damned. With each bite, their disgust fades as Khorne claims more of their soul. Soon they are one more frothing Bloodreaver, lost in a cannibalistic furore.
BLADES OF KHORNE WARSCROLL
Bloodreavers
MELEE WEAPONS
AtkHitWndRndDmg
Reaver Blades and Axes
Reaver Blades and Axes24+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
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 for the rest of the turn if this unit 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
Those who trespass in lands claimed by the Bloodbound learn to fear the echo of wordless growls. Such is the only warning they will receive of ambush by the Claws of Karanak, warbands devoted to the role of the savage pack-hunter. The Claws of Karanak venerate Khorne as the apex predator of reality and Flesh Hounds as his truest manifestations. They emulate these daemons by chasing down any who offend the War God with displays of cowardice. The Packmasters of the cult are said to be able to smell a craven from miles away, and they wear the hides of magically gifted foes as prized trophies. Though they will respond to a worthy lord, the Claws’ desire to hunt is overwhelming, seeing them range far ahead of the horde. The carnage they wreak is such that many champions permit them the honour of first blood. The greatest honour for any such cultist is to battle alongside a Flesh Hound – or else to slay such a daemon after beating them to their quarry. Those who achieve this latter feat are transformed into slavering daemonkin known as Hounds of Wrath, loping forward on all fours to tear foes apart with their bare hands.
BLADES OF KHORNE WARSCROLL
Claws of Karanak
MELEE WEAPONS
AtkHitWndRndDmg
Weapons of the Hunt [Crit (2 Hits)]
Weapons of the Hunt
Crit (2 Hits)
34+3+-1
BATTLE PROFILE

Unit Size: 8      Points: 110
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, 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
Skullreapers strike the foe like the scything blade of Khorne himself, cutting down ranks of warriors in a handful of blood-drenched seconds. Only the most insane Bloodreavers will dare seek admission to this warrior cult, for even the followers of Khorne view it with an awe verging on dread. To attain the might of the Skullreapers, an aspirant must embark on the Trial of Skulls. Few better examples of Khorne’s unstinting creed exist. While the specific rituals of the Trial vary across the realms, the meat of the matter is always the same; each day they must take eight skulls in open conflict, without fail, or be struck by their god’s displeasure. Skullreapers are offered great strength for their commitment and fervour. Even those who should fail to make their quota may at first only be ‘blessed’ with mutations that render them even more lethal. In the back of their minds, however, forever lurks the fear of being devolved into some mewling hellspawn – a fate without honour in Khorne’s eyes. Skullreapers target the largest concentrations of enemy that they can find, ploughing into the fray without hesitation. With each furious, decapitating swing, they move a step closer to Khorne’s favour.
BLADES OF KHORNE WARSCROLL
Skullreapers
MELEE WEAPONS
AtkHitWndRndDmg
Daemonforged Weapons [Crit (Mortal)]
Daemonforged Weapons
Crit (Mortal)
44+3+12
BATTLE PROFILE

Unit Size: 5      Points: 220
Base size: 40mm
Can be reinforced: Yes

Passive
TRIAL OF SKULLS: The Trial of Skulls is not a single test but rather a deadly grind in which only constant battle offers any hope of success. Khorne knows no forgiveness, and those who fail to prove their devotion are struck with crippling mutations. This looming threat 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: If this unit destroyed an enemy unit this turn, add 8 to this unit’s control score. If this unit did not destroy an enemy unit this turn, it has a control score of 1 that cannot be modified.

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


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

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

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

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

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

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

KEYWORDS
INFANTRY, CHAMPION
CHAOS, BLADES OF KHORNE, BLOODBOUND


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
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
The abominations known as Khorgoraths were once creatures native to the Mortal Realms. They were seized by the Blood God’s followers and dragged before his altars, where they were melded together and twisted into predatory forms more pleasing to his gaze. Khorgoraths are lumpen misbegots whose every moment is torment. Their bodies spasm with overwrought musculature, and their innards twist with endless hunger – a hunger not for flesh but for skulls. With an ear-rending howl, Khorgoraths leap upon their prey in ungainly fashion, tentaclelike appendages whipping out to twist and rip off heads before stuffing them into gnashing fanged maws. Any unfortunate enough to witness one of these beasts in a frenzy of consumption is marked by the experience for evermore. Khorgoraths prowl the territories of the Bloodbound in a mindless state of hunger, salivating and heaving with the need to consume. When battle calls, it is the Bloodstokers who will typically direct them to the front, the lashing of their whips speaking to the animal instincts still buried within the poor creatures. Other lords keep Khorgoraths far closer, using them as guardian beasts that will rip apart petitioners and rivals with but a word from their master.
BLADES OF KHORNE WARSCROLL
Khorgorath
RANGED WEAPONS
RngAtkHitWndRndDmg
Bone Tentacles [Shoot in Combat, Companion]
Bone Tentacles
Shoot in Combat, Companion
6"33+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Claws and Fangs [Companion]
Claws and Fangs
Companion
54+2+12
BATTLE PROFILE

Unit Size: 1      Points: 150
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
TAKER OF HEADS: Swallowing the skulls of its victims breathes a twisted sustenance into the Khorgorath’s brutish body.

Effect: If this unit is in combat, Heal (3) this unit.

KEYWORDS
MONSTER
CHAOS, BLADES OF KHORNE, BLOODBOUND

War Machine


BLADES OF KHORNE WARSCROLL
Skull Cannon
8"
8
4+
2
Though Khorne favours close combat, he also approves of mechanised death. The Skull Cannons are the manifestation of this belief. Crafted in the forges that burn within the god’s Brass Citadel, these sentient artillery pieces are as thirsty for carnage as any of their fellow daemons. Skull Cannons rumble forwards while revving and snarling, protruding jaws snapping wildly. Bloodletters – often those who forged the abomination – cling to the weapon’s spiked ridges, helping to direct the long brass barrel that emerges from its ‘neck’. From here is shot the cannon’s payload: the skulls of the foe, covered in pitch of boiling blood before being set alight. Upon striking their target, they explode with terrible force, reducing foes to smears of gore. Typical of Khorne’s single-minded fixation, Skull Cannons reload by inflicting death. As their spiked wheels crush enemies and their mouths tear flesh apart, the foe’s skulls are sucked into the device’s innards, ready to be fired. Each impact from such a projectile echoes like the roar of the Blood God, and when massed in cohorts, Skull Cannons have the power to level fortress walls, the engines roaring through the breach to join the slaughter.
BLADES OF KHORNE WARSCROLL
Skull Cannon
RANGED WEAPONS
RngAtkHitWndRndDmg
Burning Skulls [Shoot in Combat]
Burning Skulls
Shoot in Combat
15"44+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Gnashing Maw [Companion]
Gnashing Maw
Companion
14+3+1D3
Hellblades [Crit (Mortal)]
Hellblades
Crit (Mortal)
43+3+11
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 120 × 92mm
Can be reinforced: No

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.

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.

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

Faction Terrain


BLADES OF KHORNE WARSCROLL
Skull Altar
-
10
4+
-
It is often remarked that Khorne’s only true temple is the battlefield. Nevertheless, the Skull Altars are nexuses where his wrathful powers can be harnessed by the faithful. Though they are clad in iron and brass, these are no natural constructs; they are spars of the Brass Citadel and the Skull Lands that lie beyond the veil, dragged into reality through acts of war and sacrifice. Skulls erupt from the ground to mass around their base, and anger chokes the air around them like a heat haze. Skull Altars often form the heart of Bloodbound warcamps, and to claim such a structure is a worthy ambition for any mortal champion. Even daemons covet the Skull Altars, for they are a tangible link to the realm of their master. As shards of the Realm of Chaos made manifest, Skull Altars are laden with ritualistic energy. Through the offering of blood and the speaking of slaughterous invocations, a disciple of Khorne can harness this power with greater ease than ever. The chants of one stood atop a Skull Altar echo across the battlefield, filling all who hear them with mounting fury.
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: As much a platform of violent oratory as bloody sacrifice, the exhortations of Khorne’s priests echo from this brass-clad edifice like the tolling of infernal bells.

Effect: While this terrain feature has an Invoker:

  • Add 1 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
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’).

Your Movement Phase
DESCEND THE ALTAR
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.

Reaction: A friendly unit within 18" of this terrain feature was picked to be the target of an enemy spell
HATRED OF SORCERY: Khorne’s depthless scorn of magic radiates from these altars in waves.

Effect: Roll a dice. On a 5+:
  • If this terrain feature has an Invoker, gain 1 blood tithe point.
  • Ignore the effect of that spell on that friendly unit.

This terrain feature can use this ability more than once per phase but you can only roll once for each friendly unit per spell cast.

KEYWORDS
FACTION TERRAIN
CHAOS, BLADES OF KHORNE

Manifestation


BLADES OF KHORNE WARSCROLL
Bleeding Icon
-
8
4+
7
The ichor of the slaughtered dead drips ceaselessly from the prongs of a Bleeding Icon. It is the tally of lives measured and ended, for this manifestation of the infernal realms – called forth by the War God’s psychopathic priesthood – looms in judgement over the field of murder. Those who stand in its presence find themselves seized by its silent imperatives: more carnage, more screams, more blood for the Blood God and skulls for the Skull Throne. It is said that if one walked the Skull Lands that form Khorne’s domain, they would see many Bleeding Icons glaring in judgement from the blood-stained skies above. A Bleeding Icon displays little of the outright aggression of Khorne’s creations, but its influence stretches far. Any tactical order collapses in the presence of a Bleeding Icon, as the Blood God’s demands fill the battle-wearied minds of warriors. Should a mortal gaze into the reflective brass surface of the Icon for too long, they will glimpse themselves at their most bestial and base, a vision of what they could become through service to Khorne. For some, it is a scene of horror. For others, the strength on display is a profound temptation…
BLADES OF KHORNE WARSCROLL
Bleeding Icon
Reaction: Opponent declared a command for a unit within 8" of this Manifestation
SIGIL OF DOOM: Shedding gore as it hovers menacingly in the air, the Bleeding Icon is a fearsome portent of doom.

Effect: Roll 2D6. On an 8+, that command has no effect, it still counts as having been used and the command points spent to use it are still lost.

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


BLADES OF KHORNE WARSCROLL
Hexgorger Skulls
8"
6
5+
7
Priests of Khorne who utter vows of vengeance against wizards may call forth Hexgorger Skulls from the Realm of Chaos. These manifestations take the form of a pair of giant flayed skulls, blood pouring from their eye sockets. They drift with a predatory menace, seeking the tang of sorcery. When spellcraft is detected, the Skulls disgorge blood in a ferocious torrent. In their presence, even the mightiest incantations gutter out. The sight of these bleeding death’s heads has seen many mages reduced to gibbering terror as Khorne’s chosen hack them apart. Amongst the most infamous tales regarding the Hexgorger Skulls was the case of Ghyrrus Thrin. A skilled interpreter of astral confluences, Thrin’s arcane predictions had seen the garrison of Gram’s Redoubt – a vital strongpoint in the southern Brimstone Peninsula – repel Khornate warbands on numerous occasions. Yet when the moon known as Orb Infernia reached its apex that year, Thrin’s predictions grew unnerving, fixating on floating skulls watching him from afar. One night, Thrin was found missing from his tower. His corpse was discovered a mile or two from the walls, lungs pumped full of clotted blood. Gram’s Redoubt was overrun soon after, and Sigmarite control in the local region collapsed.
BLADES OF KHORNE WARSCROLL
Hexgorger Skulls
MELEE WEAPONS
AtkHitWndRndDmg
Stream of Molten Blood
Stream of Molten Blood22+4+-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
Wrath-axes are embodiments of Khorne’s otherworldly anger. The god’s fury sharpens these manifestations to a razor-edge. If a priest should be daring enough to summon such an entity, they must be sure they possess the strength of will to direct it; otherwise, they may find their own body and soul carved in two by the blade. Once a Wrath-axe is unleashed, it is nigh-on impossible to stop. The blade carves a furrow through space and time as it travels onwards. Even once it has passed, a Wrath-axe leaves scars upon a region: rents torn open to the Realm of Chaos, through which all manner of strange and unnatural phenomena pour. Some Khorne warbands follow the world wounds carved by the Wrath-axes, believing that the lines they carve contain some secret command from their god – though if any such message exists, it is no doubt a simple imperative to kill and kill again. Other worshippers of the Blood God establish camps around holy sites created by these manifestations. Mountains split down the middle, horrifically disfigured ancient statues, the bones of decapitated titans: all these are seen as stark proof that Khorne’s incarnate fury can slay any foe.
BLADES OF KHORNE WARSCROLL
Wrath-Axe
MELEE WEAPONS
AtkHitWndRndDmg
Wrath-axe
Wrath-axe33+2+2D3
Your Charge 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: Pick up to 3 enemy units that this MANIFESTATION passed across this turn to be the targets.

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

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

Regiment of Renown


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: 440

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.
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.
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

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.

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

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

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

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

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

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

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

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

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

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
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.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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 CAVALRY keyword is used in the following Blades of Khorne warscrolls:

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 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 (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Bloodbound Warmonger.

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.

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

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

Infantry Hero
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:

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:

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.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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.

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

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

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

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


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

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

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

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

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

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

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

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:

18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
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.
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

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.
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.

On an unmodified chanting roll of 2 or more, 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.

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

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

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 1 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, unless they have a keyword that matches that faction’s name.
  • 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.
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.

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