Mighty embodiments of the darkest of mortal emotions and compulsions, the Chaos Gods reside outside of reality. They are eternal beings of near limitless power, abominations who seek to corrupt all they survey. Constantly warring with each other, these deities vie for mastery over the Mortal Realms. In these conflicts there is one who most often stands ascendant.
This page contains all of the rules you need to field your Khorne miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.Contents | ||
Book | Kind | Edition | Version | Last update |
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![]() | Battletome | 2 | 1.1 | December 2019 |
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![]() | Expansion | 2 | 1.0 | August 2020 |
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![]() | Expansion | 2 | 1.1 | July 2020 |
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![]() | Warscroll | 2 | October 2018 | |
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![]() | Expansion | 2 | June 2018 |
Q: | Some abilities can be used when a model or unit has ‘fought for the first time’. Does this only apply if the unit fought for the first time during the phase, or does it also apply if the unit fought for the first time at the start or end of the phase? |
A: | It always applies, even if the first time it fought was at the start or end of the phase. |
Q: | Some abilities can be used when a model or unit has ‘fought for the first time’ to allow that unit to fight again. Does this only apply if the unit fought for the first time during the phase, or does it also apply if the unit fought for the first time at the start or end of the phase? |
A: | It always applies, even if the first time it fought was at the start or end of the phase. Note that if several abilities allow a unit to fight again after it has fought for the first time, each of those abilities must be carried out one after the other. This means that only the first of those abilities would qualify as happening after the unit has fought for the first time, because after the first of those abilities is used the unit will already have fought more than once. Therefore the remaining abilities could not be used. |
Q: | Some abilities say that a unit fights at the start of the combat phase. What happens if that unit is not within 3" of the enemy, but later in the phase an enemy unit piles in to within 3" of it? |
A: | A unit that can fight at the start of the combat phase but does not do so is allowed to fight normally during the combat phase should an enemy unit move to within 3" of it |
Q: | Some abilities say that they can be used at ‘the start of the hero phase’ instead of ‘at the start of your hero phase’. Can these abilities be used in the enemy hero phase? |
A: | Yes. |
Q: | The Slaughterhost command traits must be given to the army general. What happens if the general is a named character that cannot be given a command trait? |
A: | The command trait cannot be taken and is not used. |
Q: | Many warscrolls allow weapon options and other upgrades to be taken by ‘1 in every x’ models. For example, 1 in every 10 models in a unit of Blood Warriors can replace the unit’s weapon option with a Goreglaive. What happens if the unit has fewer than x models? |
A: | The weapon or upgrade cannot be taken. For example, a unit of Blood Warriors with fewer than 10 models could not have a Goreglaive. |
Q: | Sometimes a keyword will be listed in its singular form in one place and its plural form in another. Are the plural and singular forms both considered to be different keywords? For example, are the BLOODLETTER keyword and the BLOODLETTERS keyword different keywords? |
A: | No. The singular and plural forms of a keyword are synonymous for rules purposes. |
Q: | Can I take more than one Slaughterhost for a Khorne army? |
A: | No. |
Q: | Can I take a DAEMON as the general of a Goretide Slaughterhost, or a MORTAL as the general of a Bloodlords Slaughterhost? |
A: | Yes. |
Q: | Do summoned units, or any other units I add to my army after the battle has begun, gain the Slaughterhost keyword I gave to my army? |
A: | Yes. |
Q: | When I spend Blood Tithe points at the end of my movement phase to Summon Daemons of Khorne, can I only summon 1 unit? |
A: | Yes. |
Q: | The Relentless Fury, Murderous Paragon and No Respite abilities allow a model that has been slain to pile in and attack before it is removed from play. What happens if more than one of these abilities apply at the same time? |
A: | The model would be allowed to pile in and attack once for each ability that applied to it before being removed from play. |
Q: | Can I still use the Council of Blood from the older Blades of Khorne battletome? |
A: | No. It has been replaced by the Tyrants of Blood warscroll battalion. |
Q: | The Rage Unbound ability for the Bloodthirster of Insensate Rage has the same effect as the Locus of Fury ability. Should the Rage Unbound ability be changed? |
A: | No. It allows the Bloodthirster of Insensate Rage to re-roll hit rolls of 1 when it charges even if the Khorne allegiance abilities are not being used (e.g. when it is taken as an ally or as part of a Grand Alliance Chaos army). |
Q: | Does a KHORNE PRIEST need to be wholly within 8" of both Hexgorger Skulls to add 1 to the roll to keep them in play at the end of a battle round? |
A: | No, the bonus applies as long as the KHORNE PRIEST is wholly within 8 of at least one of the models. |
Q: | Was it intended for Karanak not to be a Leader? |
A: | Yes. |
Q: | If a PRIEST knows more than one prayer, can it attempt to chant each of them? |
A: | Yes, as long as no other restrictions apply. |
Q: | Is a Judgement of Khorne a prayer? |
A: | No. |
Q: | Is the DAEMON keyword missing from the Valkia the Bloody and Mighty Skullcrushers warscrolls? |
A: | No, it was omitted deliberately. |
Q: | I have a question about how the Reapers of Vengeance Slaughterhost command ability Leave None Alive (after a unit has fought in the combat phase for the first time, if it is within 3" of an enemy unit it can fight for a second time) interacts with the Tyrants of Blood battalion ability Fierce Rivals (after a unit from the battalion has fought in the combat phase for the first time, you can pick another unit from the same battalion that has not yet fought in that combat phase and it can fight). Both happen at the same time, so can I use both for the same unit? |
A: | No. When you have two or more abilities that happen at the same time, you must use them one after the other, in the order of your choice, completely finishing one until you move on to the other. In this case you will need to decide which of the two abilities you want to use first for the unit. Having done so, you will not be able to use the second ability as each must be used ‘after’ the unit has fought for the first time, and this will no longer be the case for the second ability. Note that the use of the word ‘after’ in the Age of Sigmar rules is synonymous with ‘immediately after’, not ‘at any point in the future’. |
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Khorne's warriors receive divine rewards from their master when blood is shed; whether the sacrifice is theirs or that of their foes matters not.
You can receive rewards from the Blood Tithe Rewards Table below by using Blood Tithe points. You receive 1 Blood Tithe point each time a unit is destroyed.PTS | REWARD |
1 | Bloody Exemplar Khorne’s armies are rife with aspiring warlords eager to win the blessings of their rageful god.You receive 1 command point. |
2 | Spelleater Curse Beneath Khorne’s hateful gaze, even the most experienced of spellcasters feel their powers wane.Choose this reward immediately after a WIZARD has cast a spell anywhere on the battlefield, before any attempts to unbind that spell are made. That spell is not successfully cast. |
3 | Murderlust All servants of Khorne feel the urge to kill, but when prey is near the impulse becomes all-consuming.Pick 1 friendly KHORNE unit; that unit can make a normal move. If it is within 12" of an enemy model, it can either make a normal move or attempt to make a charge move. |
4 | Apoplectic Frenzy Lashing out like a barbed whip, the Blood God’s favoured leap at the foe with terrible ferocity.Pick 1 friendly KHORNE unit within 3" of an enemy unit. That KHORNE unit can make a pile-in move and then attack with all of the melee weapons it is armed with. |
5 | Brass Skull Meteor A vast brass skull comes crashing down to obliterate all in its path.Pick 1 unit anywhere on the battlefield; that unit suffers D3 mortal wounds. In addition, roll a dice for each unit within 8" of that unit; on a 3+ the unit being rolled for suffers 1 mortal wound. On a 6, the unit being rolled for suffers D3 mortal wounds instead. |
6 | Relentless Fury Khorne’s devotees look for a final kill even in their death throes.Until your next hero phase, each time a friendly KHORNE model is slain in the combat phase, before the model is removed from play, it can make a pile-in move and then attack with all of the melee weapons it is armed with. |
7 | Crimson Rain Khorne showers his followers in the invigorating gore of the slain.You can choose this reward once per battle. Immediately after you do so, and at the start of each of your subsequent hero phases, you can heal up to D3 wounds allocated to each friendly KHORNE unit on the battlefield. |
8 | Slaughter Triumphant Reality convulses as Khorne’s terrible rage floods the battlefield.You can choose this reward once per battle. After you do so, if the unmodified hit roll for an attack made with a melee weapon by a friendly KHORNE unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit. |
As the battlefield becomes increasingly drenched in the blood of the fallen, and the skulls of worthy combatants pile up in gory tribute, reality itself is torn asunder. From these ragged wounds the daemons of Khorne pour forth into the Mortal Realms, a red tidal wave of slaughter, ferocity and seething rage.
You can summon units of KHORNE DAEMONS to the battlefield by expending Blood Tithe points.Adding Models to a Unit A number of abilities in this book allow you to add models to a unit. When you do so, set up the models one at a time, within 1" of a model from the unit they are being added to (this can be a model you returned to the unit earlier in the same phase). The models you add to a unit can only be set up within 3" of an enemy unit if one or more models from the unit they are returning to are already within 3" of that enemy unit. | ||
The most powerful of the Lord of Battle's daemons act as conduits to his hellish domain in the Realm of Chaos. The rageful energies that radiate from these champions rouse all entities born of that dread place to acts of unparalleled savagery.
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 KHORNE DAEMON HEROES, or wholly within 16" of any friendly KHORNE GREATER DAEMONS.The names and deeds of the most infamous of Khorne's Bloodbound Warhordes and Blood Legions are known across the Mortal Realms. Each of these hosts wage war in their own uniquely terrifying and savage ways.
If your army is a Khorne army, you can give it a Slaughterhost keyword. All Khorne units in your army gain that 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. You can either choose one of the Slaughterhosts listed below, or choose another Slaughterhost you have read about or created yourself. If you choose one from the list below, all units with that keyword benefit from the extra abilities listed for that Slaughterhost on the page indicated. If you choose a different Slaughterhost, simply pick the Slaughterhost that most closely matches the nature of your own.Khorne MortalsKHORNE MORTAL HERO only.
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Khorne BloodboundBLOODBOUND HERO only.
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Khorne DaemonsKHORNE DAEMON HERO only.
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Murderous ArtefactsKHORNE MORTAL HERO only.
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Banners of KhorneBLOODBOUND HERO WITH TOTEM only.
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Trophies of WarBLOODBOUND HERO only.
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Daemonic WeaponsKHORNE DAEMON HERO only.
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Daemonic AdornmentsKHORNE DAEMON HERO only.
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Blood BlessingsIn addition to any other prayers they can chant, each PRIEST in a Khorne army knows one blessing from the Blood Blessings of Khorne. You can either choose or roll for the prayer each PRIEST knows. Each Blood Blessing of Khorne can only be chanted once per turn, regardless of how many PRIESTS know that prayer. Blood Blessings of Khorne
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When the necroquake shook the foundations of the Mortal Realms, the barriers between the aether and the Mortal Realms were weakened. For practitioners of magic, this meant more eldritch powers were within their reach; for the followers of Khorne, who disdain the arcane, it meant they could more easily draw manifestations of the Blood God’s judgements from the Realm of Chaos and send them crashing down upon their enemies.
These rules can be used by units in a Khorne army that have been given the appropriate keyword (see the Slaughterhosts Battle Trait).
Reapers of VengeanceThe Reapers of Vengeance are a scything axe of destruction, a legion sent to wreak havoc upon those who have drawn the Blood God's vindictive gaze. Armies that win through wizardry or craven tactics, and even those who seek fight to bring about a lasting peace, have all met the same grisly end upon the blades of the Reapers. ABILITIES Devour the Craven: The vindictive Reapers of Vengeance ever thirst for the blood of the cowardly. If an enemy unit fails a battleshock test within 3" of any friendly REAPERS OF VENGEANCE DAEMON units, add D3 to the number of models that flee. COMMAND ABILITY Leave None Alive: With a chorus of bestial howls, the Reapers of Vengeance tear their foes apart. You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly REAPERS OF VENGEANCE DAEMON unit wholly within 8" of a friendly DAEMON model with this command ability. After that unit has fought in the combat phase for the first time, if it is within 3" of an enemy unit it can immediately make a pile-in move and then attack with all of the melee weapons it is armed with for a second time. COMMAND TRAIT A REAPERS OF VENGEANCE general must have this command trait instead of one listed in Command Traits section. Mage Eater: Khorne uses this daemon as a weapon in his ceaseless war upon the arcane. This general can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD. In addition, if this general attempts to unbind a spell and the unmodified unbinding roll is 8, that spell is successfully unbound and the caster suffers D6 mortal wounds. If this general can already unbind spells, they can attempt to unbind 1 extra spell in the enemy hero phase (only the first unbinding roll in the phase can inflict mortal wounds). ARTEFACT OF POWER The first REAPERS OF VENGEANCE HERO to receive an artefact of power must be given the Skullshard Mantle. Skullshard Mantle: Adorned with shards from the Skull Throne, this daemon is near immune to magic. Each time the bearer is affected by a spell or endless spell, you can roll a dice. If you do so, on a 2+ ignore the effects of that spell on the bearer. | ||
The BloodlordsThey are the slayers of heroes, the vanquishers of the unbeatable foe, the flame-anointed bringers of doom. There is no other daemon legion quite like them, for the Bloodlords are held highest in Khorne's favour. As such, the Bloodlords are constantly striving for noteworthy kills in order to maintain their glorious status. ABILITIES Slay the Mighty: The Bloodlords rarely stain their hellblades with unworthy blood, as only the greatest foes make fitting sacrifices for their exacting masters. You can re-roll wound rolls of 1 for attacks made by friendly BLOODLORDS DAEMON units that target a HERO or MONSTER. COMMAND ABILITY First in His Sight: Of all Khorne’s daemon legions the Bloodlords are highest in his favour, and the inferno of his rage burns hot in their immortal veins. You can use this command ability at the start of the hero phase. If you do so, pick a friendly model with this command ability. You can heal 1 wound allocated to each friendly BLOODLORDS DAEMON unit wholly within 16" of that model. COMMAND TRAIT A BLOODLORDS general must have this command trait instead of one listed in Command Traits section. Slaughterer’s Thirst: Nothing will stall this daemon’s murderous advance. Add 4" to the Move characteristic of this general. In addition, you can re-roll charge rolls for this general. ARTEFACT OF POWER The first BLOODLORDS HERO to receive an artefact of power must be given the Halo of Blood. Halo of Blood: A corona of crimson light glares above this daemon’s horned head, marking them out as a true lord of war. The bearer fights at the start of the combat phase, before the players pick any other units to fight in that combat phase. The bearer cannot fight again in that combat phase unless an ability or spell allows it to fight more than once. | ||
The GoretideThe mere mention of the Goretide is enough to strike fear into the hearts of even the most valiant warriors. Led by their dreaded warlord Korghos Khul, conqueror of a thousand empires, the blood-drunk killers have cut a gory path across the whole of Aqshy. Where the Goretide march, carnage and slaughter abound. ABILITIES Tireless Conquerors: Entire empires have crumbled beneath the relentless campaigns of the Goretide. You can re-roll wound rolls of 1 for attacks made with melee weapons by friendly GORETIDE MORTAL units wholly within 12" of an objective marker. COMMAND ABILITY Ever Onwards: At a barked command, the Goretide’s battle line advances with startling rapidity to spill the blood of the foe. You can use this command ability before you make a run roll for 1 friendly GORETIDE BLOODREAVERS or GORETIDE BLOOD WARRIORS unit wholly within 16" of a friendly model with this command ability. If you do so, that run roll is treated as being 6. In addition, that unit can run and still charge later in the same turn. COMMAND TRAIT A GORETIDE general must have this command trait instead of one listed in Command Traits section. Hew the Foe: The mighty swings of this fighter’s blades evoke the wrath of Khorne himself. Add 1 to the Damage characteristic of this general’s melee weapons. ARTEFACT OF POWER The first GORETIDE HERO to receive a daemonic gift must be given the Thronebreaker’s Torc. Thronebreaker’s Torc: Gifted only to one who has personally slain a king, this daemon-possessed neckpiece throbs with protective energies. Ignore modifiers (positive and negative) when making save rolls for attacks that target this model. | ||
The Skullfiend TribeNotorious headhunters, the Skullfiend Tribe are originally from Ghur, but have carved a path of violence and bloodshed from one end of the Mortal Realms to the other. Their war cry, the dreaded skull-hunt chant, is often enough to send enemy armies fleeing in the other direction. ABILITIES Skull Hunters: When a worthy adversary is sighted, the savage trophy-hunting instincts of the Skullfiend Tribe go into overdrive, leading to manic violence. You can re-roll hit rolls of 1 for attacks made by friendly SKULLFIEND TRIBE MORTAL units that are wholly within 12" of an enemy HERO. COMMAND ABILITY For the Brass Citadel: As beasts bred solely to reap a harvest of skulls, Khorgoraths are held in great reverence by the Skullfiend Tribe. You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly model with this command ability. Until the end of that phase, you can re-roll hit and wound rolls for attacks made by friendly SKULLFIEND TRIBE KHORGORATH units wholly within 10" of that model. COMMAND TRAIT A SKULLFIEND TRIBE general must have this command trait instead of one listed in Command Traits section. Master Decapitator: Even amongst his tribesmen this warrior stands apart as a dread executioner. You receive 2 Blood Tithe points instead of 1 when this general slays a HERO. ARTEFACT OF POWER The first SKULLFIEND TRIBE HERO to receive an artefact of power must be given the Crowncleaver. Crowncleaver: Countless headless corpses litter the path cut by this hellforged blade. Pick one of the bearer’s melee weapons. Add 2 to the Attacks characteristic of that weapon. | ||
These rules can be used by units in a Khorne army that have been given the appropriate keyword (see the Hosts of Chaos).
The FlayedThe Flayed are a warrior tribe of deranged killers who exult in the ruination of their enemies and the taking of trophies from their mutilated remains. When they enter battle, their bone armour – crafted from the skeletons of those they have butchered – soon becomes drenched in crimson gore. ABILITIES Blood-woken Runes: When the bone armour of The Flayed is drenched in gore, Khornate runes carved into the surface blaze with power, imbuing these warriors with daemonic resilience. At the end of the combat phase, if any enemy HEROES or MONSTERS were slain by attacks made by a friendly FLAYED MORTAL unit in that phase, you can add 1 to save rolls for attacks that target that unit for the rest of the battle. A unit cannot benefit from this ability more than once per battle. COMMAND ABILITY COMMAND TRAITWrathspeaker: In battle, this warlord speaks in an ancient daemonic tongue that inspires terrible wrath. You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly FLAYED MORTAL unit wholly within 12" of a friendly FLAYED MORTAL HERO with this command ability. Add 1 to hit rolls for attacks made with melee weapons by that unit if it made a charge move in the same turn. A FLAYED general must have this command trait. Vessel of Butchery: The mere presence of this warlord seems to draw the eye of the Blood God. You can re-roll prayer rolls of 1 for friendly FLAYED PRIESTS wholly within 8" of this general. ARTEFACT OF POWER The first FLAYED HERO to receive an artefact of power must be given the Slaughterhelm. The Slaughterhelm: This horned battle-helm has been carved from the skull of a Slaughterbrute, and it is imbued with the dead monstrosity’s insatiable bloodlust. Add 2 to charge rolls for the bearer. | ||
The Baleful LordsClad in armour of midnight black, the Bloodthirsters of the Baleful Lords pounce upon their foes, tearing them limb from limb in a frenzy of carnage. These nightmarish champions are veterans of Khorne’s endless wars in the Realm of Chaos, and they relish the opportunity to lay waste to the lands of mortals. ABILITIES Unbound Slaughter: Bloodthirsters of the Baleful Lords delight in the opportunity to wreak terrible carnage upon the Mortal Realms. Friendly BALEFUL LORDS BLOODTHIRSTERS can run and still charge later in the same turn. In addition, if you are fighting a Pitched Battle, you can include 1 additional Behemoth in your army, as long as every Behemoth in your army is a BLOODTHIRSTER. COMMAND ABILITY Frenzied Annihilator: Lost in the throes of a murderous rage, this Bloodthirster ignores its wounds. You can use this command ability in the combat phase. If you do so, pick 1 friendly BALEFUL LORDS BLOODTHIRSTER. Until the end of that phase, when you look up a value on that model’s damage table, that model is treated as if it has suffered 0 wounds. COMMAND TRAIT A BALEFUL LORDS general must have this command trait. Thirst for Carnage: Nothing can slow this warlord when they set their sights upon slaughter. Add 1 to charge rolls for friendly BALEFUL LORDS BLOODTHIRSTERS within 8" of this general. ARTEFACT OF POWER The first BALEFUL LORDS HERO to receive an artefact of power must be given the Black Brass Crown. Black Brass Crown: Fashioned from a sliver of the Blood God’s own armour, this spiked crown is granted only to daemonic warlords that have won a great many victories for Khorne on the battlefields of the Realm of Chaos. Add 1 to save rolls for attacks that target the bearer. | ||
Battleplan A Feast of SkullsRevelling in their latest massacre, a Khornate force has set up camp around a Skull Altar and set alight two great piles of corpses as sacrificial pyres nearby. In the glare of these grisly bonfires the Blood God’s servants feast and laugh, promising their master that the skulls of great champions will soon be added to the flames. Their chance comes without delay – sighting the smoke plumes, a force of vengeful survivors has surrounded the camp and launches an attack. They aim to wipe the threat of Chaos from the land, and give proper burial to their deceased comrades. The avengers strike quickly, hoping to rout the Blood God’s force by despatching its commanders. But for Khorne’s followers, who exist only to slay, the ambush is welcomed as nothing more than an extension of their feasting. THE ARMIESEach player picks an army as described in the core rules. One player is the Blades of Khorne player, and their opponent is the Avenger player. The Blades of Khorne player must use a Khorne army. Each army has a unique command ability, as follows. BLADES OF KHORNE COMMAND ABILITY Burning Hatred: So great is Khorne’s revulsion at martial failure that his rage manifests as lashing flame, striking out from the corpse-fires to punish those he deems weaklings. You can use this command ability at the end of the combat phase. If you do so, pick 1 enemy unit within 8" of a friendly KHORNE HERO and within 8" of a Sacrificial Pyre. If that unit had any wounds allocated to it in that phase that were not negated, roll a dice. On a 3+ that unit suffers D3 mortal wounds. AVENGER COMMAND ABILITY Honour Their Name: At the sight of their fallen comrades heaped in smoking mounds, the dogged spirit of the avenging force becomes their surest armour. You can use this command ability at the start of the hero phase. If you do so, pick 1 friendly unit wholly within 12" of a friendly HERO. Until your next hero phase, add 1 to save rolls for attacks that target that unit if it is within 12" of a Sacrificial Pyre. THE BATTLEFIELD The Blades of Khorne player sets up any terrain as they see fit. Place a Skull Altar ( ![]() ![]() SET-UP The Blades of Khorne player sets up their army first, wholly within their own territory. The Avenger player then sets up their army wholly within their territory, more than 12" from any enemy units. FIRST TURN The Avenger player takes the first turn in the first battle round. CONSUMED BY RAGE Regardless of their training or fighting style, all succumb to the intoxicating rage that emanates from this freshly blooded Skull Altar. You can re-roll hit rolls of 1 for attacks made by units wholly within 12" of the Skull Altar. GLORIOUS VICTORY At the end of the battle, players receive 1 victory point for each enemy HERO slain during the battle. In addition, at the end of the battle, players score 2 victory points if any HEROES from their army are within 6" of a Sacrificial Pyre and there are no enemy Heroes within 6" of that Sacrificial Pyre, and 3 victory points if any Heroes from their army are within 3" of the Skull Altar and there are no enemy HEROES within 3" of the Skull Altar. The player with the most victory points wins a major victory. If there is a tie, the Blades of Khorne player wins a minor victory. ![]() | ||
Battleplan The BloodstormAfter ravaging surrounding territories, a Khorne slaughterhost has reached the walls of a fortified settlement and hungers for the skulls of those who garrison it. To force the hand of the defenders, a fearsome Skull Altar is erected at the gates of the stronghold and piled high with the corpses of the recently slain. Such is the arrogance and savagery of this display that Khorne forms a mighty Bloodstorm above the altar, blackening the sky and staining the earth with bloody rain. Left unchecked, the storm will swell to engulf the whole stronghold, belching forth brass skull meteors and daemonic horrors to seal the defenders’ fate. Their only hope is to leave the safety of their walls and destroy the foul altar fuelling the storm – a move eagerly awaited by the frenzied followers of the Lord of Battle. THE ARMIESEach player picks an army as described in the core rules. One player is the Blades of Khorne player, and their opponent is the Defender player. The Blades of Khorne player must use a Khorne army. Each army has a unique command ability, as follows. BLADES OF KHORNE COMMAND ABILITY Blood For Blood: Sealing dark pacts with their master in their own blood, Khorne’s followers surge towards the foe with fresh ferocity. You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly KHORNE unit wholly within 6" of the Skull Altar. That unit suffers D3 mortal wounds. In addition, until the end of that phase, you can re-roll wound rolls of 1 for attacks made by friendly KHORNE units wholly within 16" of the Skull Altar. DEFENDER COMMAND ABILITY Valour Undimmed: Their spirits undiminished by the violent storm above, the defenders valiantly strike out at the Blood God’s forces. You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly unit wholly within 12" of a friendly HERO. That unit fights at the start of the combat phase, before the players pick any other units to fight in that combat phase. THE BATTLEFIELD The Blades of Khorne player sets up any terrain as they see fit. Place a Skull Altar ( ![]() SET-UP The players alternate setting up units one at a time, starting with the Blades of Khorne player. Khorne units must be set up wholly within their territory. Defender units must be set up wholly within their territory. Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player can set up the rest of the units in their army, one after another. FIRST TURN The Blades of Khorne player takes the first turn in the first battle round. THE STORM SWELLS An ever-expanding maelstrom of crimson clouds swirls above the Skull Altar, filling the air with a steaming blood-rain that knocks missile weapons off course. All those caught in the deluge are filled with the battle-lust of Khorne, and cowardice flees from their hearts. Do not take battleshock tests for units wholly within Bloodstorm Range of the Skull Altar, as explained and shown below. In addition, you can re-roll save rolls for attacks with missile weapons that target a unit wholly within Bloodstorm Range of the Skull Altar. The range of the effects above increase with each battle round, shown as the Bloodstorm Range in the following table.
DESTROY THE ALTAR Sallying forth from their stronghold in a desperate bid to quell the storm’s spread, the defenders channel all their strength into the destruction of the Skull Altar, recognising it to be the source of the nightmarish events unfolding around them. The Blades of Khorne player’s Skull Altar is treated as an enemy unit by the Defender’s army. Resolve any attacks against it as normal. Missile weapons with a Range characteristic of more than 16" are treated as having a Range of 16" for attacks that target the Skull Altar. The Skull Altar does not have a Save characteristic, and has a Wounds characteristic of 20. If the wounds allocated to that Skull Altar equal 20, it is said to be destroyed and the battle immediately ends. GLORIOUS VICTORY The Defender wins a major victory if the Skull Altar is destroyed. If all units in the Defender’s army are destroyed, the Blades of Khorne player wins a major victory. If neither player has won by the end of the fifth battle round, the Blades of Khorne player wins a minor victory. ![]() | |||||||||||||||
Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.
In order to play Path to Glory campaigns you have to follow rules described here.
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Followers Rewards Table
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Champion Rewards Table
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If you roll a Patronage of Khorne result on the champion rewards table, generate a reward from the appropriate table below.
Lesser Rewards of Khorne Table
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Greater Rewards of Khorne Table
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Exalted Rewards of Khorne Table
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The BLOODLETTER keyword is used in following Khorne warscrolls:
The DAEMON keyword is used in following Khorne warscrolls:
The MORTAL keyword is used in following Khorne warscrolls:
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The KHORNE and PRIEST keywords are used in following Khorne warscrolls:
The KHORNE and PRIEST keywords are used in following Khorne warscrolls:
The PRIEST keyword is used in following Stormcast Eternals warscrolls:
The KHORNE keyword is used in following Khorne warscrolls:
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The KHORNE and DAEMON keywords are used in following Khorne warscrolls:
The KHORNE and HERO keywords are used in following Khorne warscrolls:
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The KHORNE, DAEMON and HERO keywords are used in following Khorne warscrolls:
The KHORNE and GREATER DAEMON keywords are used in following Khorne warscrolls:
The KHORNE, MORTAL and HERO keywords are used in following Khorne warscrolls:
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The BLOODBOUND and HERO keywords are used in following Khorne warscrolls:
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The KHORNE and MORTAL keywords are used in following Khorne warscrolls:
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The BLOODBOUND, HERO and TOTEM keywords are used in following Khorne warscrolls:
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The PRIEST keyword is used in following Khorne warscrolls:
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The KHORNE and PRIEST keywords are used in following Khorne warscrolls:
The REAPERS OF VENGEANCE and DAEMON keywords are used in following Khorne warscrolls:
The REAPERS OF VENGEANCE keyword is used in following Khorne warscrolls:
The REAPERS OF VENGEANCE and HERO keywords are used in following Khorne warscrolls:
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The BLOODLORDS and DAEMON keywords are used in following Khorne warscrolls:
The BLOODLORDS keyword is used in following Khorne warscrolls:
The BLOODLORDS and HERO keywords are used in following Khorne warscrolls:
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The GORETIDE and MORTAL keywords are used in following Khorne warscrolls:
The GORETIDE and BLOODREAVERS keywords are used in following Khorne warscrolls:
The GORETIDE and BLOOD WARRIORS keywords are used in following Khorne warscrolls:
The GORETIDE keyword is used in following Khorne warscrolls:
The GORETIDE and HERO keywords are used in following Khorne warscrolls:
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The SKULLFIEND TRIBE and MORTAL keywords are used in following Khorne warscrolls:
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The SKULLFIEND TRIBE and KHORGORATH keywords are used in following Khorne warscrolls:
The SKULLFIEND TRIBE keyword is used in following Khorne warscrolls:
The SKULLFIEND TRIBE and HERO keywords are used in following Khorne warscrolls:
The FLAYED and MORTAL keywords are used in following Khorne warscrolls:
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The FLAYED, MORTAL and HERO keywords are used in following Khorne warscrolls:
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The FLAYED and PRIEST keywords are used in following Khorne warscrolls:
The FLAYED and HERO keywords are used in following Khorne warscrolls:
The BALEFUL LORDS and BLOODTHIRSTER keywords are used in following Khorne warscrolls:
The BALEFUL LORDS and HERO keywords are used in following Khorne warscrolls:
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