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===<s>Evocations</s> <span style="color:#8b0000;">*Judgements of Khorne*<span style>=== Turns out that this was but the forebear to the Evocations that AOS 3.0 would introduce, meaning you got priestly endless spells before they were even called that. One Priest cannot attempt to summon more than one Judgement per turn, and if you fail to summon a Judgement, you may not retry to summon THAT Judgement that turn. You also cannot summon the same Judgement multiple times onto the battlefield (so no flinging tons of axes). Unfortunately, these Evocations are much more temporary than in last edition, with one being essentially a one-and-done shot while the others essentially vanish once they have accomplished their stated purpose. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Judgement_of_Khorne_Hexgorger_Skulls_EN.pdf Hexgorger Skulls (CV 3+, 40 pts)]:''' To quote an old man, "MAGIC MUST DEFEAT MAGIC!". This Judgment is one set of skulls that can move up to 8" in your hero phase (and immediately after being summoned). The skulls must stay within 6" of one another. All Wizards have to take -2 to casting rolls when within 12" of either skull. If they have a spell result of 8 while within 8" of either skull, the spell is immediately destroyed, wiped from the caster's memory, and all wizards within 12" of the skulls take d6 mortal wounds before the Judgment is removed from play. These two work in best tandem, so keep them close together! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Judgement_of_Khorne_Bleeding_Icon_EN.pdf Bleeding Icon (CV 4+, 40pts)]:''' What's more terrifying than seeing the Blood God's Icon? One that flies around and can shatter units by making them run like bitches. May move up to 8" in your hero phase (and immediately after being summoned). On top of that, this thing's made to ruin morale; Any non-Khorne units that fail battleshock within 3" of this icon need to roll a die: a 1-5 adds +d3 casualties to the unit while a 6 adds a whopping +d6 casualties before vanishing (Khorne units are immune to this effect). A lot weaker than before, but its focus is a bit clearer now as a horde-breaker. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Judgement_of_Khorne_Wrath_Axe_EN.pdf Wrath-Axe (CV 4+, 60pts)]:''' Pure, unadulterated aggression made manifest. May move up to eight inches in your hero phase (and immediately after being summoned). This thing deals d3 mortal wounds on any unit it passes over on a 2+ and then deals d6 mortal wounds on a 2+ against a nearby unit once it vanishes, refusing to elaborate any further as to why it came. In this way you can treat the axe as a sort of artillery, spat out by a very angry priest and then rips through the army.
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