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==Allegiance Abilities== ===<span style="color:#8b0000;">Battle Traits</span>=== If your army has a {{AOSKeyword|Blades of KHORNE}} allegiance and chose to take the {{AOSKeyword|Blades of KHORNE}} allegiance abilities, it has the following rules: '''Legions of Chaos:''' The errata saw GW cribbing notes from the Cities of Sigmar, now you (and the other god-aligned armies) can take two {{AOSKeyword|Slaves of Darkness}} units out of every four so long as you give them the mark of {{AOSKeyword|KHORNE}} and one of every four units can be from {{AOSKeyword|Beasts of Chaos}}, granting them the keyword as well. In addition coalition units do not count towards the number of battleline in your army, but do count towards everything else (behemoth, leader, artillery, etc). Also cannot be army general. Predictably, Wizards and units bearing the marks of other gods are not allowed. *Congratulations, your army selection has effectively doubled between all the StD stuff that's now much easier to access and the beastmen. '''Locus of Fury:''' You can re-roll hit rolls of 1 for attacks made by friendly Khorne Daemon units while they are wholly within 12" of any friendly {{AOSKeyword|Khorne Daemon Heroes}}, or wholly within 16" of any friendly {{AOSKeyword|Khorne Greater Daemons}}. A nice buff to your Khorne daemons. As with all other buffs, the unit creating the aura is considered to be inside it, so all of your Daemon Heroes innately reroll hits of 1. '''Blood for the Blood God!''': A {{AOSKeyword|KHORNE}} army generates Blood Tithe points during the course of each battle; the controlling player must keep a record of how many points their army accrues. One point is generated each time a unit belonging to either player is wiped out. Unless stated otherwise in the rule for a reward, Blood Tithe points can be expended at the start of either player’s hero phase, but only once per phase. Pick one Blood Tithe reward that has a value equal to or less than your current number of Blood Tithe points and immediately resolves its effects. The latest errata (as of the 22 of July) removes the rule that makes you lose all unused Blood Tithe points when you use this ability. This is -a long overdue- buff to BoK since AOS now favors MSU. Feel free to summon small units of Bloodletters for 2 points (which will eventually die, netting you another point) to disrupt the enemy, while racking up points and summon a big fat Bloodthirster turn 4 for free, or pull out Apoplectic Frenzy more often. This means that Khornate armies will tend do absolutely break the shit outta MSU armies, since they'll be gaining Blood Tithe points extremely quickly, butchering through some pesky ratmen, for example. This also means that low count armies, like Beastclaw Raiders, will be harder prey, given that they armies numbers are quite low. #'''Bloody Exemplar''': 1 Point. Gain a command point. IT JUST WORKS! #'''Spelleater Curse''': 2 Points. Choose this reward immediately after a {{AOSKeyword|WIZARD}} has cast a spell anywhere on the battlefield; it is automatically unbound. You may not choose this reward after having attempted to unbind the spell. #'''Murderlust''': 3 Points. Select a Khorne unit from your army; that unit can move as if it were the movement phase. If it is within 12" of an enemy model, it can either move as if it were the movement phase or charge as if it were the charge phase. Murderlust specifies a "normal move" which includes the option to retreat & run, effectively giving any of your units retreat, run, move, charge sequentially. Useful for Thirsters stuck in combats they can't win, and/or cycle charging Skullcrushers. Also, if you charge in hero phase, you can pile in even if you ran in your movement phase. When you run, then you cannot charge which in turn doesn't allow you to pile in but guess what, you already '''Charged''' in hero phase which means you are eligible to pile in. This trick can be used by any faction that can charge in hero phase(Iron jawz for example). #'''Apoplectic Frenzy''': 4 Points. Select a Khorne unit from your army that is within 3" of an enemy model; that unit can immediately pile in and attack as if it were the combat phase. #'''Brass Skull Meteor''': 5 Points. Pick a single unit anywhere on the battlefield; that unit immediately suffers D3 mortal wounds. In addition, roll a dice for each unit within 8" of the unit you picked; on a roll of 3 or more, the unit being rolled for suffers a mortal wound. If the roll is a 6, the unit takes D3 mortal wounds instead. You can launch this upon Skarbrand; he will heat up faster and if is already around a couple of enemies, they'll also have a chance to suffer residual damage. (Basically useless unless there's a 1 wound unit holding an objective in one of the few battleplans that you can't walk off a point and still hold it) #'''Relentless Fury''': 6 Points. Until your next hero phase, each time a {{AOSKeyword|KHORNE}} model in your army is slain in the combat phase, you can make a pile in move and then attack with the model before you remove it (use the lowest line on the damage table if it has one on its warscroll when resolving this attack). #'''Crimson Rain''': 7 Points. You may use this once per battle. Immediately after you use it, and every one of your hero phases afterwards, you may heal all friendly Khorne units on the battlefield D3. Have an army of big baddies? Keep them happy with a little spritz of blood! #'''Slaughter Triumphant''': 8 Points. You may use this once per battle. Affects all friendly Khorne units. Unmodified melee hit rolls of 6 count as 2 hits instead of 1. Congrats, you just gave everything in your army exploding dice. That block of 20 Bloodwarriors, those 40 Bloodreavers, that summoned unit of 20 Bloodletters, and don't forget your Bloodthirster. A very, very good choice, but you better make sure you've still got enough of an army to enjoy it. '''Summon Daemons of Khorne:''' as of AOS2, wizards have all lost the ability to summon {{AOSKeyword|Daemons}}. Instead, at the END of your movement phase, you may use 2-8 (or 16) Blood Tithe points to summon from the list below. The new unit must be set up wholly within 12" of a {{AOSKeyword|Khorne Hero}} or {{AOSKeyword|Skull Altar}}, and 9" away from an enemy. The unit summoned cannot move or run this turn, but they may charge (a nine-inch charge isn't good odds without some aura support). Blood Tithe points no longer dissapear (and destroying summoned units give them back), so feel free to spam low cost units while still increasing your Blood Tithe count for an apocalyptic summon. Summoning is situational but can be just what you need late game to jump on an objective or cut off your opponent's movement. A Skullcannon can still fire as well, so quick-scoping a long-range target is possible. *'''2 Blood Tithe''': 1 Bloodmaster *'''2 Blood Tithe''': 5 Bloodletters *'''3 Blood Tithe''': 1 Skullmaster *'''3 Blood Tithe''': 5 Flesh Hounds *'''4 Blood Tithe''': 1 Blood Throne *'''4 Blood Tithe''': 10 Bloodletters *'''5 Blood Tithe''': 1 Skullcannon *'''5 Blood Tithe''': 3 Bloodcrushers *'''6 Blood Tithe''': 10 Flesh Hounds *'''6 Blood Tithe''': 15 Bloodletters *'''7 Blood Tithe''': 20 Bloodletters *'''8 Blood Tithe''': 1 Bloodthirster of Unfettered Fury *'''8 Blood Tithe''': 1 Bloodthirster of Insensate Rage *'''8 Blood Tithe''': 1 Wrath of Khorne Bloodthirster *'''16 Blood Tithe''': 1 EXALTED GREATER DAEMON OF KHORNE ===<span style="color:#8b0000;">Slaughterhosts</span>=== All Khorne units in your army gain this keyword. If a model already has a Slaughterhost keyword, it cannot gain another one, but this does not prevent other units in your army from having a different Slaughterhost keyword on other units. This does not mean you can use two Slaughterhost rulesets, it only means if a unit comes with a Slaughterhost keyword it is not prevented from being used in your army using another Slaughterhost keyword, they just can't benefit from any of the rules. There are four Slaughterhosts to choose from in the book and they are all bloody fantastic. Each comes with a keyword wide Ability and mandatory Command Ability, Command Trait, and Artifact of Power. It's an easy (see: free) way to get more good shit for your army, so there's really never a reason NOT to use one of them. NOTE: this doesn't give you a free random artifact; the artifacts in these must be the first artifact you give to your army. '''Reapers of Vengeance (boy I sure do hate wizards and love daemons)''' *'''Ability - Devour the Craven:''' If any enemy units within 3 inches of any friendly {{AOSKeyword|Reapers of Vengeance}} fails a battleshock test, add D3 models that flee. Stacks well with a few other new battleshock altering abilities. *'''Command Ability - Leave None Alive:''' At the start of the combat phase, pick 1 friendly {{AOSKeyword|Reapers of Vengeance Daemon}} unit wholly within 8 inches of a friendly {{AOSKeyword|Daemon}} model with this command ability. After that unit has fought in the combat phase for the first time, if they are within 3" of an enemy unit, it can instantly pile in and attack again. (For those of you looking at Tyrants, since both rules happen "immediately after a unit fights for the first time" using this command ability will break the chain of Tyrants, as such, whichever you want to fight twice, use it at the end of the chain.) *'''Command Trait - Mage Eater:''' The general can attempt to unbind one spell in the enemy hero phase in the same manner as a Wizard. If your unmodified unbind roll is an 8, the spell is unbound AND the caster suffers D6 mortal wounds. *'''Artifact - Skullshard Mantle:''' Each time the bearer is affected by a spell or endless spell, roll a dice. If you do so, on a 2+ ignore the effects of that spell on the bearer. It doesn't just work on wounds. '''The Bloodlords (boy I sure do hate Heros/Monsters and love punching them with my zipping Greater Daemon)''' *'''Ability - Slay the Mighty:''' You can reroll wound rolls of 1 for attacks made by friendly {{AOSKeyword|Bloodlords Daemon}} units that target a {{AOSKeyword|Hero}} or {{AOSKeyword|Monster}}. *'''Command Ability - First in His Sight:''' At the start of your hero phase, pick a friendly model with this command ability. You may heal 1 wound allocated to each friendly {{AOSKeyword|Bloodlords Daemon}} unit wholly within 16" of that model. *'''Command Trait - Slaughterer's Thirst:''' Add 4" to the Move characteristic of this general. Also, re-roll charge rolls for this general. Faster Bloodthirsters are always handy. *'''Artifact - Halo of Blood:''' The bearer fights at the start of the combat phase before the players pick any other unit to fight in that combat phase. Note: the player whose turn it is choosing who's "fight first" ability trumps the other. Note to the note: Actually not true, whoever's turn it is goes first with all of their 'fights at start of combat phase' units, then the other player fights with all of theirs, then it goes to standard alternating order. '''The Goretide (GOTTA GO FAST!)''' *'''Ability - Tireless Conquerors:''' You may re-roll wound rolls of 1 for attacks made by melee weapons by friendly {{AOSKeyword|Goretide Moral}} units wholly within 12" of an objective marker. *'''Command Ability - Ever Onwards:''' During your movement phase, before you make a run move, you may use this ability on 1 friendly {{AOSKeyword|Goretide Bloodreaver}} or {{AOSKeyword|Goretide Blood Warrior}} unit wholly within 16" of a friendly model with this command ability. If you do so, that run roll is auto 6. In addition, that unit can run and charge this turn. Reavers kept their +1 run/charge banner, and you can still whip them for +3 run/charge, so this ability allows you to get a block of 40 across the field turn one, their **minimum** threat range becomes 19+2d6" (Base Move + Run bonuses (roll of 6+1+3) + Charge bonuses (2D6+1+3) *'''Command Trait - Hew the Foe:''' Add 1 to the Damage characteristic of this general's melee weapon. Your general is going to want to get in and stay in, so beefy bois like your Juggerlord or Mighty Lord are best. *'''Artifact - Thronebreaker's Torc:''' Ignore positive or negative modifiers when making saves for this model. Now that your Bloodsecrator can move, may be just what he needs to shrug off the volleys of fire coming his way. *'''Named Hero With Keyword:''' Korghos Khul '''The Skullfiend Tribe (hunt their heroes, let lose your Khorgoraths)''' *'''Ability - Skull Hunters:''' You may re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Skullfiend Tribe Mortal}} units that are wholly within 12" of an enemy Hero. *'''Command Ability - For the Brass Citadel:''' At the start of the combat phase, you can pick 1 friendly model with this command ability. Until the end of the phase, re-roll all hits and wounds for attacks made by friendly {{AOSKeyword|Skullfiend Tribe Khorgorath}} units wholly within 10" of that model. *'''Command Trait - Master Decapitator:''' Get 2 Blood Tithe points when your general slays a Hero instead of 1. *'''Artifact - Crowncleaver:''' Pick one melee weapon, that weapon gets +2 attacks. '''The Flayed (How do I like worshiping khorne but I don't like dying, also let loose your Skullcrushers)''' *'''Ability - Blood woken Runes:''' end of the combat phase, a {{AOSKeyword| Flayed Mortal}} unit save increases once by +1 for rest of game if they slay a {{AOSKeyword|Hero}} or {{AOSKeyword|Monster}}. *'''Command Ability - Wrathspeaker:''' at start of combat phase, a {{AOSKeyword| Flayed Mortal}} wholly within 12" of a {{AOSKeyword| Mortal Hero}} gain +1 to hit rolls if they charged this turn. *'''Command Trait - Vessel of Butchery:''' re-roll prayer rolls of 1 within 8" *'''Artifact - The Slaughterhelm:''' +2 charge rolls. '''The Baleful Lords (all abord the Bloodthirsters train)''' *'''Ability - Unbound Slaughter:''' {{AOSKeyword|Baleful Lords Bloodthirsters}} can run & charge and take can have one more '''Behemoth''' in your list if they are all {{AOSKeyword|Bloodthirsters}}. Do I Hear 5 Bloodthirsters. (you still need Battlines but you can go cheap on it) *'''Command Ability -Frenzed Annilation:''' during combat, one {{AOSKeyword|Baleful Lords Bloodthirsters}} ignores wound table. *'''Command Trait - Thirst for carnage:''' +1 to charge rolls for {{AOSKeyword|Baleful Lords Bloodthirsters}} within 8". *'''Artifact - Black brass crown:''' +1 Save against attacks. Put this on Bloodsecrator, leave him in cover and watch him laugh at any shooting attempts your enemies might try or be an asshole and give this item to Exalted Bloodthirster, nobody wants to meet 20 wound monster with 3+ save. '''A note regarding the above:''' Your general does not have to be from any of the above to take the general trait, but if he is than he MUST take it. That means no named heroes can be your general and get a keyword (Korghos Khul being the exception since he has the Goretide keyword). You MUST use the Slaughterhost's Artifact of Power (your general doesn't have to), and only that Slaughterhost's Hero can use it (so no giving your Goretide hero the Skullfiend Tribe's Artifact). The Slaughterhost's are clearly designed so that you take certain units (two being Daemon focuses and two being Mortal focused), but nothing's stopping you from mixing and matching. * Also: imagine Slaughterer's Thirst with Thermalrider's Cloak. Suddenly, your Juggerlord is moving 16" with Fly (or your Mighty Lord is moving 13" with Fly). There is A LOT of potential hidden in this book. ===<span style="color:#8b0000;">Command Traits</span>=== Much like the Disciples of Tzeentch Battletome, there are three tables to pick Command Traits from for you: Bloodbound, Daemons and Mortals. If you have a combination of those keywords, you can pick which table you take your Command Traits from, though 1-3 are copy-pasted on all three tables. A {{AOSKeyword|BLOODBOUND}} General of an army with a {{AOSKeyword|KHORNE}} allegiance and has chosen to take the {{AOSKeyword|KHORNE}} allegiance abilities can choose one of the following Command Traits: #'''Arch-slaughterer''': You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill bigger threats and worthy prey. #'''Unrivalled Battlelust''': If your general is within 12" of an enemy unit (but not within 3" of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy. #'''Slaughterborn''': Re-roll all of your general’s failed melee hit rolls. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power. #'''Mark of the Cannibal''': If your general slays one or more enemy models in the combat phase, they heal 1 wound at the end of the phase. This is a nice bonus, given that your heroes have already have a healthy number of wounds, pretty good if you are expecting to get lots of focus from the enemy. #'''Bloodsworn''': KHORNE MORTAL units from your army wholly within 16" of your general can use your general’s Bravery characteristic in place of their own when making battleshock tests. Now a lot more impressive with the lose of table-wide battleshock immunity. Giving your Bloodreavers and Blood Warriors Bravery 9 could be the difference between losing the unit or staying alive another turn. #'''Disciple of Khorne''': Add 2 to the Attacks characteristic of all melee weapons wielded by your general (but not any weapons used by their mount if they have one). If your general has multiple weapons this makes them even scarier. A {{AOSKeyword|DAEMON}} General of an army with a {{AOSKeyword|KHORNE}} allegiance and has chosen to take the {{AOSKeyword|KHORNE}} allegiance abilities can choose one of the following Command Traits: #'''Arch-slaughterer''': You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill the bigger threats and the worthy preys. #'''Unrivalled Battlelust''': If your general is within 12" of an enemy unit (but not within 3" of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy. #'''Slaughterborn''': Re-roll all of your general’s failed melee hit rolls. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power. #'''Rage Unchained''': Add 1 to the Attacks characteristic of all melee weapons wielded by your general. Neat! #'''Aspect of Death''': Each time an enemy unit within 8" of your general fails a battleshock test, D3 additional model flees from the unit. All around a good bonus. #'''Devastating Blow''': Any unmodified wound rolls of 6 for attacks made by your general (not their mount) in the combat phase inflict a number of mortal wounds equal to the weapon’s Damage characteristic instead of being resolved normally. The closest thing Daemon Generals have to a must pick, given that they already have a scary damage characteristic. A '''MORTAL''' General of an army with a '''KHORNE''' allegiance and has chosen to take the '''KHORNE''' allegiance abilities can choose one of the following Command Traits: #'''Arch-slaughterer''': You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill bigger threats and worthy prey. #'''Unrivalled Battlelust''': If your general is within 12" of an enemy unit (but not within 3" of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy. #'''Slaughterborn''': Re-roll all of your general’s failed melee hit rolls. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power. #'''Hungry for Glory''': You can reroll all hit and wound rolls of 1 for your general when attacking enemy HEROES or MONSTERS. [[Meme|Pretty good, pretty powerful]]. With the proper support, your general will be a potent hero buster and monster hunter... given that there are plenty of them on your enemy's side. #'''Berserker Lord''': Roll a dice each time your general suffers an unsaved wound or mortal wound; on a roll of 5 or 6, the wound or mortal wound is ignored. A save after the save. These things have always been pretty damn handy, just ask to any Chaos Warrior with Runeshields. Now that it is always active, this is a much better trait to take. #'''Violent Urgency''': You can reroll failed charge rolls for your general and any KHORNE units from your army that are wholly within 12" of him at the start of the charge phase. Actually a strong trait for almost any mortal general, putting out charges is always good, and guys like Knights, Chariots and Skullcrushers, who have bonuses for charging, already love this trait. ===<span style="color:#8b0000;">Artefacts</span>=== ====<span style="color:#8b0000;">Murderous Artefacts</span>==== One KHORNE MORTAL HERO in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one KHORNE MORTAL HERO for every battalion selected, can choose one of the following Murderous Artefacts (weapons of mounts can't be upgraded this way): #'''Heart Seeker''': Pick one of the bearer's melee weapons. You can re-roll wound rolls for attacks made with this weapon. #'''Collar of Contempt''': The bearer can attempt to unbind one spell in each enemy hero phase in the same manner as a wizard. In addition, you can attempt to dispel one endless spell in your hero phase. #'''Blood Drinker''': Pick one of this HERO’s melee weapons to be a Blood Drinker. At the end of any combat phase in which the bearer inflicts any unsaved wounds or mortal wounds with this weapon, they immediately heal D3 wounds lost earlier in the battle. Additional sustain is always great, especially for your general. #'''Gorecleaver''': Pick one of this HERO’s melee weapons to be a Gorecleaver. Attacks from Gorecleaver inflict an additional -1 Rend (for example, a weapon with a Rend characteristic of -1 becomes -2 instead). In addition, any wound rolls of 6 made with this weapon inflict double damage. Two words: Lord of Chaos. (On foot, to be specific, so make it five). His Reaperblade is powerful and reliable, now imagine it with an additional -1 Rend. Now imagine it Slaughterborn or Hungry for Glory. Now imagine it scoring a 6 To Wound or two. Or imagine it with Reaperblade's special attack. If Khorne smiles upon you, you could slay some of the mightiest monsters and heroes, potentially landing a 12 damage attack with -2 Rend, or even scoring a hit with 12 Mortal Wounds, making Khorne so proud of you. This is just such a good upgrade for your Chaos Lord. Not a must pick but, damn, the potential damage it can make is just incredible. Heroes with strong weapons and/or Rend also make great users for this. #'''The Crimson Plate''': You can re-roll save rolls of 1 for the bearer. Good enough. Yeah, not much more to say. (Apart from you know, how a bloodsecrator in cover with this has a re-rollable 2+ save but I can't imagine why you'd want that). #'''Blood Rune''': You generate one additional Blood Tithe point each time the bearer of a Blood Rune slays an enemy HERO or Monster. Not as reliable as anything else on this list. While Blood Tithe points are good, you have to properly manage your hero, and make him hunt specifically for heroes or monster, which are not exactly the backbone of almost any army. Is not bad, just... is not the stronger pick on this list. ====<span style="color:#8b0000;">Banners of Khorne</span>==== Make your Bloodsecrators even stronger now. Laughs and skulls ensured. And now that he can move, run, and jump, these might deserve a second look. One {{AOSKeyword|KHORNE BLOODBOUND HERO}} bearing a {{AOSKeyword|TOTEM}} (to make it short: Bloodsecrator) can be given one of the following banners of Khorne. These banners confer an additional ability on the TOTEM - they do not replace any existing abilities: #'''Banner of Rage''': You can re-roll hit rolls of 1 in the combat phase for any KHORNE models from your army that are wholly within 12" of the bearer. If you have used a Bloodsecrator, you know how this is starting to feel overpowered. #'''Banner of Wrath''': In the combat phase (every combat phase, so twice per battle round), roll a dice for each enemy unit within 8" of the bearer. On a roll of 4 or more, the unit being rolled for suffers D3 mortal wounds. Now that your bannerman can run up and get into the mix with everyone else, this banner can actually be used to full effect. #'''Banner of Blood''': You can re-roll failed charge rolls for any KHORNE units from your army that are wholly within 12" of the bearer when the charge roll is made. Khorne-marked cavalry absolutely love this, but charging is always good for a melee heavy army. Also note that this is when any charge is made, so if you're charging in yours (or your opponent's) hero phase, this still works. ====<span style="color:#8b0000;">Trophies of War</span>==== One {{AOSKeyword|KHORNE BLOODBOUND HERO}} in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one {{AOSKeyword|KHORNE BLOODBOUND HERO}} for every battalion selected, can choose one of the following Trophies of War (weapons of mounts can't be upgraded this way): #'''Skull-helm of Khorne''': Subtract 2 from the Bravery of enemy units within 8 inches of the bearer. Has some potential in lists that leverage battleshock. #'''Blood-forged Armour''': 5+ against mortal wounds. That's not so bad but there's better artifacts in here. #'''The Brazen Rune''': Roll a dice each time the bearer suffers any unsaved wounds or mortal wounds as the result of a spell; on a roll of 2 or more, the wound or mortal wound being rolled for is ignored. Once per game, you can try to unbind a spell or dispel an endless spell (no longer breaks afterwards). Now forces you to try to unbind instead of being automatic, but also doesn't break on use. Very good now. #'''The Blade of Endless Bloodshed''': Pick one of this HERO’s melee weapons to be a Blade of Endless Bloodshed. Increase the weapon's rend by 1. Why take this over the Gorecleaver, the world may never know. #'''Mark of the Destroyer''': Pick 1 of the bearer's melee weapons. Add 2 Attacks to it. Faaaantastic! #'''Talisman of Burning Blood''': Add 1 to any run rolls you make for the bearer and any KHORNE units from your army that is wholly within 12" of them at the start of the movement phase. In addition, add 1 to any charge rolls you make for the bearer and any KHORNE units from your army that is wholly within 12" of them at the start of the charge phase. I guess you have seen the tendency. Successful charges are always good. Improving your charges are never a wrong choice. ====<span style="color:#8b0000;">Daemonic Weapons</span>==== One {{AOSKeyword|KHORNE DAEMON HERO}} in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one {{AOSKeyword|KHORNE DAEMON HERO}} for every battalion selected, can choose one of the following Daemonic Weapons (weapons of mounts can't be upgraded this way): #'''A’rgath, the King of Blades''': Pick one of this HERO’s melee weapons to be A’rgath, the King of Blades. When attacking Heroes, change the Hit of this weapon to 2+. Doesn't prevent the enemy from further modifying the hit, but on big unwieldy axes this is a godsend. #'''Deathdealer''': Pick one of this HERO’s melee weapons to be a Deathdealer. Add 1 to the Rend characteristic of this weapon. A good pick, considering Daemon heroes already have a strong damage output. #'''Khartoth the Bloodhunger''': At the start of the combat phase, roll a die. On a 4+, the bearer fights before anyone else. Doesn't let you fight twice, but allows you to hit before other units, which can be vital in some situations. Also, using a fight twice command ability can be used right after this goes into effect, meaning you could potentially wipe out anything before it has a chance to blink. #'''Hellfire Blade''': Pick one of the bearer’s melee weapons to be the Hellfire Blade. Unmodified wound rolls of a 6 with this weapon cause a mortal wound in addition to their normal damage. Quite a nice buff. Simple, yet effective. #'''Harvester of Skulls''': Pick one of this HERO’s melee weapons to be a Harvester of Skulls. Add 1 to the Attacks characteristic of this weapon. Another good pick. You couldn't go wrong with this. #'''Foe’s Bane''': Pick one of this HERO’s melee weapons to be a Behemoth’s Bane. Once per turn, you can re-roll 1 failed hit roll or 1 failed wound roll for an attack made with this weapon. A mulligan that could mean the difference between whiffing and annihilating. ====<span style="color:#8b0000;">Daemonic Adorments</span>==== One {{AOSKeyword|KHORNE DAEMON HERO}} in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one {{AOSKeyword|KHORNE DAEMON HERO}} for every battalion selected, can choose one of the following Daemonic Adorments: #'''The Crimson Crown''': Once per battle round, the bearer can use a command ability on their warscroll without a command point being spent. With how amazing our command abilities are now, this is a strong contender. #'''Armour of Scorn''': Each time the bearer suffers a wound or mortal wound, roll a dice; on a roll of 6, the wound or mortal wound is ignored. Add 2 to this roll if the wound or mortal wound was suffered as a result of a spell. A save after the save is always good, and obviously this will shine against heavily magic armies. #'''Mark of the Bloodreaper''': Re-roll save rolls of 1. Sometimes it's what you need. #'''Collar of Khorne''': The bearer can attempt to unbind one spell in each enemy hero phase in the same manner as a wizard. Also, you may attempt to unbind one endless spell at the start of your hero phase. Khornate Daemons [[RAGE|HATE]] shitty wizards. You should know it by now. Also you should know by now that while this Adorment is certainly great, it also depends on how many of those [[Neckbeard|pesky nerds]] are on the enemy site. #'''Crimson Soulstone''': The bearer immediately heals D3 wounds lost earlier in the battle each time they slay an enemy HERO or Monster in melee. This has gotten a lot better because you can use it any phase and it happens per unit slain, so killing multiple monsters or heroes in a single phase has the potential to fully heal you. #'''Mark of the Slayer''': You can re-roll hit rolls of 1 for melee weapons for the bearer and all KHORNE units wholly within 12" of them at the start of the combat phase. This allows your daemon hero to bestow re-rolls on your mortal units. A daemon prince in a mixed army comes to mind. ===<span style="color:#8b0000;">Blood Blessings of Khorne</span>=== Every {{AOSKeyword|PRIEST}} in a {{AOSKeyword|Blades of KHORNE}} army (Slaughterpriests and Khorne-marked Chaos Warshrines, which sound pretty sweet) gains an additional prayer which can be used in addition to their other abilities in the hero phase, in the same vein as spells for other armies wizard (except that this isn't for pussies). Every {{AOSKeyword|KHORNE PRIEST}} can know a different blessing. Turns out, you were the test bed for the more universal priest rules that AOS 3.0 would be bringing onboard! Shame that all your unique prayers only cast on a 4. *Strictly RAW, Slaughterpriests are able to chant one of their Warscroll prayers, a Blood Blessing, AND a Judgement all during the same turn, giving you an effective tier3 wizard that can't be unbound, for 100pts. Bent. #'''Bronzed Flesh''': Casts on a 4. Pick a KHORNE unit from your army that is wholly within 16" of the PRIEST and which is visible to them. You can add 1 to the save rolls of the unit you picked until the start of your next hero phase. <s>This is effectively Mystic Shield</s> With the nerf to Mystic Shield, our Priests now make our eager-to-die units harder to kill. This is best used with a Khorne-marked Chaos Warshrine to make your (Mortal) Battleline incredibly tanky in combination with its 6+ ward save. #'''Blood Sacrifice''': Casts on a 4. Pick either a KHORNE unit from your army that is wholly within 8" of the PRIEST. The unit you picked immediately suffers D3 mortal wounds, but you gain 1 Blood Tithe point. Note that you could make some audacious shenanigans and use it on Skarbrand to heat him up quicker. Take a CHAOS SPAWN or two (They're dirt cheap at 50 points) and watch your Blood Tithe skyrocket. #'''Resanguination''': Casts on a 4. Pick a KHORNE HERO from your army that is wholly within 16" of the PRIEST and which is visible to them. The model you picked immediately heals D3 wounds lost earlier in the battle. Excellent, because one of the traditional weaknesses of Khorne armies has been that they can do a lot of damage, but can't take it; it's superb with Bloodthirsters or heroes with powerful artifacts. Still, "Priests know that a man killed will bleed for a moment; a man who keeps killing will shed blood for a lifetime". This can lend to cheeky trick like keeping the very mentioned above Warshrine alive for longer. #'''Brazen Fury''': Casts on a 4. Pick a KHORNE unit from your army that is wholly within 16" of the PRIEST and which is visible to them. The unit that you picked does not have to take battleshock tests until your next hero phase. We've lost our table-wide battleshock immunity from the Bloodsecrator, so this should see more use. Imagine buffing up your 40 Goretide Bloodreavers before launching them into the enemy lines. #'''Killing Frenzy''': Casts on a 4. Pick a KHORNE unit from your army that is wholly within 16" of the PRIEST. Add 1 to the hit rolls of the unit you picked until your next hero phase. Yes, the same as the Command Ability of some heroes. Yes, this blessing is better than almost every spell any other army gets, and can't be unbound. This is Khorne's concept of fairness. #'''Spellbane Hex''': Casts on a 4. You may dispel 1 endless spell. Now actually useful, but you're not going to let those spells go off anyways, right? ===<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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