recursal/Fanatic-Fandom huggingface dataset:
Mighty Lord of Khorne

Gore-splattered masters of murder, the **Mighty Lords of Khorne** are amongst the greatest warriors to walk the realms. Whether froth-spitting savage or fell-handed general, every Mighty Lord of Khorne commands a host of the Blood God’s warriors, leading them into battle with unrelenting wrath.[1a]

## Role

Hacking his way across the battlefield, the Mighty Lord of Khorne roars praise to his god with every swing of his axe. Gore fountains and heads tumble from severed necks as his blade cleaves through his foes. Kings, heroes, even vast monsters, all are reduced to grist for the Blood God’s grisly mill by the Mighty Lord of Khorne.[1a]

Strong, swift and savage beyond mortal limitations, this supreme warrior bears the gifts of his god. Many Mighty Lords of Khorne wield ensorcelled axes, or are accompanied into battle by monstrous daemon hounds. Others ride upon steam-belching steeds of brass and molten gore, or bear the Blood God’s rune to ward off the sorceries of the foe. Yet such boons must be earned. Each Mighty Lord of Khorne has slain legions of foes and toppled entire civilisations in his quest for power. He has faced the Trials of Khorne, and emerged victorious.[1a]

Khorne cares not for past glories, revelling instead in the bloody immediacy of battle and having little patience for what has come before. Not only must each Mighty Lord of Khorne fight his way to ascendancy but, once there, he must slay ever greater foes, shed ever more blood and claim evermore skulls to maintain his volatile grip on power. Should he ever relent in his war-making, Khorne is swift to withdraw his gifts.[1a]

Each Mighty Lord of Khorne is a master of war feared throughout the realms. Though each possesses an ironclad will to fight and win, they are shaped by the realms in which they have fought and the myriad foes they have faced. Where one Lord might be a screaming and uncontrollable butcher, another might be a darkly courageous warrior-king, or a brooding executioner. Great hordes of Khorne’s worshippers will inevitably be drawn to the Mighty Lord’s banner for the chance to win glory, and with these rampaging killers at his side the Lord will reave his way across the realms until oceans of gore flow at his feet and the skies ring with the approving roars of the Blood God himself.[1a]

## Known Mighty Lords of Khorne

* **Khorgos Khul.**[1b]

* **Vorgaroth the Scarred****.**

## Wargear

A Mighty Lord of Khorne is commonly armed with an Axe of Khorne, and accompanied by a Flesh Hound. The Flesh Hound fights with fearsome Blood-dark Claws. The Flesh Hound has a Collar of Khorne, which allows its owner to unbind spells in the same manner as a wizard.[1c]

A Lord of Khorne on Juggernaut is armed with a Wrath-forged Axe, carries a Brass-clad Shield and rides a Juggernaut. The Juggernaut tramples the foe with its Brazen Hooves.[1d]

## Sources

* 1 *Chaos Battletome: Khorne Bloodbound*.

	+ 1a pg. 31
	+ 1b pg. 32
	+ 1c pg. 98
	+ 1d pg. 99
Icebrow Hunter

More than a terrifying brute to face in combat, the **Icebrow Hunter** is a cunning stalker who utilises his surroundings to launch ambushes with the aid of his Frost Sabres. Not only does he slay opponents with spear and bolt, but he also has the power to breathe a killing blizzard over his foes by drinking a magical elixir distilled from the blood of his hunting cats.[1]

## Overview

There are few scouts as skilled as the Icebrow Hunters. They can travel as fast on foot as the rest of the raid travels on Mournfang, Stonehorn and Thundertusk, picking their way through tangled wilds at a loping run. Often the hunters will journey far ahead of the rest of their clan, seeking out prey for the Alfrostun. Many times has an Icebrow’s appraising glare heralded the doom of a kingdom. Some lone Icebrow Hunters have even mastered the paths between worlds while hunting prey. These Realmswalkers can read the magic of Realmgates as a sailor might see a storm brewing in the dawn sky, and know when the best crossing can be made for a raid.[3a]

As finders of fresh hunting grounds and elusive prey, the hunters hold an important place within the Alfrostun. They are not commanded by the Huskards, instead reporting directly to the Frostlord. A good tribal leader knows the livelihood of his ogors rests with the skills of his Icebrow Hunters, and chooses them wisely from the clan’s most experienced warriors. When the Alfrostun descends upon a prey kingdom or enemy army, the Icebrow Hunters lay ambushes for the foe, or circle the flanks, taking down leaders and lords who think themselves safe behind the shield walls of their soldiers. Should the Alfrostun’s opponents flee from combat, the hunters are first to pounce, running them to ground and making sure nothing, large or small, escapes the Frostlord’s feasting fires.[3a]

Icebrow Hunters are often accompanied by Frost Sabres, huge felines with sword-like teeth that jut from their lower jaws. Hunters raise these animals from cubs, and the bond they form with their ogor pack masteris such that the beasts would give their lives for him if necessary. As creatures of winter, Frost Sabres’ bodies do not give off heat, making them invisible to many kinds of prey, and their breath does not mist the air even in extreme cold.[3a]

Icebrow Hunters long ago learned to take advantage of these properties, and so began bleeding their Frost Sabres to distil a potent brew. Sipped, this elixir cools the Hunter’s own bodyheat, but if downed in a single draught, it allows the ogor to breathe a magical blizzard over his enemies, freezing them where they stand.[3a]

## Wargear

An Icebrow Hunter is armed with a great throwing spear and a hunter’s culling club. Some are also equipped with a hunter’s crossbow.[1]

## Miniature

1/1
## Sources

* 1 Icebrow Hunter Warscroll.

* 2 Games Workshop - Icebrow Hunter.
* Destruction Battletome: Beastclaw Raiders.
* pg. 43
Knights-Heraldor

When Sigmar loosed his war upon the Chaos invaders he did so with realm-shaking thunder. Out of the lightning strode his Stormhosts, and at their fore came the **Knights-Heraldor**. It was the clarion call of their battle-horns that announced the assault of the new armies from the Heavens.[1a]

## Overview

To battle! For Sigmar! So sound the clear notes ringing from the horn of the Knight-Heraldor. Each radiant blast announces the return of justice and righteousness to the Mortal Realms.To some, the battle-horn sounds like thunder booming overhead, to others, its notes are but trumpet blasts of glory, the very sound of victory. Many hear the notes of hope returning to lands where it has been long forgotten.[1a]

A Knight-Heraldor is a Stormcast Eternal champion, an officer within the auxiliary command of a Strike Chamber. He is assigned to a brotherhood or formation by a Lord-Celestant. As a Knight-Heraldor’s presence bolsters nearby comrades, they are almost always found in the midst of an assault, where the battle is fiercest. There, in the thick of combat, he exhorts his brethren to glory.[1a]

With each magnificent note sounded upon the battle-horn, a Knight-Heraldor rallies nearby Stormcast Eternals. The radiant sounds send forth a surge of celestial force, a booming wall of sound that drives and energises the just to deeds beyond normal capabilities. Each Stormhost, and indeed each different chamber, has its own specific fanfares and rallying calls.[1a]

At need, a Knight-Heraldor can turn the power of the battle-horn to destructive purposes, booming like the very voice of the God-King. These notes burst forth like a resounding detonation, a thunderclap that triumphantly announces the arrival of the armies from the Heavens. Such are the reverberations of the battle-horn that its sound can fell trees and shake buildings apart, sending them to crash down upon nearby enemies.[1a]

In combat a Knight-Heraldor is a supreme warrior, even amongst the Stormcast Eternals. Each bears a sigmarite broadsword – a blade of formidable length and heft that can be used to deadly effect. With a single flurry of powerful blows, Thullos of the Celestial Vindicators split a Khorgorath apart down the middle. Such deeds of martial prowess typify Knights-Heraldor of all Stormhosts – not for nothing is it said that where their battle-horns sound, victory follows.[1a]

## Known Knight-Heraldor

* **Laudus Skythunder** - Knight-Heraldor of the Hammers of Sigmar.[2a][2b]
* **Fulgur Halation** - Knight-Heraldor of the Knights of the Aurora.

## Wargear

A Knight-Heraldor is armed with a Sigmarite Broadsword, and carries a Battle-horn.[1b]

## Sources

* 1 *Order Battletome: Stormcast Eternals*.

	+ 1a pg. 31
	+ 1b pg. 119

* 2 *The Realmgate Wars: Quest for Ghal Maraz*.

	+ 2a pg. 19
	+ 2b pg. 27
Lord Executioner

A **Lord Executioner** is a powerful champion of the spectral Nighthaunt, created by Nagash, the god of death, from the souls of those mortal executioners who knowingly executed the innocent or came to enjoy their grim work too much.

To witness a Lord Executioner is to stare death in the face. Sent to claim the lives of those who have escaped the cold justice of Shyish, the spirits of the wrongfully executed drift around him, crying out their anguish into the night.

## Role

In the living world executioners are tasked with the ending of life, often by axe stroke or noose. Those that knowingly slay the innocent as well as the guilty -- claiming that they are "just doing their duty" -- attract the gaze of Nagash, the god of death. The same is true for those that enjoy their work too much, even those that seek to repent.

In death -- especially those slain by the relatives of the innocents they slaughtered -- these headsmen are remade into the spectral form of a Lord Executioner. They are charged by Nagash to slay heroes, champions, kings and anyone that defies his laws.

Lord Executioners each bear a massive decapitating axe, and some carry the phantasmal echoes of accoutrements from their past, such as a gallows, torture wheel or stretching rack. The spectres are also surrounded by skull-faces wreathed in balefire. These visages are the remaining spirits of innocents the executioner slew in life. They harass their killer, haranguing him constantly, but also warding him against dangers, blocking enemy spells and sword blows. They do this not as a kindness, but so he can never escape the executioner's bloodthirsty work.

## Wargear

A Lord Executioner is armed with a Decapitating Greataxe.

## Sources

* *Death Battletome: Nighthaunt* (2nd Edition), pp. 28, 79
* Lord Executioner Warscroll
Grundstok Gunhauler

> "*{{{1}}}*"
>
>
>
> —Anonymous

Fast and armed with a powerful main gun, the **Grundstok Gunhauler** is the deadly escort-class ship of the Kharadron Overlords' airfleets. These small, manoeuvrable craft are tasked with ensuring the safety of the airfleets’ larger ships, and it is a role they perform well, swarming in defence before peeling off to launch deadly attack runs.[3]

## Overview

Grundstok Gunhaulers streak through the air, weaving between the larger Arkanaut craft. They are two-duardin vessels tasked with eliminating threats before they have a chance to endanger the ships under their care. In this the Grundstok Gunhaulers are ideal, for they are fast and agile craft, being little more than a gun platform carried aloft by a buoyancy endrin. Their speed and agility, and their ability to deliver firepower at a moment’s notice, make them invaluable additions to every prospector’s arsenal.[1a]

Small and agile, it features as a main armament a choice of sky cannon or drill cannon. Two duardin crew the Gunhauler: a pilot who stands at a large rack of arcane instruments, and a gunner who controls the aethershot carbine, fragmentation charges, detonation drills and belaying valves used to gently dissuade enemies from getting too close to the main fleet.[1a]

Despite its relatively diminutive size, the Grundstok Gunhauler has everything it needs to fly: ailerons and rudders to steer it, duardin faceplates on the prow and dirigible, and a host of pipes, valves and propellors that give it a truly industrial feel. There’s even an anchor swaying gently from the side.[1a]

## Wargear

A Grundstok Gunhauler is a single model. It is armed with a sky cannon or a drill cannon, as well as an aethershot carbine and racks of grudgesettler bombs, fragmentation charges and detonation drills. The crew of the Grundstok Gunhauler operate these deadly armaments, but will defend their vessel with belaying valves if need be.[1b]

## Sources

* 1 *Order Battletome: Kharadron Overlords*

	+ 1a pg 48
	+ 1b pg 140
* 2 Games Workshop - Grundstok Gunhauler.
* 3 Grundstok Gunhauler Warscroll.
Skullfiend Tribe

Heads are hacked from necks like wheat before the scythe as the **Skullfiend Tribe** attack. Possessed of a manic desire to claim the skulls of all who stand before them, the aptly-named Skullfiends are led into battle by the murderous psychopath known as Lord Skardrax the Slayer. The furious roars and cruel, bellowed laughter of this Juggernaut-mounted monster resound across the battlefield, rising above the cacophony of war as axes crunch through bone and the dying emit their final screams.[1a][2a]

The Skullfiend Tribe believe that the only true way to honour the Blood God is by taking the heads of every foe they face. Their massed ranks of Skullreapers have thus refined decapitation into a savage art form, one they are only too eager to practise upon all who stand before them. This berserk tribe leaves great trails of beheaded corpses in its wake, fleshy chaff abandoned to the crows. Prized heads are slung into sacks or lashed to belts, that they might be flensed and offered up as tribute to almighty Khorne.[1a][2a]

## Known members of the Skullfiend Tribe

* **Vrak Brazenfist:** The greatest Deathbringer of the Skullfiend Tribe. His armour is picked out in the black and brass of his Warhorde.
* **Kordrok:** Gorechosen Slaughterpriest and mighty seer. His axe bears the rune of Khorne, that it may better drink the blood of foes.

## Sources

* 1 *Chaos Battletome: Khorne Bloodbound*.

	+ 1a pg. 51
	+ 1b pg. 54
	+ 1c pg. 55

* 2 *The Realmgate Wars: Godbeasts*.

	+ 2a pg. 89
Maniak Weirdnob

Completely consumed by the spirit of a furious beast, the **Maniak Weirdnob** hurtles into battle. Frothing and howling, he waves about his staff, crafted from the bone of a powerful monster. As he slams into combat, he calls forth the rage of this caged creature, sending out a wave of Waaagh! magic in all directions with spectacularly violent effects.[2]

## Overview

Even the most fierce intellect would eventually submit to the power of Gorkamorka. Maniak Weirdnobs never really had much in the way of strong will, so their descent into gibbering madness is particularly spectacular. These Bonesplitterz are sometimes created when a Wardokk kills a creature with an especially ferocious spirit, then fashion a bone stave to contain the creature’s soul. As the Maniak Weirdnob barrels into battle on his feisty warboar, the soul trapped in this stave cause incredible animalistic rage to consume the Maniaks around him – already quite cross, they are inspired to brutal acts of savagery by the Weirdnob’s strange magic.[1]

## Wargear and abilities

Maniak Weirdnobs are armed with a Bonebeast Staff that crackles with energy, and a magical ju-ju squig filled with Waaagh! energy. They ride ferocious warboars that gore the foe with their tusks.[2]

As wizards, they know how to cast arcane bolts, mystic shields and the Bone Spirit spell, which draws out the great beast spirit locked within the Bonebeast Staff and infuses mobs of Bonesplitterz with its bestial fury.[2]

## Miniature

1/1
## Sources

* 1 Games Workshop - Maniak Weirdnob.

* 2 Maniak Weirdnob Warscroll.
Salamander

**Salamanders** are beasts used by the Seraphon in combat. They appear in packs and are usually goaded to battle by their Skink handlers. Salamanders spit a caustic stream of fire at its prey and attacks with a corrosive bite.[1a] Vulcatrix was said to be the mother of Salamanders; as Magmadroths are also said to be her children, they may be closely related.[2]

## **Source**

* 1: *Order Battletome: Seraphon*

	+ 1a Pg. 116
* 2: *Order Battletome: Fyreslayers*
Khinerai Heartrenders

The **Khinerai Heartrenders** sweep out of the skies, dark streaks that cut swiftly through low clouds. With streams of vapour still clinging to their bodies, the winged aelves pull up, using their forward momentum to help launch cruelly barbed javelins with great force. These spike-ridden spears travel with such velocity that they can skewer both a mounted warrior and their steed, and still maintain enough impetus to embed themselves deep into the ground. The Heartrenders do not stop to watch, however, and are instantly flapping away to another part of the battlefield, new javelins materialising out of the mists into their hands. Constantly in motion, they quickly dart out of range of any return attacks, all the while their hawk-sharp eyes scanning for their next victims. Should a tempting enough target present itself, the Heartrenders will forgo their missile assault and dive straight into combat.
Grimghast Reapers

Arch plotters and schemers in life, **Grimghast Reapers** are cursed in their undeath to kill indiscriminately. Those foolish enough to stand before a Grimghast Reaper usually end their lives hacked apart into bleeding chunks of meat.[1b]

## Overview

In life, those who were to become Grimghast Reapers were careful and meticulous killers. They planned and plotted, worrying over every facet of the illicit deeds that they committed. All took great pains to see that no blood would fall upon their hands, for the deaths were brought about through whispered lies, poison or the employment of mercenaries. In death, Nagash has seen fit to punish such souls with everlasting bloodshed in the most frenzied and obvious manner possible. Blindfolded with strips of sanctified shrouds, Grimghast Reapers cannot see, not even with the witch-sight granted other spirit forms. This is part of their curse to keep them in a state of eternal rage.[1a]

Armed with slasher scythes, Grimghast Reapers are indiscriminate killers. They never cease in their long sweeping strokes that mercilessly cut down the enemy a rank at a time, and they never tire. Like horrible clockwork figures, they endlessly repeat their deadly shearing strikes. The grim spectres move quickly, hovering down to attack, but doing so with jarring motions that are antithetical to the graceful movements of the living. They seem to start and stop, travelling in convulsive bursts, yet they are fast for all that.[1a]

The champions of the Grimghast Reapers are known as Extollers of Shyish. Once spiritual leaders that spoke out in life against Nagash, they are now harbingers of death. Each bears a massive bell - a death knell - whose sombre toll strikes to honour the Supreme Master of Death. The sound rings especially true when the great bell batters the flesh of the living - the resulting resonance is so disturbing that it can shake a mortal's soul loose from their physical form.[1a]

## Wargear

A unit of Grimghast Reapers has any number of models, each armed with a Slasher Scythe.[1b][2] The leader of the Grimghast Reapers unit is an Extoller of Shyish, he is armed with a Death Knell.[1b][2]

## Source

* 1: Death Battletome: Nighthaunt.

	+ 1a: pg. 30
	+ 1b: pg. 81
* 2: Grimghast Reapers Warscroll.
* 3: Games Workshop – Grimghast Reapers.
Knight-Venator

The **Knight-Venator** is a sky-archer, a winged hunter that glides over the battlefield raining death upon the foes of Sigmar. With a screeching Star-eagle flying by his side, this celestial knight can streak out of nowhere, quickly take aim, and bring down even the largest or most powerful of enemies.[1a]

## Role

Almost before a man can blink a Knight-Venator can nock and loose not one arrow, but an entire volley of shots. The hunter’s actions are a blur – only faintglowing contrails and the whirring hiss of arrows in flight give away that any shots have been fired at all. That is, of course, until the missiles find their mark. A Knight-Venator is not only incredibly quick when he strikes, but also deadly accurate. Armed with a realmhunter’s bow, he can put three arrows through a helmet’s visor from a great distance, before the target has time to lift hand or shield in defence.[1a]

A Knight-Venator is a Stormcast Eternal champion – a member of a Strike Chamber’s auxiliary command. Each Knight-Venator is a deadly asset, deployed to lead Prosecutor retinues, or given individual assignments to target specific enemy leaders or monsters. In the role of hunting assassin, these warriors are unmatched. They can speed into position and strike from afar, quickly firing off a series of deadly volleys to pincushion their target. Those rapid shots can pitch a Chaos Lord off his bestial mount or take the eye from a charging Cygor.[1a]

The arrows a Knight-Venator carries are magical in nature, as are the quivers they bear them in. Made by the Six Smiths, each quiver fills as quickly as the shots can be loosed. However, there is one missile of especial note – the Star-fated Arrow. Forged of comet-struck steel, this triple-blessed arrow is so powerful it takes many hours to rematerialise in the quiver. When shot it leaves behind a bright, iridescent trail and strikes like a clap of thunder. Against powerful targets, the Star-fated Arrow crashes into its target with extra potency, so that a single shot can topple a hulking Aleguzzler Gargant or fell a mighty Lord of Plagues.[1a]

During training exercises, Knights-Venator scour the celestial space – launching themselves from the Sigmarabulum that rings the Broken World. It is during these hunts that each Knight-Venator finds and bonds with the fierce raptors known as Star-eagles. These creatures hunt the Aetheric Clouds, their eyes able to see the ethereal and their claws able to rend such creatures, ripping them into reality as they tear their flesh apart.[1a]

## Known Knights-Venator

* **Yracus Cloudstrike** - Knight-Venator of the Hammers of Sigmar.[2a]
* **Welkin Burnish** - Knight-Venator of the Knights of the Aurora.
* **Tornus the Redeemed**

## Wargear

A Knight-Venator is armed with a Realmhunter's Bow and is accompanied by a vicious Star-eagle that attacks with its Celestial Talons.[1b]

## Sources

* 1 *Order Battletome: Stormcast Eternals*.

	+ 1a pg. 34
	+ 1b pg. 122

* 2 *The Realmgate Wars: Quest for Ghal Maraz*.

	+ 2a pg. 27
Order Battletome: Cities of Sigmar

The Cities of Sigmar Battletome groups together three races of 'less popular' armies. These factions have collaborated to create great cities as bastions of order in the Realms. They include the steadfast and tenacious Dispossessed, a hardy faction of Duardin. This contingent most represents the Dwarf armies of the Old World, with some of their number having populating the Cities Of Sigmar. Armed with runic weapons and blackpowder guns, the Dispossessed are a force to be reckoned with.

Humans inhabit these fortresses in amounts much higher than both other races, who, in the case of the Dispossessed, reclaimed their mountain holds, and some of the Aelven factions continue with their nomadic lifestyle. Using handguns, crossbows, pikes and swords, the Freeguild humans can form the backbone of a Cities of Sigmar.

Dark Aelves, Wood Aelves, High Aelves and all the sub-factions in between are also (somewhat) dependent on their alliance with humans and Duardin. With magically infused swords and lethal poisoned daggers, the Aelven races defeat their foe through deception and strength.
Isharann Soulrender

The **Soulrenders** are unusual amongst the Isharann, for they are trained in combat alongside the Akhelians, and well accustomed to acting at the forefront of battle. Upon each Soulrender's helm dangles a lurelight, its strange glow attracting and absorbing souls, both those of fallen allies and enemies. It is the Soulrenders who collect the bounty of an Idoneth raid, harvesting the spirits of their victims. At need, a Soulrender can use these souls to reinvigorate fallen Namarti, healing their wounds so that even those recently struck dead might rise again. Once back in their undersea strongholds the souls are transferred, with those of Idoneth enshrined into the chorrileums, and others made ready to be seeded within newborn Namarti.[1a]

Armed with a hooked polearm known as a talunhook, Soulrenders fight amongst the Namarti, replenishing their subordinates' ranks even as they reap spirit-stuff. A rope-catch attached to the talunhook is ideal for snaring foes that attempt to flee, making it easier for the wielder to capture their essence. To aid their hunting, each Soulrender employs a Rakerdart, a bond-beast that glides at its master's feet, ready to stab prey with its sharp bill to ensure none can escape.[1b]

## Known Soulrender

* **Radharcith** - a Isharann Soulrender that fight alongside sylvaneth against Chaos creatures.[1d]

## Wargear

Isharann Soulrender enter battle armed with Pelagic Staff.[3]

## Source

* 1 Battletome: Idoneth Deepkin.

	+ 1a Pg. 43
	+ 1b Pg. 43
	+ 1c Pg. 131
	+ 1d Pg. 125
* 2 Isharann Soulrender - on the Games Workshop site.
* 3 Isharann Soulrender Warscroll.
Necromancers

Necromancers are widely regarded as twisted and corrupt individuals who are obsessed with death and the avoidance of it at all costs. To learn such dark magic, these desperate men will seek out a Necromancer or a Vampire to teach them, though this task is not without its own dangers and many aspirants have found themselves dying a grim death at the hands of their would-be tutor. Those that do survive invariably become powerful spell-casters, though their sanity is forever broken by the horrors they have witnessed.[1]

## Use in Warmachines

Having been suffused in black magic for decades or even centuries, the corpse of a Necromancer can make a powerful central component in the eldritch war engines of the Realm of Death.

* Black Coach
* Mortis Engine

## Gallery

Arcane MadmenNecromancerGreat Necromancer
Skullreapers

**Skullreapers** of Khorne are huge warriors clad in heavy half-plate and gifted with horrific mutations that enhance their already terrifying martial prowess. Driven by a hunger to claim worthy skulls for the Blood God, these hulking brutes live up to their name with every battle they fight.[1a]

## Overview

The charge of the Skullreapers crashes home like a blow from Khorne’s own blade. Granted inhuman strength and stature by the Blood God, they smash the enemy apart in terrifying displays of raw might, hurling grown men through the air or barging them to the ground before stomping them to death with gore-caked boots. Disturbingly, they are able to scent the worthiest skulls like monstrous hunting hounds. More than once, a Skullreaper has claimed the heads of several worthy foes with a single blow, their bodies collapsing even as he hoists the gory trophies aloft in triumph.[1a]

The most numerous Bloodbound warriors are the Bloodreaver tribes, and it is from their ranks that the Skullreapers arise. Over time, most Bloodreavers either fall in battle or succumb to madness. Those who survive row ever stronger, their flesh and souls alike transformed by the bloody worship of Khorne. Eventually, they will undertake the Trial of Skulls, risking all for a chance to ascend to true power. The specifics of this trial vary from tribe to tribe, and realm to realm. At its heart, however, lies the offering up of eight truly worthy skulls to Khorne every single day.[1a]

The Trial of Skulls is not a single test, but rather a deadly grind of dedication and endurance in which only constant battle offers any hope of success. Khorne knows no forgiveness, and those who fail to prove their devotion are struck down by crippling mutations. Such forsaken Skullreapers often offer up their own head as a last resort, for a quick death is preferable to the alternative. 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.[1a]

## Wargear

A unit of Skullreapers has 5 or more members. Some units of Skullreapers are armed with Gore-slick Blades, while others show Khorne’s favour by wielding Daemonblades. 1 in every 5 may instead be armed with a Spinecleaver or a Soultearer. The leader of this unit is a Skullseeker, which attacks with a Vicious Mutation in addition to his other weapons. Anyone in this unit may be Icon Bearers.[1b]

## Sources

* 1 *Chaos Battletome: Khorne Bloodbound*.

	+ 1a pg. 40
	+ 1b pg. 110
Skullmaster

The warcry of the **Skullmaster** rings furiously over the thunderous hoofbeats of his ironclad steed. Leading his daemonic brethren from the front, the Herald slams into the enemy with titanic force. Bones shatter. Armour buckles. Flesh tears and blood falls like rain, while the Skullmaster exults in the absolute slaughter he has unleashed.[1a]

## Wargear

A Skullmaster, Herald of Khorne, wields a ruinous Blade of Blood, and rides atop a mighty Juggernaut of Khorne that gores and tramples its victims to death beneath its Brazen Hooves.[1a]

## Source

* 1 *The Realmgate Wars: Balance of Power*.

	+ 1a pg. 271
Isharann Soulscryer

With their *cyfar* compasses and dowserchimes, the **Soulscryers** can map the dark corners of a being's soul as well as those of the Mortal Realms, marking them out as both priests and navigators among the Idoneth. Whether their quest leads towards spirit-plunder or along new paths of the whirlways, the Soulscryers divine the way. In addition, the Soulscryers can single out a battlefield's richest quarry, illuminating them as a prime target for all Idoneth Deepkin.[1a]

## Wargear

In combat, Soulscryers defend themselves with slashes of finger-claws made from razor-sharp Allopex teeth.[1b][1c]

They are also accompanied by Scryfish shoals, etherfish that help point the way and vigorously attack foes with the spikes that jut out from their jaws.[1b][1c]

## Source

* 1 Battletome: Idoneth Deepkin.

	+ 1a Pg. 43
	+ 1b Pg. 43
	+ 1c Pg. 131
* 2 Soulscryer - on the Games Workshop site.
* 3 Soulscryer Warscroll.
Order Battletome: Seraphon

***Order Battletome: Seraphon*** is a full colour, 144-page hardback book that contains the background story of the seraphon, three Battleplans (instructions that allow you to fight battles based around their narrative, with special rules and layouts), Warscrolls for the entire seraphon range of miniatures, colour schemes and photographies, six Warscroll Battalions (formations that give access to additional, powerful abilities), and the complete ruleset for *Warhammer: Age of Sigmar*.
Gryph-charger

**Gryph-chargers** are steeds ridden by the Vanguard Auxiliary Chambers of the Stormcast Eternals, such as the Vanguard-Palladors and their Lord-Aquilors. By transmuting into lightning, Gryph-chargers can move along the winds aetheric faster than the eye can follow. They are four-legged beasts, with a beaked and horned head, clawed front legs and hooved back legs. They can cause mortal wounds with their razor beak and claws.

The bond between a would-be Vanguard-Pallador and their mount may be forged in a variety of ways. Sometimes, a Gryph-charger will witness a Vanguard-Hunter fighting against impossible odds, and dive in to fight alongside them when the battle seems all but lost. Should the Stormcast Eternal succeed and acquit themselves with the proper degree of respect, the Gryph-charger will allow itself to be cleansed by them of blood and dirt. This usually signals the start of a lifelong bond, for Gryph-chargers are drawn to displays of humility and strength of character. At other times, a Vanguard-Hunter, upon locating a prospective steed, will follow it on a long and gruelling hunt; only one with the boundless stamina and resourcefulness of a Stormcast Eternal Ranger could hope to keep pace. At pursuit's end, the shared kill is often enough for the Gryph-charger to finally accept its new companion. Under such circumstances is a deadly new asset to Sigmar's Stormhosts born in the form of a Vanguard-Pallador.

## Sources

* *Games Workshop - Vanguard-Palladors & Lord Aquilor*
* *Lord-Aquilor*
* *Vanguard-Palladors*
Order Battletome: Sylvaneth

***Order Battletome: Sylvaneth*** is a full colour, 144-page hardback book that contains details of the history and organisation of the sylvaneth, with full background for every unit, character and monster in the faction, three Battleplans (instructions that allow you to fight battles based around their narrative, with special rules and layouts), five Warscroll Battalions (formations that give access to additional, powerful abilities), eight special Warscroll Battalions called Wargroves (these give you even more special abilities, magic items, command traits and spells), one Historical Battalion - the Guardians of Alarielle (which recreates the alliance between the sylvaneth and the Stormcast Eternals), potent abilities that can be conferred on armies with the Sylvaneth allegiance, Command Traits that can be used by their generals, powerful magic, both defensive and offensive, specifically for sylvaneth wizards, and relics of war, usable by sylvaneth heroes.[1]

## Source

* 1Games Workshop - Battletome: Sylvaneth.
Sargassus

Lord-Celestant **Sargassus** has already led his Warrior Chamber, the Heavenhost, to glory upon the Igneous Delta and amidst Anvrok’s Hanging Valleys. Sigmar has thus judged it past time that Sargassus and his devoted followers were entrusted with a mission of their own. The quest at hand is one that Lord-Celestant Sargassus is well suited to, for it will require both martial might and a certain diplomatic flair.

In his life before his Reforging, the reformed sellsword **Sargusson** was a freedom fighter, a fearless war leader possessed of the ability to inspire any warrior of any race to join his cause. Sargusson and his followers struck at the hellish slave-cities all through the Laudnalus Reach liberating human, duardin, orruk and ogor alike and arming them to fight back against their oppressors. Sargusson stayed ahead of the Chaos slavers for almost twenty years before finally being betrayed by one of his own, he and his closest lieutenants cornered in Greyfall Vale and overrun. Sigmar saw the quality of this mercenary-turned-saviour, and spirited him from his doomed last stand to serve a greater cause.

## Sources

* *The Realmgate Wars: Balance of Power*.
* pg. 70
Razordon

**Razordons** are beasts used by the Seraphon to hunt and destroy their enemies. It attacks by either launching a Volley of Spikes or in combat it can attack with its bite and spiked tail. The spikes launched by a Razordon are extremely sharp, able to pierce armor easily. They also instinctively attack nearby enemies and are easy to goad to a state or rage.[1a]

## **Sources**

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 117
Morboys

Roaring unintelligible war cries, **Morboys** charge towards the meanest foes they can see. Mobbing monsters such as towering gargants and fearsome drakes, they scale their quarry's flanks using their weapons as improvised climbing tools, before sinking their flint blades into its brain and claiming its mighty spirit.[2]

## Overview

The Bonesplitterz are all mad, but some are more mad than others. Morboys, impressively, have a reputation even amongst their peers for being particularly insane. Huge, frothing savages, completely without any regard for safety or self-preservation, overwhelmed entirely by the power of Gorkamorka, they are a law unto themselves, controllable only by the clan’s Wardokks (and even then with great difficulty.) No-one is exactly sure why some orruks become Morboys, but it’s likely due to the consumption of a particularly large monster – absorbing the spirit of something so fearsome would make anyone rampage across the Mortal Realms, jabbing pointy things into anything that moves. Morboys simply happen to be especially good at this.[1]

## Wargear and abilities

Units of Morboys have 10 or more warriors each, led by a Boss, and they are all armed with chompas and toof shivs. Some may carry Bone Totems, and some may become Skull Thumpers.[2]

## Miniatures

1/1
## Sources

* 1 Games Workshop - Savage Orruk Morboys.

* 2 Savage Orruk Morboys Warscroll.
Raelus Galewalker

A hero of the Shyish Dustsprawl, Rael Thyst was once known as the Gallowghost. He tracked animals as a youth, then criminals as a young man, an inescapable force for justice in a place where little was to be found. Alone he wandered the wastes, keeping them safe for travellers by hunting down and hanging umbral cultists and bandit kings. For his valour, Sigmar snatched him up to Azyr so his skills might be preserved forever. When the armies of Chaos attacked the Dustsprawl, Raelus led his Galewalkers by example. His bravery, ever close to foolhardiness, saw him hunt a Shaggoth in its lair; without the intervention of the beast Lightclaw, he would likely have been torn apart. The two proved a potent combination. After recovering from his injuries, Raelus lured the grand army of the Bitterbrass Lord to a haunted village by setting false tracks and lighting campfires amongst its hovels. While the interlopers were assailed by vengeful ghosts, he charged from the mausoleum in which he had been waiting, his blade taking Bitterbrass head from his neck.

## Sources

* Battletome: Stormcast Eternals (2017)
* pg 18
Orruks

The **orruks**, once known in the World-That-Was as the **Orcs**, are one of the savage humanoid species that comprises the greenskins. They are the chosen people of Gorkamorka, the god of destruction. They are well known for their sheer physical strength and brutality, though not necessarily their intelligence. The orruks and their various factions are the species who comprise the majority of the Grand Alliance of Destruction.

Originally, the orruks were allied to the forces of Order, though Sigmar kept on eye on them. During the wars with the forces of Chaos during the Age of Myth, Gorkamorka grew tired of the battles for Order and led the orruks into the first Great WAAAGH!. During the Age of Chaos, orruks rampaged through the Mortal Realms, warring with the other intelligent species and each other.[1]

One of the first acts of the Stormcast Eternals was to purge the orruks from the Realm of Azyr.[2]

## Major Orruk Factions

* **Ironjawz**
* **Greenskinz**
* **Bonesplitterz**
* **Kruleboyz**

## Sources

* 1: *Warhammer Age of Sigmar (Rulebook)*
* 2: *Order Battletome: Stormcast Eternals*
Khelt Nar

The **Khelt Nar** has become the fastest growing of the sects established by Morathi. It began at Ironshard, a single Khainite shrine founded by the High Oracle atop a flat-topped mountain of iron known as the Rothtor. Seeing the potential in that bounteous natural resource, Morathi used powerful sorcery to mould an imposing stronghold from the enormous ferrous precipice, as well as the lands surrounding it.

Despite the layers of shadow magic that obscure the temple-fortress of Khelt Nar, the forces of the Ruinous Powers have located and invaded it no fewer than six times. Each attack has thus far been thwarted but it has meant that the war covens of Khelt Nar have developed a hatred of Chaos that far transcends even that of their rival sects. The Khelt Nar have established over two dozen lesser temples all across Ulgu.

## Sources

* Battletome: Daughters of Khaine
* pg 17
Spite-Revenants

Where other sylvaneth are graceful and suffused with life magic,

    the **Spite-Revenants** are shrieking terrors from the depths of a nightmare. Light and shadow flicker weirdly around these ghastly creatures as they tear and bite at their victims, rending to bloody tatters any who do not simply fling down their weapons and flee.[2][3]

## Overview

Making up the bulk of the Outcast warriors, echoing the noble Households, Spite-Revenants scream a constant dirge of sanity-destroying cacophony, drenching themselves in the blood of the foe and committing acts of horrifying savagery. Fires of absolute madness burn bright in their hateful eyes as they dance through enemy ranks with cruel talons slashing and fangs bared. These twisted spirits are quite mad, for they are cut off from all but the darkest harmonies of the spirit-song. Their minds exist in a terrible void, though whether this is a symptom of their condition or its cause is unclear. The Outcasts perceive only the song of war, and thus interact with their uncorrupted kin only when the sylvaneth muster for battle. Even then, the Outcasts stand apart from the clans, a situation that Alarielle’s untainted children strive to maintain. After all, no one is really sure whether the Outcasts’ madness is contagious…[1]

Spite-Revenants gather to the muster in numbers that echo the noble Households. These terrible creatures hurl themselves into battle, dancing wildly through the enemy ranks with talons slashing and fangs bared. The fires of madness burn in their eyes, and the shadows churn and flicker weirdly all about them. Where Dryads sing a war dirge in battle, Spite-Revenants scream a sawing, nerve-shredding cacophony of horror and hate fit to drive mortal minds beyond the brink of sanity. They drench themselves in the blood of the foe, perpetrating acts of murderous butchery that shock even the bitterest sylvaneth.[3a]

## Wargear and abilities

Spite-Revenants attack in groups of at least five warriors, led by a **Shadestalker**. They need no crafted weapons, tormenting their prey before tearing them apart with their cruel talons.[2][3c]

They are surrounded by haunting, susurrating voices which hiss threats in an unknowable tongue, and they are rightly feared for the cruel delight they take in granting their prey slow, lingering deaths.[2][3c]

## Sources

* 1 Games Workshop - Spite-Revenants.

* 2 Spite-Revenants Warscroll.

* 3 *Order Battletome: Sylvaneth*.

	+ 3a pg.54
	+ 3b pg.55
	+ 3c pg.138
Jorlbads

The **Jorlbad** and Eurlbad are the two main fighting arms of the Alfrostun. One combats and crushes the foe, while the other grasps and devours them. Both halves battle as one to enforce the will of their Frostlord and lead the rest of the Alfrostun into battle against the prey.

## Overview

The crack of huge pistols and the thump of massive crossbows mark the arrival of the Alfrostun’s Stonehorn riders and Mournfang packs. These are the warriors of the raid’s Jorlbad and Eurlbad, the two principal fighting arms of the Alfrostun. As the riders thunder into battle, huge clubs crack bones and massive cleavers hack foes apart. In these attacks, the Jorlbad and Eurlbad are as a spear and shield, the two working together to attack and defend. The eager warriors of the Jorlbad run down fleeing enemies, while counter-attacks come to a crashing halt when they meet the savage Mournfang packs of the Eurlbad. One could not thrive without the other; the Jorlbad would quickly become cut off and surrounded, while the Eurlbad would make no headway against their opponents. Both are equally vicious in carrying out the Frostlord’s will and both compete constantly to harvest the greatest number of prey.

The Jorlbad has the honour of striking first and claiming first blood. The most intimidating targets are theirs to smash, from monstrous Zombie Dragons and hissing Magmadroths to sigmarite-clad Decimators and cruel Skullcrushers. Lines are broken apart by ground-shaking Stonehorn charges, and the gaps torn wider with packs of Mournfang cavalry. The Jorlbad does not pause to finish off the wounded or pillage the battlefield, instead ploughing on in search of fresh glories.

## Source

* Destruction Battletome: Beastclaw Raiders.
* pg. 36
Khinerai Lifetakers

Tucking their wings close, the **Khinerai** **Lifetakers** plummet downwards at high speeds. At the last moment they spread their leathery pinions, snapping their descent as they swing their sickle-blades with maximum force. Foes that survive this devastating assault can strike back, but any who fight the Khinerai must be on guard, for they are masters at using their claw-like heartpiercer shields to not only parry blows but to puncture vital organs. Even as nearby enemies rally to pin the Khinerai Lifetakers in combat, the Harpies rise above the melee in a flurry of beating wings, looking for the most vulnerable target to strike next. For such unfortunates, the last thing they will hear is a sudden rush of wind before the Lifetakers' deadly assault reaps its toll.
Malign Portents (book)

It began with unsettling dreams, and unnatural lights in the sky. Tempers frayed, families fractured and rulers became irate as their subjects fell to distraction and gossip. There was something in the air, they said; some malediction that threatened to turn the disquiet into dread. Waking nightmares spread across every land, promising a deathly face or the terror of oblivion. Traders and explorers carried ominous accounts through Realmgates only to find those on the other side bore disturbing stories of their own. This period became known as the Time of Tribulation, and it was well-named.

**Malign Portents** is an 80-page hardback book containing background and rules which catapult the mortal realms into a time of grim uncertainty, as Nagash begins an aeons-long grand plan to assert his power over the dead, spreading the necrotic influence of Shyish over every realm. Of course, the visions of disaster this plan is causing have not gone unnoticed – Khorne, Nurgle, Tzeentch, Slaanesh, the Horned Rat and Sigmar himself are affected by these portents, and every faction in the mortal realms is moving against the undead hordes of Nagash.

Contained within:

Background

- A brief history of the Age of Sigmar, from the apocalyptic death of the world-that-was to Sigmar’s discovery of the mortal realms, his reign of peace, the ascendance of Chaos that tore his empires down and the glorious vengeance of Azyr during the Realmgate Wars;

- The visions and phenomena that plague the realms, as scryers and wizards across the realms see visions of a grim future – the dead reanimated and marching to total war, expanding the influence of Shyish to grim ends;

- Introduction of the Warscryer Citadels – potent sources of celestial magic hurled down by Sigmar himself that, when mastered, grant the power of prophecy;

- Introductions to the 4 champions introduced with Malign Portents, 1 for each Grand Alliance – the Lord-Ordinator, the Darkoath Warqueen, the Knight of Shrouds and the Fungoid Cave-Shaman;

- The history of the realm of Shyish, also known as the realm of Death, an overview of Nagash’s grand plan, and an insight into the disastrous consequences should this plan go unopposed;

- The Doomed March: Nagash’s plan has come to the attention of many, and whole armies have been mobilised to invade Shyish – this is the story of just how badly that has gone so far;

- A timeline of key battles and events leading up to the time depicted in Malign Portents;

- A miniatures showcase featuring armies, depictions of key battles, and examples of fantastically painted miniatures by the ‘Eavy Metal painting team.
Shar'tor the Executioner

**Shar'tor the Executioner** is a malevolent warrior-priest of of the minor Chaos God Hashut. This trampling Bull Centaur carries the terrifying *Darktide Axe*, a cruel weapon steeped in untold years of slaughter upon which burn vile runes of hatred and malice.

Shar'tor serves as the lord of the Ba'hal, and those Bull Centaur warriors of the Legion of Azgorh eagerly await Shar'tor's order to attack the foe.

Shar'tor also wears Hashut's sacred *Mask of the Executioner*, marking him as his dark god's favoured Ba'hal headsman, empowered to call out his god's name with such a malign force that the sound alone is enough to kill the weak of heart, just as it fills those loyal to Hashut with unholy wrath.

He can intone the so-called "Prayers of Malice," healing his minions' wounds, and the mask he wears both inspires other Bull Centaurs in his army to charge and gore their foes, and brings death to the enemy.

## Wargear

* ***Darktide Axe*** - Countless murderous spirits are bound within the *Darktide Axe*, their number increasing with each foe it slays.
* ***Mask of the Executioner*** - The malign spirits contained in the dark metal of Shar'tor's mask can be unleashed upon his foes.
* **Crushing Hooves**

## Sources

* Forge World - Shar'tor the Executioner
* Shar'tor the Executioner Warscroll