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===<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.
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