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==Warscrolls== Daemons, Bloodbound, and Mortals, oh my! Updated warscrolls for your Daemons and Bloodbound can be found in your Blades of Khorne (2019) book, while you'll need to seek out the Mortals since Slaves to Darkness don't have a book quite yet. Generally speaking, Daemon heroes benefit Daemon units, and this is true for Bloodbound and Mortals too, so if you're looking to make a balanced list you should focus in on one of the three subfactions. This isn't always the case and exceptions have been pointed out below. Splashing in a few Bloodbound in a Daemons list can be useful, as can Mortals in a Bloodbound list. There are a TON of combinations of units, abilities, warlord traits, and artifacts, so pay close attention to the keywords of units and abilities when putting together your list. ===<span style="color:#8b0000;">Leaders</span>=== You can take up to six leaders in a 2k points list. This is the hardest section for most players to fill out because we have a lot of very good leaders to choose from. ====Named Characters==== Named Characters are unique, so you cannot take duplicates of them. They're usually very powerful force multipliers or selfish beat-sticks. =====Daemon===== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skarbrand_EN.pdf Skarbrand]:''' (380pts. DAEMON, GREATER DAEMON, BLOODTHIRSTER, MONSTER, Behemoth)The angriest of Khorne's Bloodthirsters, unlike most big monster in AoS Skarbrand gets more killy the more he gets hurt or if he hasn't attacked in the last battle round. Big Red comes with a respectable 14 wounds, 8" move and 4+ save but lacks the flying ability of other Bloodthirster's due to Khorne beating his ass. Skarbrand's axes will blend all but the largest heroes, Slaughter rolls from 5 to 9 dice with a 4+/3+/-2/3 profile and if Carnage hits, Skarbrand rolls a dice. If he beats the number listed on his total damage table (a 1+ if he has taken 13+ wounds) the target takes 8 mortal wounds but on a roll of a 6 he can put out 16 mortal wounds (Yes you read that right 16.)''' <span style="color:#8b0000;"> SKARBRAND HATES HORDES!!! <span style>'''. Skarbrand does lack a command ability, but who cares when you get to blend hydras? Unlike all other BT's Skarbrand cannot be summoned. Also consider a Bloodsecrator and Wrathmongers boosting carnage up to three attacks. If you keep him out of combat for one turn he deals instant 24-48 mortal wounds! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skulltaker_EN.pdf Skulltaker]:''' (120pts. DAEMON, BLOODLETTER, HERO, HERALD OF KHORNE) Khorne's favorite Bloodletter has survived the transition to AoS quite well. He shares the 5 wound/5"/10 Bravery/4+ save as a normal herald, the Cloak of Skulls allows Skulltaker to re-roll all failed saving throws, and his weapon the Slayer Sword packs 3 attacks at 3+/3+/-1/3, though any roll of 6 to hit deals three mortal wounds ON TOP of its regular damage, like Bloodletters do now. In combat with heroes Skulltaker gets to re-roll all hit and wound rolls, almost guaranteeing another prize for the skull throne and as a bonus, Skulltaker triggers the Locus of Fury for your other Khorne daemons. Cannot be summoned, so if you want him, you need to actually take him in your army. His Command Ability is not that spectacular, but may be useful sometimes. Is now getting an amazing updated model as well! **This guy is mediocre against hordes, but <s>he's the best non-Monster duelist in all of Age of Sigmar, period</s> *Sound of an Akhelian King laughing* Three attacks may not seem a lot, but you can re-roll ALL of them, failed or not, so you should always re-roll the hits trying to fish for that magical six. You have an almost guaranteed 3-6 wounds each fight phase, which will kill the vast majority of Heros out there, meaning any decent opponent will try to hide them from you. Use this to your advantage playing Skulltaker as an area denial/permanent threat against your opponents' buffers. Even if he doesn't take any skulls home, he may very well take the game for you! **P.S. He's not a named Hero anymore. Give the boy a sword! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Karanak_EN.pdf Karanak]:''' (140pts. DAEMON, FLESH HOUND)When he is placed you choose an enemy hero: he always rerolls every failed hit and wound roll against him and, in the hero phase, if he is within 8" of his quarry, he instantly summons an unit of 5 Flesh Hounds, making him cost-effectively 40pts, assuming he makes it up the board before dying. This may be a little awkward as it must be set up wholly within 8" of Karanak but more than 9" from the enemy. He can also unbind and dispels spells and when he does it the caster suffers d3 mortal wounds. {{anchor|FWMazarall}} *'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/Mazarall-The-Butcher.pdf Mazarall the Butcher, Daemon Prince of Khorne]:''' ('''Forge World''' 340pts DAEMON, MONSTER,) Another surprise monster, another Khorne addition for AoS...as if there aren't enough already. Has the basic trappings, 12 wounds with a 3+ save (making him arguably tankier than your Bloodthirsters). His shield gives him the ability to unbind 1 spell/turn. His movement, axe's rend, and shield's attacks all decline as he gets hurt. His axe also gains more attacks the more it kills, meaning that the sooner he gets into combat the scarier he'll be. Charging also makes him deadly, as he gets to roll a d6 for any enemy next to him in combat and deals d3 mortal wounds on a 4+. His Command Ability allows a single '''Khorne''' unit to re-roll wound rolls of 1. Not too bad. But being a named character hurts because it means you can't supplement him with relics or command abilities, a shame. NOTE: He is currently not listed as being a leader in match play, so he acts like Karanak. =====Bloodbound===== * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skarr_Bloodwrath_EN.pdf Skarr Bloodwrath]:''' (100pts)The End Times dude is back and he's real killy. Unusually for a Hero, named heroes, in particular, Skarr does not buff your army at all and is at his best against hordes of weak infantry by doing pretty much what the Stormcast Decimators wish they could do. He has five attacks with the cool statline of 2+/3+/-1/D1. While this seems underwhelming when compared to most other melee heroes, he does have the awesome trick of being able to exchange his attack count with the number of models in his range, which is 3", the absolute maximum for melee weapons. Now you see 30 Plague Monks, now you don't. However, even with a fixed attack count of 5, he's no hero or monster killer. Keep him to murder the small stuff, let your Mighty Lord take care of the mighty foes. Also, Skarr has a chance to come back from the dead at the end of any turn in which at least 8 models were killed, so he feels most at home in big games where 8 deaths per turn is nothing special. If that's ensured, simply throw him at the opponent in wild abandon, he'll be back anyway. Best case, he murders the faces off 7 dudes, gets killed and then you already have 8 kills together. Don't forget that whenever he's slain he'll generate a point of blood tithe. If you don't have any good horde targets just throw him in whatever area you need him and reap the rewards. ** Some interesting changes in the Battletome update. No longer dependent on models killed, but instead resurrects on 8+ from 2D6. It also benefits from extra attacks now, as the number of models becomes his attack characteristic. Finally, he gained an interesting command ability with Wrathmongers that gives them the ability of Bloodwarriors to attack when slain (not dependent on phase). * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Valkia_the_Bloody_EN.pdf Valkia the Bloody]:''' (140pts) Your own goddamn Valkyrie, which is kind of ironic with Sigmar now being Odin and all. Either way, Valkia grants rerolls to Battleshock in a big bubble, but with a twist: If you reroll and models still flee afterward, you lose another D3 models on top. If you lost so many models that even on a 1 someone flees, it might be in your best interest to not use the reroll, but it can save your ass. Valkia is also pretty good in combat, especially when charging, as her spear gains D3 damage when doing so, putting her at 6 attacks with 3+/3+/-2/D3, a profile most monsters will feel insecure over (especially your awful awful Khorgorath). Between her 3+ save and her awesome shield, she's also pretty tanky so long as you keep her away from Mortal Wounds. In other words, good as a backfield assassin, but will struggle to handle more than 5-10 model units of most factions, the weight of dice cuts through a 3+ quite easily in practice. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Scyla_Anfingrimm_EN.pdf Scyla Anfingrimm]:'''(100pts) a High number of wounds, two great attacks as well as 2D6 okay attacks onto which he adds 1 for every wound he suffered. He can also unbind spells like a Wizard, moves as fast as Skullcrushers and has an awesome rule that allows better pile-in moves. Only problem? He only has a 5+ save and no Command Ability. Oh, and 8 Wounds can be problematic in wound-counting systems, as it's rather a lot for less survivability than a Mighty Lord of Khorne. Interestingly, Scyla actually lost the Hero keyword, though he's still unique still a Monster and still takes up a Leader spot. ** Donkey Kong is a unique combination of abilities, best sent against something that can't kill him easily like dedicated ranged to let him survive a turn and get riled up. Because of how his bestial leap works, he can effectively run and extend his threat range for a reliable 8" automatic pseudo-charge. Use "at the double for" 22" of guaranteed melee threat range. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Korghos_Khul_EN.pdf Korghos Khul]:'''(180pts) You can take your Mighty Lord of Khorne as Korgos Khul (the lord from the basic set that always fights with Vandus Hammerhand and all that). He's exactly like a Mighty Lord but has two additional abilities. Favoured of Khorne lets him re-roll all failed hit rolls (because he and his dog, Grizzlemaw, HATE EVERYTHING!) and Aqshy's Bane allows him to pile in up to 8" and attack as long as he's within 8" of an enemy unit. Let that sink in: it's like he has a 13" Move (5+8) More importantly, there's no restriction on running/retreating and then piling in giving him effective run & charge, as well as retreat & charge. Also, his pet Fleshhound Grizzlemaw has the same attack profile as a lord of Khorne's fleshhound except he has an additional -1 rend on his attacks, so he is better against armour. In addition, a change-up in the new Battletome his Command ability is now unique. Where before it gave a reroll to charge (just like the Mighty Lord of Khorne) now it allows all friendly Goretide units re-roll hit rolls of 1. But there's more: he still has the Axe that instakills anything it wounds on 5+. Coupled with his re-rolls to hit, and because the instakill happens at the end of the phase where he wounds, that means each turn you have 2/3 chance of killing anything! Well, some things have saves-after-the-save that makes the two wounds a turn more difficult, but most of those Monsters your opponent has that cost him 300 or more points will get a no-return ticket to the Realm of Khorne! This means that your opponent will either keep his expensive guys out of reach from Korghos, or he'll try to kill him in one shot. Both outcomes are great because they force the hand of your opponent and lets you make him play your game. ** Do note though: His command ability now specifically only affects Goretide Khorne units. So if your taking him in an army lacking any Goretide he essentially has no unique command ability. In cases like that unless you just want to use him as a beatstick character you might be better off just taking a regular Mighty Lord of Khorne and just give him an artefact and command ability to make up for his fewer rules. Individual choice of course. ** Always make the attacks with Grizzlemaw first, since the Axe of Khorne specifically states a model that took wounds from that attack survives, you kill it on a 5+. If you wound a model, then kill it with your dog, you've wasted your chance at using your instakill. Whereas if you wound it with your dog, kill it with the axe, damage spills onto a second model, you can attempt to instant kill that one too. *'''[https://www.forgeworld.co.uk/resources/PDF/Downloads//Vorgaroth_and_Skalok_Warscroll.pdf Vorgaroth The Scarred & Skalok The Skull Host of Khorne] (Forge World):'''(1200pts. MONSTER, Behemoth) Who says only Nurgle Maggotkin can have all the fun with tanky models? Forgworld's most recent Unique Dragon & Rider and they are a true Titan you would build a list around. This has 30 WOUNDS (even Nagash and the Glottkin will feel inadequate about that) with a 3+ save, with the potential to make 32 attacks with rend and damage higher than 1, in addition to its other abilities. The pair will massacre anything they set their focus on, especially in conjunction with some Blades of Khorne buffs (hello Bloodsecrator or Warshrine). VORGAROTH can kill a model in any friendly unit to make them Fearless but also if any models flee you lose d3 more models. SKALOK can recover wounds by eating a friendly if she rolls under their wound Characteristic. Wizards subtract 3 from rolls when they are near this model. VORGAROTH and SKALOK are a giant blender, Recommended to start in reserve using their Eternal Hunt rule to avoid first turn shooting, then deploy them near the usual Bloodbound Support to turn your blender into a blood Hurricane. **Hilariously powerful in melee, but effectively useless in a game based entirely on objectives, a great collection piece, but it will lose every single game vs a semi decent opponent. =====Other===== {{anchor|FWSkaarac}} *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/warhammer-aos-skaarac.pdf Skaarac the Bloodborn, Greater Khorgorath of Khorne] (Forge World)''': (420pts, Monster, Behemoth)The first AoS creation by [[Forge World]], this is a massive snowflake Khorgorath (although curiously no Khorogorath keyword). It comes with a hearty 16 wounds and can kill with its boiling hot blood, massive hooves, and brutal blades. This latter weapon starts with a whopping 8 attacks at 3+/3+/-2/2. Which is pretty dang scary. If it kills any models in the combat phase it heals D3 wounds. It also has two 12" aura effects: -2 to casting rolls, and -1 to enemy Bravery. When he dies, he explodes, causing every enemy model within 3" takes a Mortal Wound on a 4+ (rolling per model). His command ability allows '''Khorne Monsters''' to reroll charges if they're wholly within 12". ====Generic Leaders==== =====Daemon===== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodthirster_of_Unfettered_Fury_EN.pdf Bloodthirster of Unfettered Fury]:''' (270pts. Monster, Behemoth) The first of the non-unique Bloodthirsters it shares the same 14 wounds, 4+ save, 10 Bravery, flying and slowly decreasing movement as all the other Bloodthirsters, this one packs a Lash of Khorne and a Mighty Axe of Khorne. The Lash can put out respectable damage at range 12" and can prevent a unit from withdrawing from combat. The Mighty Axe lives up to the name dealing 6 attacks that start at 3+/2+/-2/D3 with the wound roll going down to 3+ at 4 wounds suffered and 4+ at 10 wounds suffered. The Fury Thirster comes with an aura that can damage enemies within an 8" bubble, and his command ability allows '''Khorne Daemons''' wholly within a 16" bubble to pile in 6" instead of 3". Good stats and a good hero slayer, the Bloodthirster of Unfettered Fury wants to be in the center of your battleline to dictate how and when combat occurs. Can be summoned by any Khorne hero, but like the other two, it takes a full 8 Blood Tithe points. ** Seems underwhelming on a first read, but 6" pile in gives you a reliable counter to Always Fights First shenanigans, along with effective run/retreat and "charge" so long as you end that move within 6". ** Modeling/strategy tip: you can assembly the Bloodthirster as either of its three variants with the bits included in the box. You can magnetize the arms/weapons with not too much work (use green stuff to fill the gaps) so you can swap them and use the same model as each of its variants, and deploy one or another against different opponents. Be aware, though, that the points cost of each variant is different. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodthirster_of_Insensate_Rage_EN.pdf Bloodthirster of Insensate Rage]:''' (270pts. Monster, Behemoth) The second Bloodthirster trades the Lash and Axe for a single great axe with the ability to deal mortal wounds in an 8" bubble on wound rolls of 6 or more. It packs fewer attacks, starting at 5 and dropping down to 4 at 7 wounds suffered and 3 at 13 wounds suffered, but the attacks always have a 4+/2+/-2/D6 profile <s>and if you charge, you get to re-roll 1's to hit</s> which you get anyway, because he's a Greater Daemon and gives off a Locus of Fury aura. His command bubble is 16" (8x2, noticing a pattern here?) and gives ''''Khorne Daemons''' the ability to re-roll charge distances. Useful to help ensure you get the alpha strike. Try giving him the Ar'gath, the King of Blades artefact so he hits heroes on a 2+! If your [[LGS]] is Friendly, and don't have any [[That Guy|guys]] who always says ''what you see is what you get'' (WYSIWYT "rule") then you shouldn't have any problem with building your Bloodthirster as you like and just say what loadout it's running. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Wrath_of_Khorne_Bloodthirster_EN.pdf Wrath of Khorne Bloodthirster]:''' (300pts. Monster, Behemoth) The last of the Bloodthirster trio, he keeps the mighty axe of the Unfettered Fury BT but trades the lash in for a bloodflail and a 8" breath weapon that deals D3 mortal wounds to a unit in range on a 2+. The flail makes a single attack at 12" with a 3+/3+/-1 profile but deals a whopping 6 damage, which goes down to 3 than D3 as you get more wounded. The Wrath BT is made for hunting down heroes and monsters, as he re-rolls ANY hit rolls against them. Khorne's hatred of sorcery also allows this BT to make one unbinding attempt with a +2 bonus which is pretty nifty for fucking with wizards, and now may also attempt to dispel an endless spell. Instead of the bubble of the other two 'Thirsters, the Wrath BT's Command Ability targets a single '''Khorne Daemon''' unit wholly within 16" and grants it the ability to reroll all hit rolls for the combat phase you use it in. {{anchor|FWExalted}} *'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/AOS-Exalted-Daemon-of-Khorne.pdf Exalted Greater Daemon of Khorne] (Forge World)''': (540pts. Monster, Behemoth) Special rules commemorating the re-release of the super-big FW Thirster. It gets jacked to ''20 WOUNDS'' and a 4+ save armed with the same gear the Unfettered Fury Thirster gets. In fact, he gets all the same rules as the Unfettered Fury, just now with a shitton, more wounds. (Edit: the AoE that causes mortal wounds goes off on a 5+ rather than a 6+ on his guy). Really, save yourself the money and don't buy it just to use these rules. ** Can be summoned for 16 Blood Tithe points. If your army includes an Exalted Greater Daemon of Khorne, the maximum number of Blood Tithe Points you can have is 16 instead of 8. **He also has two more additional attacks than Unfettered Fury and teh axe does a straight up 3 damage instead of D3. Give him the gear to cause additional attacks and automatic mortal wounds on a roll of a 6 and watch your opponent cry. The tears (and blood) will flow even more so if you bring a couple priests to give it a 3 up armor save and heal D3 wounds a turn... *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodmaster_Herald_of_Khorne_EN.pdf Bloodmaster, Herald of Khorne]:''' (80pts) A Herald on foot, at first glance a pretty cheap standard hero making 4 3+/3+/-1/1 attacks with the usual 6's to hit cause mortal wounds deal. His true usefulness is triggering your Locus of Fury and with his 'The Blood Must Flow' special rule you can get some attacks in with him first then pile in with your bloodletters. ** Note the Blood Must Flow rule uses '''Bloodletter''' as a keyword meaning it works on any model with that keyword. Now look down the warscroll and see Bloodmasters have the Bloodletter keyword (as indeed do all Bloodletter heroes, including Skulltaker) meaning if you take multiple of these guys they can proc each other. Worth remembering if you ever have two of them within 8" especially since your second Bloodmaster can still use his Blood Must Flow ability too. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skullmaster_Herald_of_Khorne_EN.pdf Skullmaster, Herald of Khorne]:''' (120pts) A Herald on a juggernaut, 40 points extra compared to the Bloodmaster gets you 3 juggernaut attacks (3+/3+/-/1) +3" move and +1 wound. Of debatable use. He can keep up with your bloodcrushers to proc their loci but so could a Bloodthirster or Khorne Dameon Prince. He loses the Blood Must Flow Ability and swaps it for the bloodcrusher's faux hammer of wrath rule meaning he doesn't actually do anything to buff your army and he is simply not strong enough to be considered a worthwhile close combat hero. ** Can make Bloodcrushers Battleline if you make him the General, why you would though is a bigger question (since Bloodcrushers kind of suck compared to Skullcrushers, and there are way better options for a General). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Herald_of_Khorne_on_Blood_Throne_EN.pdf Herald of Khorne on Blood Throne]:''' (120pts) A Herald on a chariot, same points as a Skullmaster swaps your three juggernaut attacks for two Bloodletter crew attacks (4+/3+/-1/1 6's cause mortal wounds) and the chariots gnashing maw attack (4+/3+/-1/D3 restores D3 wounds for each wound caused) and +1 wound. While the Skullmaster swapped the Blood Must Flow rule for the standard bloodcrusher rules, the skull throne swaps them for a range buff for the generic command abilities. While the battleshock test one is useless for daemons, you can have an easier time making the units who need charge rerolls get it. And you're more survivable than before, so the Blood Throne might be useful now. Emphasis on might. **The 3.0 FAQ has granted the throne the {{AOSKeyword|Totem}} rule, which expands the range of their command abilities considerably. Another might, in this case, might be useful in covering your ass with your bloodletter buddies. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Deamon_Prince_eng.pdf Daemon Prince]''': A 12" Flying Melee fighter, Always fighting before everyone else. With their CA they can rush forward and slow enemy within 18" by halving their run & charge rolls, making it harder to charge first or run away. Strictly speaking, that is straight up one of the best CA in the game, even though Khorne is an army that needs to get in combat as quickly as possible, watching your opponent struggle to move around the board and capture objectives all while watching that unit of Kurnoth Hunters fail the 6" charge to massacre your Bloodsecrator is precious. The DP does his best work as a General in the Goretide to screw with enemy movement while your 'reavers run everywhere and he gets that +1 damage on all his weapons with Hew the Foe. He also works in an all out Brass Stampede army to make sure your Skullcrushers get that charge. He comes with a weapon choice of an Axe hitting with a 3/3/-2/2 or a sword that has a 4/3/-1/d3 attack profile and does 2 MW on a 6, if you put Dimensional Blade on his claw (3 attacks with 3/3/ - /2), suddenly you have two high rend attacks on 3's and 3's (just saying). Oh yeah, he also gets +1 to hit on the charge. So basically you get a fast daemon that with a little tweaking can become a massive beatstick with one of the best CA in the game... for 210 points (and he's only $41 on GW's website...) He can smack your opponent in the face before anything else in your mortal army can or you can fly him after lines are met to crush your opponents throat in (or sneak him between enemy lines to slap Nagash in the face) the possibilities are as endless as the rivers of gore he will surely create. =====Bloodbound===== * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Mighty_Lord_of_Khorne_EN.pdf Mighty Lord of Khorne]:''' (140pts) The Mightiest of Khorne Lords (we assume), your standard Lord of Khorne has a dog friend to accompany him on the battlefield. The Flesh Hound he takes along with him is all well and good with 4 3+/4+ attacks (Even more if the blood is flowing). The real feature here is the Lord's Axe, which has a possibility to rip a hole in the fabric of reality to suck in a victim after they take an unsaved wound (Watch Nagash go POOF!). That means all you need to do is Inflict one wound on your opponent's Lord-Celestant and roll a 5+ to send one of Sigmar's finest to the Realm of Khorne himself. You might not be able to pull this off in every skirmish, but the look on your opponents face when you do is well worth the price of admission. Stormcast Eternals will be giving your Mighty Lord of Khorne a wider berth after witnessing that once or twice. And do not underestimate his Command Ability: vastly improving the charge of three '''MORTAL KHORNE''' units within 24" AND himself can make or break many a game, and is less of a one-time thing than you may think. You should also consider the incredible gift of his Flesh Hound's collar, which lets him unbind spells like a Wizard once per hero phase. You know how with Wizards you have to do a careful dance of positioning to make sure they're close enough to the other Wizard to unbind but far enough not to get ripped to shreds? Charge him right into the fray, unbind spells and smashing puny casters in the face. Between him and the Bloodsecrator, they put a hamper on casters. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Lord_of_Khorne_on_Juggernaut_EN.pdf Lord of Khorne on Juggernaut]:''' (160pts) Oh heck yes. 8 goddamn Wounds with a 3+ save to make for a tough motherfucker, even more so since he's got a 5+ save against magic bullshit. Then he's got some great melee capability, especially with all the buffs this army's got going and finally he has a Command Ability that grants up to 3 Mortal Khorne units +1 to Wound in melee so long as they charged this turn. Pick Valkia and Skarr Bloodwrath and watch the enemy lines shrink to nothing. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodsecrator_EN.pdf Bloodsecrator]:''' (120pts) This guy is the meat and potatoes of your forces: A Bloodsecrator can stand in the back of your forces and wave his giant honking banner around to boost your infantry to unimaginable amounts of damage. Just by being within 12" of the Bloodreavers they gain an extra attack, but activating Rage of Khorne brings them up to three attacks each. And if the blood is already flowing? A group of twenty of these crazed cultists is going from 21 attacks to a grand total of '''61 attacks'''!!! in just one combat phase. And on top of all that, he also fucks with enemy casting. Just send the Rage of Khorne coursing through your forces and watch your lowly knife-wielders turn into full-on berserkers that will gladly throw down their lives in the service of the Blood God. Does a Bloodsecrator even have attacks? Who cares. He can't move for a turn? Good thing you have more than enough Bloodreavers for a blood-soaked daisy-chain all the way to your back line. Does he have a Save? Yes, actually. 3+ even, making him pretty tanky. Now shut up and open another portal. ** Something else to consider: The Bloodsecrator targets '''KHORNE''' units with his ability, not '''MORTAL KHORNE'''. You know how the only negative thing about Bloodletters, the lesser Daemons of Khorne is the fact that they only attack once and Khorne Daemons dish out no buff to increase that? Good thing your Bloodsecrator very much does. Now your Bloodletters can swing their scary swords with twice the attacks...so why do I want Bloodreavers again? ** The Crimson Plate on this guy in cover gives him a 2+ Re-Rollable save. Nuff said. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Exhalted_Deathbringer_EN.pdf Exalted Deathbringer]:''' (80pts.) Not so much a general as a trusted lieutenant, Command notwithstanding. Unless you're fighting a magic-heavy army (and I mean, very heavy) then you should always take the Ruinous Axe & Skullgouger, as it's basically the best thing about him, letting him deal a rather disturbing amount of damage by simply passing his safe, or the or Impaling Spear that on unmodified 6's to wound dealing D3 mortal wounds on top of his normal damage . Keeping him near a Khorne general gets him +2 attacks. These guys won big as second in command killers while also keeping your marauders from running away. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Aspiring_Deathbringer_EN.pdf Aspiring Deathbringer]:''' (80pts) An Exalted Hero with slightly weaker weapons but increase Battleshock casualties and His Command Ability also makes other '''MORTAL KHORNE''' units wholly within 12" of him gain a +1 attack, which makes every deadlier. Taking him to boost Khorns DPS even further. ** Alternate Take: Bloodstoker is better in combat and doesn't need command points to use his ability Or get an Exalted Deathbringer with exceedingly better weapons and the invulnerability to battleshock trait that just became way more useful. Unless you're running a list that is going purely for jacking up attack characteristics, there are better options and this model can be used to still represent one of those. ** On Second Thought: Khorne's methods are a game of capitalizing strength. This is the hero you bring to make a morale phase into a serious problem, always active but usefulness depends on the enemy. On the other hand for the price of a command point suddenly that extra attack to both his weapons and Mortal Khorne 12" around him can make a significant difference. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Slaughterpriest_EN.pdf Slaughterpriest]:''' (100pts.) This guy's not meant for killy but a profane cheerleader, adding to Khorne's Heroic buff squad. You use him to unbind magic (because Khorne hates magic) and knows 1 prayer + a prayer force an enemy to run towards your nearest unit by 3-6" (one of the better tactical pryers despite appearances). Remember the Lash of Submission from 40k? Yeah, it's just like that, but even meaner. He's how you funnel your enemies to a battle they can't win if they suck at fighting or bang up a big guy. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skullgrinder_EN.pdf Skullgrinder]:''' (80pts.) You know Age of Sigmar hasn't lost the Warhammer touch when you see that the sacred smith doesn't attack with his hammer, but HIS ANVIL. He swings it so hard he gets 2 3+/2+/-1/3 attacks. Yes, that's damage 3, not D3. He also adds +1 Bravery to other Mortal Khorne units within 12", which won't make your Bloodreavers brave or anything, but it might help your Blood Warriors and Skullreapers a bit. He's also got this neat special rule where, if he kills an enemy Hero or Monster, he gives all Mortal Khorne units within 8" the ability to roll 2 wound rolls if they get a 4+ on their Hit rolls '''for the rest of the game'''. Get him a few bonus attacks and that Hero/Monster kill is either assured or your opponent will be running the hell away from your Skullgrinder, both of which are great outcomes. Note: Skullgrinder's ability doesn't just apply to close combat attacks, team him up with some Marauder Horsemen with Javelins to give your opponent a nasty surprise! ** Got nerfbuffed from the battletome update. He's completely lost the ability to give extra hits after slaying a hero, that ability graduated somewhat to the new 8 Blood Tithe point cost Slaughter Triumphant. In return, he's gained an extra attack, and the ability to bitchslap any single Hero/Monster within 2" with D3 Mortal wounds on a 2+. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodstoker_EN.pdf Bloodstoker]:''' (80pts.) Need a little more rage in your blood? Have the Bloodstoker whip your other guys into shape. Most people seem to focus on the fact that he lets the unit he whipped reroll Wound rolls, but his other buff is actually much more potent. +3 to run and charge helps you out A LOT with getting your guys into melee, especially if you picked the otherwise painfully slow Skullreapers. And every turn you're in melee is a turn you're winning, so him getting you there faster is wonderful. That said, don't discount the rerolls and do remember that he targets '''MORTAL KHORNE'''. Also, the guy himself is actually a decent fighter by virtue of having two weapons and thus profiting doubly from all your attack buffs and can actually use his whip to fight from the second row, even behind big models like Wrathmongers. And when you think you've had enough fun whipping shirtless guys around you can always throw the Bloodstoker to the wolves in order to keep the blood flowing. ** Do you like chaos Chariots? Great, because the Bloodstoker does, too. They will outpace him but applying will add 3 more dice to its impact hit, letting it deal more mortal wounds on top of rerolling to wound. =====Slave to Darkness===== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_eng.pdf Chaos Lord]''': He is a big brute, putting out a lot of killing with ether weapon option. He is good for other mortal Slave to Darkness as his CA let a unit swing twice during combat and Khorne does have many Melee buffs. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Demonic_Mount_eng.pdf Lord on Daemonic Mount]''': Your budget (for a Slaves to Darkness character) mounted Lord. With the new update, cursed warhammer now has the potential of mortal wounds on 6s to hit, with the added bonus of healing d3 wounds for killing whelps with your big mallet. Also great for other Slaves to Darkness units as his command ability only affects the mounted options, but provides a re roll to their charge and +1 to hit. Combined with Killing Frenzy to ensure all your swings get a chance to kill. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Karkadrak_eng.pdf Chaos Lord on Karkadrak]''': The new mounted lord has arrived, and he rode in style as a fully plastic kit. Wow does this character scream build around. Movement 9", 9 wounds and the always welcomed 3+ save, this lord on battle lizard loves keeping up with his fellow cavalry and bring nothing short of utter destruction. Without any adages, this character boasts no less than 13(!) attacks across 4 profiles, has mortal wound potential both on the charge and with his sword, and can heal with his attacks with his big axe. Sporting classic mortal wound protection that Slaves to Darkness units are spoiled with, and the same command ability as his horse riding brethren, he is an excellent pick for a Slaves focused army. Pair him with some Chaos Knights or Chariots and reap all the skulls you can. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Manticore_eng.pdf Chaos Lord on Manticore]''': The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist, and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice. The Manticore is no slouch itself in addition to rerolling Hit against Monsters for its Claws and Jaws attacks. His Command Ability allows a unit of Chaos Warriors wholly within 18" to reroll charge and Battleshock rolls. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Exalted_Hero_of_Chaos_eng.pdf Exalted Hero of Chaos]''': A shit Aspiring Deathbringer with D6 3+/3+/-1/1 attacks and can fight twice. He gets a +1 to hit vs Characters and Monsters and if he somehow kills one he heals D3 wounds. Yeah probably don't? =====<span style="color:brown;">Beasts Of Chaos</span>===== Must be included in a Brass Despoilers battalion. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:''' (90pts) Although slower and will reach battle a turn after the other gors, he is a stong fighter and grant lets other Brayherd wholly within 18" re-roll all wound rolls if he kills something, giving you another re-roll the turn after using the Brass Despoilers. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:''' (100pts) Fast moving 7" of monstrous beef wielding a big axe that deals mortal wound and inspires slightly smaller monstrous beef to wound better. ===<span style="color:#8b0000;">Troops</span>=== ====Battleline==== You're going to need at least three units of Battleline in a 2k points list. These are often the core of your army that dictate how you'll build the rest of your list out. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodletters_EN.pdf Bloodletters]:''' ({{AOSKeyword|Daemon}}, Min:10, Max:30, 110/300pts) Your standard choppy Khorne daemon, min unit size 10 and coming in with MV 5, a 5+ save and the Bravery 10 all daemons share. The Hellblades they wield are 4+/3+/-1/1 which are pretty great for infantry, but they only make a single attack each. The unique ability this unit has is that unmodified rolls of 6 to hit are automatic mortal wounds, but you continue the attack sequence on that attack. They have the standard array of musicians, standard bearers and champions with the champ gaining a second attack, the musician forcing your opponent to re-roll battleshock test of 1 within 6" and two banner options: The first allows you to add D6 bloodletters to the unit every time you roll a 1 on a battleshock test the other grants you +1 to any charge rolls you make every time the unit slays a Hero. As a unit can carry multiple banners there's no reason not to take both. Remember, the Locus of Fury lets them reroll hit results of 1 if a Daemon Hero of Khorne is within 12" (16" for a Bloodthirster) which is almost needed due to the low number of attacks Bloodletters get. If you take a blob of 20 or more, they get a plus one bonus to hit, so it may be worth taking a few large units rather than multiple small ones. ** The nerf to Bloodletter's Mortal Wound melee attacks is a large blow to the Bloodletter Bomb, effectively killing it once and for all. Bloodletter hordes are still scary and when buffed can remove other unis, but they are now an accompaniment unit and not your entire army. One unit in your army shouldn't be bearing the entire load; diversify! ** For summoning lists: units of 20 Bloodletters are still a very valuable summon because, even unbuffed, they are a force to be reckoned with. A late-game blob suddenly encroaching on an objective can turn the tides of battle very quickly. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh_Hounds_EN.pdf Flesh Hounds]:''' ({{AOSKeyword|Daemon}}, Min:5, Max:20, 100pts) Now Battleline all the time! For nearly double the price of a bloodletter, you get a 2 wounds little beast with an 8" move (which is pretty fast for Khorne) and 4 (3+/4+/-/1) attacks, an unconditional re-roll on their charge range, and their pack leader barks an 8" 2+/4+/-/1 missile attack. In addition, they can unbind spells, getting a +1 to this if they have 10+ models. These guys are pretty damn killy, recommended to bring one or two to grab objectives and deal with pesky magic. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Blood_Warriors_EN.pdf Blood Warriors]''': ({{AOSKeyword|Bloodbound}}, Min:5, Max:30, 100/520pts) A band of Chaos Warriors with a Khorne-approved coating of blood and the ability to attack before going down. They're normally equipped with Goreaxes (Chaos Hand Weapons with a Gorecoat that grant rerolls of 1s to Hit if a model has two axes), though many of them can also take a Gorefist so that save rolls of 6 now cause mortal wounds back to the enemy (a big improvement from the last battletome). Which one you take is up to you really. Mortal wounds is always nice, than again hitting better is always good (especially since they have the potential to attack twice) since these guys don't exactly pack the biggest punch. One per ten can also grab a Goreglaive, which is a Goreaxe that Wounds on 3+, -1 to rend and causes 2 damage. <s>Also, as with the Stormcasts, thanks to the wording, you can give that Goreglaive to your champion, who gets an additional swing with any weapon he wields.</s> Updated warscroll gives Champion +1 attack to Goreaxes specifically, so not anymore. **Honestly as cool as Khorne Themed Chaos Warriors are...the sad truth is they are awfully expensive for their damage output. The fact that they can only have 1 weapon per TEN models really sucks (despite the fact that they are taken in 5 min increments). And they are often outcompeted by Bloodletters and Bloodreavers in the damage department. Especially when reavers are backed by a Totem (they'll die like flies but they're cheap as chips). However, what truly redeems this unit is that these guys are the closest thing a Khorne army is going to get to a shield wall. With a 4+ save a and two wounds these guys make excellent objective holders and charge breakers for holding the line. Your other choices are just too fragile to really whether the enemy attacks (sure Khorne wants things to die but sometimes you need a unit to hold the line and the objectives without crumbling instantly). The change-up to gore-fists only made them even better in this role as attacking them will likely lead to a bunch of mortal wounds back to you along with any slain models getting some attacks back before they die. **TL;DR: In essence leave the foreguard killing to the reavers and bloodletters, take Blood Warriors to hold objectives, escort characters and deter enemy counter-charges as they are basically designed to take a frontal assault to the face and laugh it off. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodreavers_EN.pdf Bloodreavers]''': ({{AOSKeyword|Bloodbound}}, Min:10, Max:40, 70/240pts) These guys are essentially Khornate Marauders who are too manly to wear armor (but now they have a 6+ Save, Khorne be praised!). Their leader gets another attack, and you can add an Icon Bearer (Adding +1 to their Bravery) and/or a Musician (+1" To Run and Charge), both of which are very useful bonuses you should always take. As for weapons, you could either run with the Reaver Blades (which re-roll hit rolls of 1) or take the Meatripper Axe and gain -1 Rend (probably the better option, which is, of course, the reason the guys in the Starter Set come with the other one). They also gain an extra attack if they are 12" from a unit which has the '''Chaos Totem''' keywords (Bloodsecrator and Chaos Warshrine being the most practical examples, <s>though a Beastmen BSB would work too, just for shits and giggles</s> You can no longer take the Wargor battle standard bearer). ** '''Pro-tip:''' <s>If you have a Warshrine dedicated to Khorne, take Meatripper Axes, because the Warshrine's prayer grants you full reroll to Hit</s> (The Warshrine only buffs a Mortal Slaves to Darkness unit and gives it +1 to Hit if it's Khorne as well), add the bonus for having a Chaos Totem around and you still get the better Rend from the Axes. ** These Dudes stand out as your *cheapest* source of Blood Tithe at 70 points/10W, 6+. They combo well in a 40-strong blob. But definitely consider the MSU approach for screening, speedbumps, and the sweet, sweet Blood Tithe. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warriors_eng.pdf Chaos Warriors]''': ({{AOSKeyword|Slave to Darkness}}, Min:5, Max: 30, 100pts.)without support, they have better protection, Hitting, Run & Charge, hoarding in hordes, and protection against mortal wounds. If you have more support STD then {{AOSKeyword|BLOODBOUND}} in your list, take Chaos Warriors * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauders_eng.pdf Chaos Marauders]''': ({{AOSKeyword|Slave to Darkness}}, Min:20, Max: 40, 150pts.) without the {{AOSKeyword|BLOODBOUND}} Support goons, Marauders hordes beat Bloodreavers as they have better armour, hit harders when in hordes, and their charge distance is aways 8+". =====<span style="color:brown;">Beasts Of Chaos</span>===== Must be included in a Brass Despoilers battalion. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:''' (min:10, Max:30, 70/200pts) Not as much DPS as other marauders but they have claim ground faster with their 7 +2d6+1" Run & Charge and their shield grant them a 4+Sv in melee, make cheap sacrificial chaff to stall as the rest of the army make their way. ====Cavalry==== Your fast attack units. Sometimes you need something that can jet across the board at high speeds with a blade swinging. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodcrusher_EN.pdf Bloodcrushers]:''' ({{AOSKeyword|Daemon}}, Conditional Battleline:Skullmaster is your General, Min:3, Max:12, 120pts) Bloodletters on mounts, gain 3/3+/3+/-/1 juggernaut attacks, +3" movement, 3 wounds and a 4+ save. They have a faux "Hammer of Wrath" attack: when they charge, on a 2+ they cause a mortal wound on an enemy unit within 1", or D3 mortal wounds if this unit has more than 6 models - but this roll is done per charging Bloodcrusher and mis be resolved after each models charge movement, and each one can pick a different eligible target unit. * Remember, wounds are resolved at the end of the charge phase for you "hammer or Wrath" ability but rolled after each individual bloodcrusher is moved your opponent my try to take away models to make your other crushers have a harder time with there charge movement. Just keep track of how man MW were inflicted untill the end of the phase/charge movement. * A little math hammer 6 charging in has a potential to do 18 mortal wounds!! This is before combat also since the ability is in the charge phase. Charge and weaken down your opponent with MW then clean up with attacks. (I recommend taking squads of 6 it's hard to pass up the D3 MW even if they are expensive) * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Mighty_Skullcrushers_EN.pdf Mighty Skullcrushers]:''' ({{AOSKeyword|Bloodbound}}, Optional Battleline: Lord of Khorne on Juggernaut general, Min:3, Max:12, 160pts.) Your cavalry. Their mounts as much damage than the riders, striking pretty much with the same profile as a Skullreaper. Do however remember that despite being Cavalry, your Skullcrushers aren't all that fast, moving only 8". The riders themselves have either the same weapon profile or with more Rend but worse Hit rolls. Your choice really. Their banner grant +2 Bravery. They have a faux "Hammer of Wrath" attack: when they charge, on a 2+ they cause a mortal wound on an enemy unit within 1", or D3 mortal wounds if this unit has more than 5 models - but this roll is done per charging Skullcrusher, and each one can pick a different eligible target unit. ** Quick modeling tip: After the reboxing, Skullcrushers now come in boxes of 6, but their Warscroll still specifies that they come in units of 3+, so you can comfortably take one of those six and make him into a Juggerlord, which would normally be a resin model that costs an arm and a leg. (Though you'd have to pay for a full unit of 6 if you used them in matched...) * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Knights_eng.pdf Chaos Knights]''': ({{AOSKeyword|Slave to Darkness}} Min:5, Max:20 180pts.) Cavalry on Horses? In my Khorne army? It's more likely than you think! They're 2" faster than Skullcrushers, 3 wounds and have the same 5+ mortal wound save as Warriors. Two weapon options, Enscrolled Weapons (Now wounding on 3s and have rend -1!!) or Lances (2x 4+/3+/-/1) that upgrade to 4+/3+/-2/2 on the turn they charge. These guys suffer from some identity issues honestly and it's hard to see a place for them when Mighty Skullcrushers point for point are better offensively and defensively. With the new kit coming in from the start collecting, the Chaos Knight champion now has the optional Cursed Flail, bringing d6 attacks with the same stats as the lance. Probably not the best option, but can provide some bonus swings into some lighter units and it certainly looks sick!! **Actually on a second glance Lance/Glaive Chaos Knights do scary damage. Skullcrushers may be better in a prolonged fight, but 5-10 chaos knights on a charge with even one of the many buffs khorne has can do a lot of work. The fact that there are at least 5 models is also important if you say give them a +1 attack buff from the Aspiring Deathrbinger (don't forget it also affects mounts!). That's 10 more attacks! * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauder_Horsemen_eng.pdf Chaos Marauder Horsemen]''': ({{AOSKeyword|Slave to Darkness}} Min:5, Max:30 90pts.) Much lighter Cavalry and one of your few ranged attack options in the army. 12" move (4 more than Juggernaut Cav) 5+ save and 2 wounds each. They can have the same flail or axe as marauders on foot but the best option is their javelins giving them 2 4+/3+/-/1 ranged attacks each. They shoot and charge on a turn they retreated. A nice cheap skirmisher and objective grabber in an army saturated with heavy cav. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chariots_eng.pdf Chaos Chariots]''': ({{AOSKeyword|Slave to Darkness}} Min:1, Max:3 120pts.) 12" move and a once per game Run & Charge mean these are pretty nippy, especially compared to other Khorne stuff. It's decent enough at taking out enemy heroes with its charge MW and greatblade and, with the flail, it can potentially pack a bit more punch but only on a lucky roll so it is probably not worth it. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf Chaos Gorebeast Chariot]''': ({{AOSKeyword|Slave to Darkness}} Min:1, Max:1 150pts.) Slower than the Chaos Chariots but a killer mount. With 9" move it'll keep pace with your skullcrushers. If you roll a high charge range the gorebeast hit harders. Very good at things like Swordmasters. I'd still take the greatblade too since you're better off with the rend. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Varanguard_eng.pdf Varanguard]''': (Min:3, Max:12, 300pts) Super Warriors lent out by Archaon. They are giant chaos knights with 5 wounds 3+ armour and ignore magic on a 5+, able to Fight twice once per game and get +1 to hit if you have Archaon. Each model can be armed with an Ensorcelled Weapon for consistency, Fellspear for better charge damage, or Daemonforged Blade can more inflict Damage and MW with good RNG. =====<span style="color:brown;">Beasts Of Chaos</span>===== Must be included in a Brass Despoilers battalion. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:''' (Min:3, Max:12 140pts.) Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight's horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Although you can't take a shaggoth in Blades of Khorne, you still reroll 1s to hit for the battalion. ** Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1" weapons won't be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:''' (Min:5 Max:20 80pts.)The fastest unit you have, 15+d6" of movement and still able to charge is ludicrous fast, nothing is unreachable. They may not nearly have the same punch as other cavalry, but they will reach anything turn one. Use them as a roadblock while your slower, tougher units get on the objective. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:'''(Min:1 Max:4 60/200pts.) an incredibly cheap chariot, only coming the closest to having the same effectiveness as a seeker chariot the turn it charges a ten man+ hoard of order guys. ====Elite Infantry==== Your expensive, specialized, heavy-duty troops that make your opponent sweat when they see them approaching. They aren't the fastest units you've got (in fact they're some of the slowest) so you'll have to be a lot smarter with these on the board than your other, cheaper units. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skullreapers_EN.pdf Skullreapers]:''' ({{AOSKeyword|Bloodbound}}, Min:5 Max:20 180pts.) Pretty cool. Stat-wise they're pretty decent, with a Wound and a point of Bravery over Blood Warriors along. Their weapons (4x 3+/3+/-/D1, unmodified 6's to hit inflict mortal wounds in addition to their normal damage) And this gets even better when combined with their now modified Trail of Skulls ability. Now much more simplified from the previous battletome (where you had to keep a tally of total models you killed) now it is just a straight reroll to hit when your opponents unit has 5 or more models, meaning more chances for mortal wounds. Additionally, the champion gets another weapon on top that's pretty powerful but only gets one swing. They also have a reasonable chance of inflicting mortal wounds if they die in combat. These are your elite infantry. They're powerful and can lead your charges. Get a Bloodsecrator nearby and watch everything around them melt. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Wrathmongers_EN.pdf Wrathmongers]:''' ({{AOSKeyword|Bloodbound}}, Min:5 Max:20 140pts.) The angry cheerleaders can infect other people with their RAGE. In-game terms, every {{AOSKeyword|Khorne}} model wholly within 8" of them gets an extra attack with all their weapons but this doesn't affect the Wrathmongers. Offensive wise they have 4 good melee attacks that get better on the charge. Also, their Blood Fury ability can Deal mortal wounds when they die to get a little more damage. A unit of five gives you a pretty massive radius. They also gained an interesting synergy with Skarr Bloodwrath, being able to attack upon death similar to a Blood Warrior. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chosen_eng.pdf Chaos Chosen]''': ({{AOSKeyword|Slave to Darkness}}, Min:5 Max:20 140pts.) Chaos Warriors with some really good axes. 3 attacks each 3+/3+/-1/1 that cause additional mortal wounds on a hit roll of six and if they slay a model {{AOSKeyword|SLAVES TO DARKNESS}} wholly within 12" re-roll failed wounds. Not to be sniffed at, especially with a Bloodstoker to give them re-rolls to wound and if you're running anything they can buff. These guys pack a big punch for their price essentially being your equivalents to Stormcast paladins, only 60 points cheaper a unit. ====Beasts==== A mix between fast and elite, these units are unique in nature and utility. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Khorgoraths_EN.pdf Khorgorath]''': ({{AOSKeyword|Bloodbound}}, Min:1 Max:6 100pts.) "Somewhat underwhelming," said nobody ever. Khorgoraths are actually one of the punchiest units available to Blades of Khorne at a rock bottom price. It has two unique traits: it heals a wound when it removes a model in the combat phase, and it reduces bravery in an area when it deals damage. Though they may seem tailor made for removing smaller foes with their five attacks rending with damage two, but they're also great at killing multi-wound models and shaving off wounds from larger monsters as well. Because of their great statline they really don't need buff support to function well, but this also means anything you give them fires them up even more. They're also one of the only monsters in the game where up to five can be taken in a single unit. They also become even better in a Skulltake Battalion. ** Khorgoraths are one of those units where it's best to take more over less. Individual models will hurt other units badly, but a unit of 3+ are a steamroller. In smaller games you can get away with a single model, but if you're playing 2k you should experiment with slotting these in as your hammer. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-spawn-en.pdf Chaos Spawn]:''' ({{AOSKeyword|Slave to Darkness}}, Min:1 Max:6 50pts.) [[Chaos Spawn | That Which Must Not Be Named]]. Not actually terrible anymore, though far from reliable. A Move of 2D6" makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save to make for pretty hardy models. ** While unreliable in almost every single aspect of their horrible existence, they do make a cheap, weak Blood Sacrifice target! =====<span style="color:brown;">Beasts Of Chaos</span>===== Must be included in a Brass Despoilers battalion. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:''' (Min:10 Max:30 120/300pts.) Elite Gors in heavy armour and more anti hoard killy. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:''' (Min:3 Max:12 140pts.) Get the same Bloodgreed rule as the Doombull, Π° weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and +1 Bravery for each enemy unit within 12" from them. ** Other than that, they're fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer. ===<span style="color:#8b0000;">Behemoths</span>=== The big boys. The mad lads. The "you can only take up to four of them in a 2k list" fellas. More expensive than a beast, more powerful than an elite, just the right amount of blood for the blood god. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Slaughterbrute_eng.pdf Slaughterbrute of Khorne]''': (Monster, Behemoth, 170pts) They bind to one {{AOSKeyword|Slaves to Darkness HERO}}. Clocking it at just under the cost of two Khorgoraths, the Slaughterbrute can dish out almost exactly the same amount of wounds as them in melee combat. The Brute's weakness is its 4+ save and 12 wounds, but its degenerating profile is actually very forgiving. It stays fast and killy until you shave off a good 8 wounds! Just be aware your big boy in red is not a shock trooper and will need an escort to the enemy lines. however, the Slaughterbrute is truly Bloodsecrator's best friend. The Slaugtherbrute is at its most dangerous inside the Bloodsecrator area of effect. ** Too bad he lacks very good rend. Seriously he doesn't have access to Rend -2 despite his huge size and his JAWS are rend-less! *'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/aos-monstrous-arcanum.pdf#page=7 Chaos War Mammoth]:''' (Slaves to Darkness, 320pts)This monster has 22 wounds! Although it's only packing a 4+ save. All of his attacks cause at least D3 wounds, making it an exceptional monster-killer when at full strength. Its real strength lies in supporting a Marauder charge, however - as well as imposing -2 to any Battleshock tests to any unfortunate unit that gets charged, the Mammoth can also help Marauder or Marauder Horsemen get in a little extra movement and increase their damage output in combat. Wounding and even killing this thing just makes it cause more damage. If you're playing with a big Chaos horde then there's no finer feeling than running this guy into the enemy's biggest and toughest-looking infantry blob, although expect a few dirty looks for doing so. Keep in mind that he doesn't like magic missiles or war machine fire, however. *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-gigantic-chaos-spawn.pdf Gigantic Chaos Spawn]:''' A strong but unreliable monster burdened with random movement, random attacks, and regeneration. He can put out a fair amount of damage with a mix of its tongues and maws, and has 12 wounds and has a good chance to regenerate and possibly gain more wounds each turn. It's worth remembering that he can be given any Chaos God as a keyword, which opens up amusing possibilities like running a Khornate Spawn alongside a Bloodsecrator. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warshrine_eng.pdf Chaos Warshrine]:''' (Totem, Priest, Behemoth, 170pts) If you play with caps on Heroes, this is a huge advantage. What it does is pretty cool, too. First, it has an Aura that grants {{AOSKeyword|Mortal Slaves to Darkness}} an additional 6+ save after their normal save. It Can also pray for buffs to Mortal STD units. There is one buff for Undivided and every God. The Undivided buff is the best by default, granting rerolls of To Hit and To Wound. However, the God-specific buffs can be cast on whatever you want, but get better if you cast it on a unit of the same God. The favor of Khorne allows reroll changes, but if the unit it's used on a Khorne mark, you can also reroll all To Hit rolls. And yes, this does mean a Shrine can bless units of rival Gods, just for shits and giggles. Also of note is the fact that this thing can easily hold its own in combat with a monster-like profile and a bunch of strong attacks. Awful Rend, yes, but they plow through low armour tarpits like nobody's business. The model is a Priest and can cast Khorne prayers inaction to its own. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Soul_Grinder_eng.pdf Soul Grinder]:''' (Daemon, Behemoth, 210pts) Ever wanted a beast that can throw ranged shots AND be great in melee? This daemon might be for you. Same price as a Daemon Prince but with less special abilities. It makes up for it by giving you a boatload of attacks for very good damage. Two ranged attack profiles, one at 20" and six at 16", the 20" does flat 3 damage the rest do 1 damage. CC has six attacks for 1 damage each, 1 attack -2 Rend for D6 damage, and either: two attacks -2 Rend flat 3 damage, OR 4 attacks -1 Rend D3 damage. Big, ugly, and killy, he fills the hammer role. The biggest downside for it is the mostly 4+ to hit. And since it is a Daemon, it can't benefit from CSL Demonic Power spell or the Warshrine. But at 16 wounds and a 4+ save, you can probably find a spot in the army. ====<span style="color:brown;">Beasts Of Chaos<span>==== Must be included in a Brass Despoilers battalion. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cygor-en.pdf Cygor]:''' (140pts) Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster healing a wound for himself. He can also reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ghorgon-en.pdf Ghorgon]:''' (160pts.)Same Blood Frenzy as Doombull and Bullgors, but deals d3 mortal wounds on an unmodified 6. Also, he can slay a specific model within 1" after he makes all his attack if he rolls a dice equal or greater than its wounds characteristic, do remember that it's a model so you can chomp on any leader or musician you can get your grubby hands on. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die. ===<span style="color:#8b0000;">Artillery</span>=== You can take up to four of these in a 2k list. There's nothing more to say about this section. Its got Skull Cannons. They got buffed in 2.0, so you may start seeing (or even using/summoning) them! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skull_Cannons_EN.pdf Skull Cannon]:''' (Deamon, Min:1 Max:3 130pts) This is an interesting unit: it's a cannon that can do significant damage at the range but has a melee statline with special rules that make it look as though it's made for close combat. In truth, it's a hybrid unit made to do both. Starting off with the basics, the Skull Cannon is a 7 wound model that has a single shooting attack 30"/1/3+/3+/-2/D6; however, when shooting at units of +10 the Skull Cannon adds +1 to its hit rolls, making it hit on a +2. Moving on to its melee profile, it has the standard Hellblades with 2/+4/+3/-1/D1 with hit rolls of 6 or more causing a mortal wound. In addition, it has a single Gnashing Maw attack 1/+4/+3/-1/D3. Pretty mediocre, until you read its special rules: its melee rule Grind their Bones, Seize their Skulls allows the cannon to make an additional shot at the end of the combat phase if it killed any models with its close combat attacks. Furthermore, due to the strange rule set for AoS, you can still use ranged weapons in the shooting phase even if you are locked in combat. This essentially means that you can fire the cannon, charge, eat their skulls, and fire additional shots with your skull cannon while continuing to do so in subsequent turns. ** Hilariously, a nearby unit of Wrathmongers makes your Bloodletter crew shoot twice as fast, meaning that you can get up to 6 cannon shots per model per turn (4 in your Battle Round, 2 in your opponent's). **They stopped that nonsense with an FAQ (wrathmongers are for melee only).....despite the WRITER OF THE BOOK saying it was 100% intentional. It's almost like GW doesn't want people to spend money on 4 skullcannons! ===Terrain=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Scenery_Skull_Altar_EN.pdf Skull Altar:]''' Ironically, it lacks the amount of skulls one would expect. You may place one of these down, for free, anywhere in your deployment territory to benefit from its two abilities. First is to let Khorne Priests re-roll any prayer rolls while wholly within 8" of the altar. The second is that it forces wizards within 16" take -1 to cast. Best of all? It's free, so it's worth taking just for the area of casting denial even if you're not running Slaughterpriests. Even if you do, they (or any hero with less than 8 wounds) is able to hide inside the altar. Recently been upgraded to also allow a hero garrisonned inside it to summon Judgements like a priest, benefiting from the reroll, very handy for demons-only warbands. **It can also be used when summoning units with Blood Title points - they can arrive near the altar instead of near one of your heroes, if that helps. ***Take a lesson from the way Beasts of Chaos are running their Herdstone and put this bad boy a little up the table to maximize its radius.
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