Blades of Khorne

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.


Books

BookKindEditionLast update
  Blades of Khorne
  Blades of KhorneBattletome3February 2024
  Slaves to Darkness
  Slaves to DarknessBattletome3February 2024
  Battlescroll: Nullstone Cache
  Battlescroll: Nullstone CacheRulebook3February 2024
  Regiments of Renown
  Regiments of RenownWarscroll3February 2024
  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

Designers’ Commentary

Battletome: Blades of Khorne

Q:Karanak’s Call of the Hunt ability allows friendly summoned FLESH HOUNDS units to be set up within 9" of enemy units if they are set up wholly within 8" of Karanak. Can such units be set up within 3" of enemy units?
A:
Yes.

Allies

CHAOSALLIES
Blades of KhorneMaggotkin of Nurgle, Slaves to Darkness (excluding TZEENTCH units, KHORNE units and MARK OF CHAOS units)

Battle Traits

Slaughterhosts

Khorne’s mortal hordes and daemonic legions have brought slaughter and destruction to every corner of the realms. Each of these hosts has a favoured method of honouring Khorne, all of which involve shocking, unrelenting violence.

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All BLADES OF KHORNE units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Locus of Fury

Nothing displeases the Lord of Skulls more than seeing his daemons cast down before blades can be drawn and slaughter unleashed.

While a friendly BLADES OF KHORNE DAEMON unit is more than 8" from all enemy units, it benefits from the Locus of Fury. Units have a ward of 5+ while they benefit from the Locus of Fury. If a friendly BLADES OF KHORNE DAEMON unit retreats, it does not benefit from the Locus of Fury for the rest of the battle.

Murderous to the Last

Khorne’s devotees look for a final kill even in their death throes.

Each time a friendly BLOODBOUND model is slain by an attack made with a melee weapon, you can pick 1 enemy unit within 3" of that model and make a murder roll by rolling a dice. On a 5+, that unit suffers 1 mortal wound. If the slain BLOODBOUND model was a HERO, make 3 murder rolls instead of 1.

Hatred of Sorcery

Armies that mass beneath the banners of the Blood God not only share their patron’s scorn for sorcery but are granted resilience against it. Should their rage prove hot enough to burn away foul magics, Khorne will no doubt bestow a blessing upon them.

Each time a friendly BLADES OF KHORNE unit is affected by a spell cast by an enemy unit or the abilities of an endless spell summoned by an enemy unit, make a Hatred of Sorcery roll by rolling a dice. On a 5+, ignore the effects of that spell or endless spell’s abilities on that unit and you receive 1 Blood Tithe point.

Each time a friendly unit casts a spell, you must roll a dice. On a 5+, that spell is automatically unbound.

Legions of Chaos

When an army dedicated to one of the Chaos Gods marches to war, it is often accompanied by hordes of Slaves to Darkness, snarling herds of beast-kin and other corrupted beings with similar goals.

A Blades of Khorne army can include coalition units (see below) as follows:
  • 2 in every 4 units in the army can be a coalition unit from the Slaves to Darkness faction that has the MARK OF CHAOS or KHORNE keyword and does not have the WIZARD keyword. Those units gain the KHORNE keyword (if they do not already have it).
  • 1 in every 4 units in the army can be a coalition unit from the Beasts of Chaos faction that does not have the TZEENTCH, SLAANESH or WIZARD keywords. Those units gain the KHORNE keyword.

COALITION UNITS
Coalition units are ignored when determining if the units in the army are from a single faction. Coalition units cannot be generals.

Designer’s Note: Coalition units are not allied units, so the limitations that apply to allied units do not apply to them. This means that coalition units can be given one of your army’s enhancements, as long as they have the correct keywords or are of the correct unit type needed to receive it.

The Blood Tithe

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.
When commanding a Blades of Khorne army, you can earn Blood Tithe points (BP) and spend them to use the Blood Tithe Reward abilities below and to summon units to the battlefield.

You begin the battle with 0 Blood Tithe points. Each time a unit is destroyed, you earn 1 Blood Tithe point.

Once at the end of each hero phase, you can spend your Blood Tithe points on 1 of the Blood Tithe Reward abilities from the list below. Each ability costs the number of Blood Tithe points shown next to its entry, and you can only spend Blood Tithe points on a Reward if you have enough Blood Tithe points to do so.

‘Rising Hatred’ and ‘Slaughter Triumphant’ can be picked multiple times in the same battle, and they are cumulative.

BP COSTBLOOD TITHE REWARD
1Murderlust: All servants of Khorne feel the urge to kill, but when prey is near the impulse becomes all-consuming.
Pick 1 friendly BLADES OF KHORNE unit that is more than 3" from all enemy units. That unit can make a D6" move, and it can finish that move within 3" of any enemy units. You can spend Blood Tithe points on this Reward up to 3 times at the end of each hero phase instead of only once, but you cannot pick the same unit to benefit from this ability more than once per phase.
2Spelleater Curse: Beneath Khorne’s hateful gaze, even the most experienced of spellcasters feel their powers wane.
You can spend Blood Tithe points on this Reward in your opponent’s hero phase immediately after an enemy WIZARD has cast a spell but before an unbinding attempt is made. That spell is automatically unbound (do not make an unbinding roll). If you spend Blood Tithe points on this Reward, you cannot spend any Blood Tithe points at the end of the same hero phase.
3Brass Skull Meteor: A vast brass skull comes crashing down to obliterate all in its path.
Pick 1 enemy unit on the battlefield and roll 8 dice. For each 5+, that unit suffers 1 mortal wound. Add 2 to each roll if the enemy unit has a Wounds characteristic of 10 or more or has 10 or more models.
4Apoplectic Frenzy: Lashing out like a barbed whip, the Blood God’s favoured leap at the foe with terrible ferocity.
Pick 1 friendly BLADES OF KHORNE unit within 3" of an enemy unit. That BLADES OF KHORNE unit can fight.
5Rising Hatred: Craven witchcraft will not be the undoing of Khorne’s mighty legions.
Add 1 to Hatred of Sorcery rolls until the end of the battle.
6Heads Must Roll: The weapons brandished by Khorne’s followers glisten with a gore-slick sheen. They hunger for bloodshed and demand to be sated.
Improve the Rend characteristic of melee weapons used by friendly BLADES OF KHORNE units by 1 until the end of the turn.
7Let the Blood Flow: The battlefield must run red with gore!
Roll 1 dice for each enemy unit on the battlefield that is within 3" of any friendly BLADES OF KHORNE units. On a 2+, that unit suffers D3 mortal wounds.
8Slaughter Triumphant: Reality convulses as Khorne’s terrible rage floods the battlefield.
Add 1 to the Attacks characteristic of melee weapons used by friendly BLADES OF KHORNE units until the end of the battle.

Summon Daemons of Khorne

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.

If you have any Blood Tithe points at the end of your movement phase, you can summon 1 unit from the list below to the battlefield and add it to your army. Each unit you summon costs the number of Blood Tithe points shown next to its entry, and you can only summon it if you have enough Blood Tithe points to do so. Units must be set up more than 9" from all enemy units and either wholly within 8" of a friendly KHORNE HERO or wholly within 16" of a Skull Altar in your army.

Command Traits

Commanders of the Blood Legions

BLADES OF KHORNE DAEMON general only.

Embodiment of Wrath

Wherever this warlord treads, the air shudders and the land seethes as the Blood God’s domain seeks to encroach upon the mortal plane.

At the start of your hero phase, roll a dice for each friendly BLOODLETTER HOST wholly within 16" of this general. On a 2+, you can return D3 slain models to that unit.

Favoured of Khorne

After claiming the skulls of eight worthy champions, this warlord has earned the favour of their patron.

If your general has this command trait, you begin the battle with 1 Blood Tithe point.

Firebrand

This daemonic general rouses a murderous hatred within their minions through the blasphemous catechisms they roar in battle.

This general becomes a PRIEST. If this general is already a PRIEST, they instead know 1 additional prayer from the Blood Blessings of Khorne.

Unrelenting Hunter

Nothing will stall this daemon’s murderous advance.

At the end of the combat phase, if this general fought in that phase and is within 3" of any enemy units, this general can make a pile-in move. Alternatively, at the end of the combat phase, if this general fought in that phase and is more than 3" from all enemy units, this general can make a normal move or attempt a charge.


Lords of the Blood Tribes

BLADES OF KHORNE BLOODBOUND general only.

Diabolical Purpose

This mighty warlord is a paragon of slaughter, and seeks out worthy champions against which to test their blade.

Add 1 to the Damage characteristic of attacks made by this general that target an enemy HERO.

Barbarian Lord

Claiming dominance over vast stretches of blood-soaked wilderness, countless blood tribes and pack-daemons follow this warlord into battle.

Add 1 to run rolls and charge rolls for this general and for friendly BLOODREAVERS, CLAWS OF KARANAK and FLESH HOUNDS units while they are wholly within 16" of this general.

Lord of the Gorechosen

This warlord marches into battle surrounded by eight of their greatest champions.

Add 1 to the Attacks characteristic of melee weapons used by friendly GORECHOSEN units while they are wholly within 16" of this general.

High-priest of Khorne

Through the many diabolical acts this Slaughterpriest has incited their followers to commit, they have drawn the eye of Khorne himself.

PRIEST only. In each of your hero phases, your general can chant 2 prayers that they know instead of 1.

Artefacts of Power

Daemonic Adornments

BLADES OF KHORNE DAEMON HERO only.

Mark of the Bloodreaper

Khorne’s baleful gaze never wanders from the bearer of this brutal rune.

The bearer has a ward of 4+ against mortal wounds.

Ar’gath, the King of Blades

This daemonic blade hungers for the flesh of champions and will not be denied by trickery or magic.

Ward rolls cannot be made for enemy units while they are within 3" of the bearer.

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 strike-first effect applies to the bearer.

Skullshard Mantle

Adorned with shards from the Skull Throne, this daemon is near immune to magic.

Add 2 to Hatred of Sorcery rolls made for the bearer.


Murderous Artefacts

BLADES OF KHORNE BLOODBOUND HERO only.

Blood Rune

When this flesh-carved sigil glows red with hellfire, it signifies that Khorne is pleased with the offerings of worthy blood made by the bearer.

At the end of the combat phase, if any wounds caused by an attack made by the bearer were allocated to a HERO or MONSTER and not negated, you receive 1 Blood Tithe point.

Banner of Blood

The blood-scent of this banner drives the followers of Khorne into a frenzy.

BLOODSECRATOR only. You can re-roll charge rolls for friendly BLADES OF KHORNE units wholly within 16" of the bearer.

The Crimson Plate

This ancient armour bestows Khorne’s protection upon its wearer, provided it is burnished daily with the blood of champions.

The bearer has a ward of 5+.

Gorecleaver

This double-edged axe was long ago possessed by a daemon with a horrific appetite for mortal flesh. Should its wielder land a solid blow, the weapon will hungrily chew into the victim, tearing out ragged chunks of flesh as it is withdrawn.

Pick 1 of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1. In addition, if the unmodified hit roll for an attack made with that weapon is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

Prayer Scriptures

Blood Blessings of Khorne

BLADES OF KHORNE PRIEST (including Unique units) only.

Blood Sacrifice

Prayers to Khorne are always answered with calls for blood, and he cares not whence the blood flows.

Blood Sacrifice is a prayer that has an answer value of 4 and a range of 8". If answered, pick 1 friendly BLADES OF KHORNE unit wholly within range and visible to the chanter. That unit suffers D3 mortal wounds and you receive 1 Blood Tithe point.

Bloodbind

An insatiable murderlust fills the minds of the enemy and clouds all other thoughts as they hurtle towards the chanter.

Bloodbind is a prayer that has an answer value of 3 and a range of 16". If answered, pick 1 enemy unit within range, visible to the chanter and more than 3" from all friendly units. Your opponent must make a move of up to 8" with that unit. All of the models in that unit must finish that move as close as possible to the chanter and can finish that move within 3" of units in your army.

Bronzed Flesh

With searing heat, the skin of Khorne’s devotees blisters and hardens to become like the hide of a Juggernaut.

Bronzed Flesh is a prayer that has an answer value of 3 and a range of 16". If answered, pick 1 friendly BLADES OF KHORNE unit wholly within range and visible to the chanter. Add 1 to save rolls for attacks that target that unit until the start of your next hero phase.

Killer Instinct

Their minds filled with visions of glory and bloodshed, these warriors race towards the enemy, eager to close in for the kill.

Killer Instinct is a prayer that has an answer value of 3 and a range of 16". If answered, pick 1 friendly BLADES OF KHORNE unit wholly within range, visible to the chanter and more than 3" from all enemy units. That unit can make a normal move.

Unholy Flames

The priest imbues the blades of their allies with daemonic fire, so that they may claim skulls with horrific ease.

Unholy Flames is a prayer that has an answer value of 4 and a range of 16". If answered, pick 1 friendly BLADES OF KHORNE unit wholly within range and visible to the chanter. Until the start of your next hero phase, improve the Rend characteristic of that unit’s melee weapons by 1.

Witchbane Curse

A blood-hex is placed upon a craven wizard of the enemy, sapping their willpower. If they do still manage to work their sorcery, the Blood God engulfs them in white-hot flames.

Witchbane Curse is a prayer that has an answer value of 4. If answered, pick 1 enemy WIZARD unit visible to the chanter. Until the start of your next hero phase, subtract 1 from casting rolls made for that unit. In addition, until the start of your next hero phase, each time that unit attempts to cast a spell and that spell is not successfully cast, that unit suffers D3 mortal wounds.

Slaughterhosts

Reapers of Vengeance

The 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 those who fight only in order to bring about lasting peace: all have met the same grisly end upon the blades of the Reapers.

Brutal Retribution: The commanders of the craven are the first to feel the red-hot wrath of Khorne.
Add 1 to hit rolls for attacks made by friendly REAPERS OF VENGEANCE DAEMON units that target an enemy HERO. In addition, each time an enemy HERO is slain, you receive 1 additional Blood Tithe point.

Bloodlords

They are the vanquishers of the unbeatable foe, the flame-anointed bringers of doom. The Bloodlords believe themselves to be Khorne’s favoured killers, and the long list of crushing victories to their name suggests this may be true. As a result, the legion is constantly striving for noteworthy trophies, reaping skulls by the thousand in order to maintain their exalted status.

The First to Draw Blood: At the vanguard of the Bloodlords’ legions race vast hosts of Bloodletters eager to claim the skulls of the enemy.
When you use the Decapitating Blow ability for a BLOODLORDS BLOODLETTER unit, mortal wounds are caused on an unmodified roll of 5+ instead of 6 if that unit made a charge move in the same turn.

Baleful Lords

Clad in armour of midnight, the Bloodthirsters of the Baleful Lords hurtle toward their foes like blazing black comets, tearing them apart 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.

Unbound Slaughter: The Bloodthirsters of the Baleful Lords delight in the opportunity to wreak terrible carnage upon the Mortal Realms.
While a friendly BALEFUL LORDS BLOODTHIRSTER, other than SKARBRAND, is wholly within 8" of any other friendly BALEFUL LORDS BLOODTHIRSTERS, other than SKARBRAND, use the top row on its damage table regardless of how many wounds it has suffered.

Goretide

The 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 Aqshy. Where the Goretide march, carnage and slaughter abound.

Tireless Conquerors: Countless empires have burned beneath the relentless campaigns of the Goretide.
Add 1 to wound rolls for attacks made with melee weapons by friendly GORETIDE BLOODBOUND units that target an enemy unit that is contesting an objective you do not control, or that target an enemy unit wholly within enemy territory.

Skullfiend Tribe

Feared headhunters, the Skullfiend Tribe have refined decapitation into a brutal art form, and delight in nothing more than the sensation of their axes slicing through the neck of a worthy foe. Their determination to claim skulls for Khorne grants them fearsome speed as they hurl themselves into battle.

Blood-crazed Berserkers: The warriors of the Skullfiend Tribe charge headlong into the fray, eager to be the first to offer skulls to their patron.
If you make an unmodified charge roll of 8+ for a friendly SKULLFIEND TRIBE BLOODBOUND unit, the strike-first effect applies to that unit until the end of the turn.

The Flayed

The Flayed are a horde of deranged killers who exult in the utter 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.

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.
Friendly THE FLAYED BLOODBOUND units have a ward of 5+ if they have been picked to fight in the same phase.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Blades of Khorne army.

Fuelled by Bloodlust

Beyond the bounds of the Realm of Chaos, Khorne’s daemons maintain their corporeal forms by shedding the blood of their enemies. Those who reap a great tally of skulls are bolstered as the veil between the Mortal Realms and Khorne’s infernal domain grows thin, while those who fail are scorned by their patron and sent back whence they came.

In step 2 of the aftermath sequence, when making a casualty roll for a BLADES OF KHORNE DAEMON unit, if you won a major victory or minor victory, halve the number of dice you roll for that casualty roll (rounding down). However, if you did not win the battle, double the number of dice you must roll instead.

The Trial of Skulls

During your Path to Glory campaign, keep a track of how many skulls your warlord has claimed for Khorne in the Notes section on your order of battle. This tally begins at 0 and increases by 1 each time an enemy model is slain by an attack made by your warlord, or by an ability used by your warlord.

WARLORD’S RENOWNMODIFIER
Less than 20-2
20-34-1
35-490
50-64+1
65-87+2
88++3
Each time the number of skulls your warlord has claimed reaches a multiple of 8, (for example, 8, 16, 24, 32 and so on), you receive a Reward of Khorne in step 7 of the aftermath sequence. Each time you receive a reward, roll on the Reward of Khorne table below. The score is modified by your warlord’s renown as shown on the right:

Rewards of Khorne

2D6REWARD OF KHORNE
0-2Khorne Cares Not: Your pathetic achievements mean nothing to the Blood God. Return when you have claimed some skulls of worth.
This result has no effect.
3-4Glory to his Aspiring Champion: Your deeds have not gone unnoticed. Continue on this path and you shall be rewarded...
You receive D6 glory points.
5-6Blood-marked Killers: Your warriors stand drenched in the blood of their enemies, and their martial prowess grows to new heights.
Each unit on your order of battle gains D3 renown points (roll separately for each unit).
7-8Infernal Servants: Pleased with the carnage you have wrought upon the Mortal Realms thus far. Khorne grants you a score of daemonic warriors to bolster your legions.
You can add 1 Flesh Hounds unit or 1 BLOODLETTER HOST to your order of battle without spending any glory points.
9-10Crimson Rain: For eight days and eight nights, blood pours down from the skies, invigorating your legions.
Pick up to 8 units on your order of battle. Reduce the casualty score of each of those units by D6 (roll separately for each unit) or remove any injury they have.
11-12Diabolical Relic: A powerful artefact, tempered in the blood of your slain enemies, is granted to you.
You can immediately add 1 new artefact of power to your vault.
13-14Worth Their Weight In Brass: Pleased with the mountain of skulls you have brought him, the Blood God grants you their weight in molten brass.
You receive 4D6 glory points.
15Dreadhold: Khorne bestows upon you a fortress forged of brass and lined with the skulls of your enemies. It is a fitting reward for his favoured champion.
You can immediately upgrade your stronghold to an Imposing Stronghold, or your Imposing Stronghold to a Mighty Stronghold, without spending any glory points to do so. If you already have a Mighty Stronghold, you receive 8D6 glory points instead.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

Glorious Slaughter

The Blood God’s demand for skulls is relentless. Seek out his enemies, bring their decapitated heads as trophies, and your patron will reward you in kind.
This quest cannot be completed (after all, Khorne’s bloodlust can never be sated). Instead, while embarked on this quest, you earn 1 glory point each time an enemy unit is destroyed. You earn 2 glory points instead if the destroyed enemy unit was a HERO.

QUEST

Karanak’s Hunt

The three-headed daemon, Karanak, the Blood God’s most favoured Flesh Hound, seeks out a champion of the enemy to deliver Khorne’s wrath upon them. You have been tasked to aid Karanak’s hunt and let not The enemies of the Blood God impede him.
While embarked on this quest, you can include KARANAK in your army in Path to Glory battles even if he is not on your order of battle.

At the end of each Path to Glory battle, roll a dice for each friendly BLADES OF KHORNE unit that is wholly within enemy territory. For each 4+, you discover 1 clue as to the whereabouts of Karanak’s quarry. Keep a tally of how many clues you discover.

Once you have discovered 3 or more clues, you can fight Path to Glory battles using the ‘The Hounds of Vengeance’ battleplan. Once you have fought a Path to Glory battle using the ‘The Hounds of Vengeance’ battleplan, you complete this quest. The rewards for completing this quest are listed in the battleplan.

QUEST

The Great Game

Khorne strives for dominance over his three brothers, and any of his servants who can deal a blow to the other Chaos Gods will be greatly rewarded.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and the unit picked to be your opponent’s general had the TZEENTCH, NURGLE or SLAANESH keyword.

When you complete this quest, you receive 1 additional Reward of Khorne in step 7 of the aftermath sequence.

QUEST

Pyramid of Skulls

To the devotees of Khorne, there is no act of worship more worthy than to construct a pyramid of skulls torn from the remains of one’s butchered enemies. At the summit of this grim monument must then be placed the head of a particularly powerful foe. Once this capstone is in place, Khorne will surely shower you with rewards...
You can only pick this quest if the Skull-marked Mountain territory is under your control and it has not yet been upgraded with a Pyramid of Skulls.

While this quest is on your Path to Glory roster, keep a tally of the number of enemy models slain in battle in the progress section of your quest log. When the tally reaches 87, stop adding to the tally. Your warlord is now searching for the perfect skull with which to cap the pyramid. If you earn a major victory while your tally is 87, and in that battle the unit your opponent picked to be their general was slain, you can complete this quest in the aftermath sequence of that battle.

When you complete this quest, you gain 15 glory points and your warlord gains 15 renown points. In addition, your Skull-marked Mountain territory is upgraded with a Pyramid of Skulls.

Veteran Abilities

Each time a BLADES OF KHORNE unit on your Path to Glory roster gains a veteran ability, you can pick 1 of the veteran abilities from the table below instead of the table found in the Core Book.

BLADES OF KHORNE VETERAN ABILITIES
The Edge of the Axe: Like the daemonic hounds that prowl around Khorne’s throne, these warriors are tireless in the pursuit of worthy prey. In battle they can barely be restrained, racing forwards and eager to be the first to see the blood flow.
This unit can use this veteran ability once per battle in your hero phase. If it does so, this unit can make a normal move in that hero phase.
Rune-etched Weapons: These warriors bear cursed weapons that feed on their wielder’s fury. As the rage of battle overcomes them, so do the edges of their blades begin to glow white-hot.
This unit can use this veteran ability once per battle when it is picked to fight in the combat phase, if it does so, improve the Rend characteristic of that unit’s melee weapons by 1 until the end of that phase.
Merciless Killers: Their minds filled with nothing but a burning desire to hack the enemy to pieces, these warriors are nigh unstoppable in combat.
This unit can use this veteran ability once per battle in the combat phase, after this unit has fought for the first time in that phase. If it does so, this unit can fight for a second time in that phase but the strike-last effect applies to it until the end of the phase.
Reapers of Blood: These warriors are skilled at severing the arteries of the enemy, unleashing crimson fountains across the battlefield as they expertly cut down the foe.
This unit can use this veteran ability once per battle at the start of any phase. If it does so, you earn 1 additional Blood Tithe point each time an enemy unit is destroyed by attacks made by this unit in that phase.
Go Down Fighting: With their dying breaths, these bloodthirsty warriors cut and hack at the foe with every ounce of their remaining strength.
BLOODBOUND only. This unit can use this veteran ability once per battle at the start of any phase. If it does so, you can make 1 additional murder roll each time a model from this unit is slain that phase.
Seething Hatred: These Bloodletters harbour such an intense loathing of Khorne’s enemies that even after being cast back to the Realm of Chaos, there is a fleeting chance for them to step straight back in the Mortal Realms to deliver their god’s judgement.
BLOODLETTER HOST only. This unit can use this veteran ability once per battle at the start of your hero phase. If it does so, you can return D6 slain models to that unit.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42. Some of these territories allow you to send a unit to them. A unit cannot be sent to more than 1 territory in each aftermath sequence, and any such units cannot be picked for the ‘Borderlands’ territory in the Core Book.

BLADES OF KHORNE FACTION TERRITORIES (D66)
61 BLASTED WASTELAND
These blood-soaked lands are inhabited by savage tribesmen and packs of ferocious Flesh Hounds that heed your summons to war.
In step 7 of the aftermath sequence, you can pick 1 BLOODREAVERS unit or 1 FLESH HOUNDS unit and recuperate it without spending any glory points to do so.
[Upgrade 10GP] Conquered: You can pick 2 such units instead of 1.

62 SLAUGHTER PIT
Slaughter Pits are a common sight around many Dreadholds, especially those marked by the Lord of Skulls. The gladiatorial battles fought here serve not only to venerate Khorne and ensure that blood flows freely, but also to hone the martial prowess of the warriors who participate.
In step 3 of the aftermath sequence, you can pick 1 unit on your order of battle that was not included in your army in that battle to be sent to this territory.
If you do so, roll a dice. On a 3+, that unit gains 1 renown point. However, on a roll of 1, that unit must either make an injury roll or have its casualty score increased by 1 (whichever is applicable).
[Upgrade 10GP] Arena of Blood: You can send 2 such units instead of 1.

63 BLOOD TEMPLE
Blasphemous rituals and dark blood rites are performed by the priests of the Blood God at this unholy place.
Increase your PRIESTS limit by 2. In addition, if you win a major victory, in step 3 of the aftermath sequence, you can pick 1 PRIEST on your order of battle to be sent to this territory. If you do so, that PRIEST gains D6 renown points and on the roll of a 6, you can immediately add 1 Blades of Khorne invocation to your vault without spending any glory points to do so.
[Upgrade 5GP] Fiery Altar: Increase your PRIESTS limit by 3 instead of 2.

64 INFERNAL FORGE
Within this blazing forge are crafted diabolical daemon engines and beasts of solid iron with which to bolster your legions.
Increase your WAR MACHINES limit by 2. In addition, reduce the glory points cost of adding and recuperating BLOODCRUSHERS, MIGHTY SKULLCRUSHERS and SKULL CANNON units by 1 (to a minimum of 1).
[Upgrade 5GP] Daemonsmith: Reduce the glory points cost of adding and recuperating such units by 2 instead of 1.

65 POOL OF MOLTEN BRASS
This region has fallen under Khorne’s gaze, and now bubbling pools of liquid brass rise up and spill over the lands. The Slaughterpriests, Skullgrinders and daemonic craftsmen of the Blood God can harness this blessed metal to fashion mighty monoliths that will scour the taint of wizardry from your domain.
You receive D3 additional glory points in step 1 of the aftermath sequence.
[Upgrade 30GP] Brass Monolith: In addition, when fighting a battle against another Path to Glory army, add 1 to Hatred of Sorcery rolls. You can never have more than 1 territory of this type that has been upgraded.

66 SKULL-MARKED MOUNTAIN
During the Age of Chaos, this land was held in the Blood God’s unforgiving grasp. His power still lingers here, with a nearby mountain bearing the visage of a leering skull carved into its side. It is no doubt a sacred site, and there would be no act more worthy for a follower of Khorne than to raise a pyramid of skulls atop its highest peak.
You can never have more than 1 territory of this type. This territory has no effect until it is upgraded. It is upgraded by completing the ‘Pyramid of Skulls’ quest.
[Upgrade] Pyramid of Skulls: When fighting a battle against another Path to Glory army, you receive 1 Blood Tithe point at the start of each hero phase.

Heroic Upgrades

During your Path to Glory campaign, you may be able to pick heroic upgrades for your HEROES. A heroic upgrade replaces the warscroll of a HERO with another, more powerful one and represents them becoming a mighty champion in your army.

You can pick a heroic upgrade in step 7 of the aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the warscroll the HERO will be upgraded to, which warscroll is required, the amount of renown points that HERO must have and the amount of glory points you must spend. Once you have picked a heroic upgrade, replace your HERO’s warscroll on your order of battle with the new one chosen. You can pick only 1 heroic upgrade in each aftermath sequence.

If the new warscroll is a type that is limited on your order of battle - for example, if it is a MONSTER - you will need to have increased your order of battle limits to accommodate it before it can be upgraded.

CORE ENHANCEMENTS
When you pick a heroic upgrade for a HERO, they keep their renown points and any core enhancements that they are still eligible for. If your HERO has any core enhancements that they are no longer eligible for, they lose those core enhancements. If this enables you to pick a new core enhancement for your order of battle, you can do so.


Battleplan

The Hounds of Vengeance

Commanded by the Blood God himself to join the pack of Karanak, first among Flesh Hounds, you have waged war across the Mortal Realms and left a trail of headless corpses in your wake. Now you have closed in upon the beast’s quarry. You can smell their blood and fear upon the wind. You have them trapped on all sides and there can be no escape.

Aid Karanak this last time by bringing yet more slaughter to the enemies of Khorne, and your rewards shall be great. Fail in this task, and prepare to face Karanak’s wrath yourself...

QUEST BATTLEPLAN
You can use this battleplan if one player is using a Blades of Khorne army, has embarked on the ‘Karanak’s Hunt’ quest and has discovered 3 or more clues. Use the Path to Glory battlepack.

THE ARMIES
The player embarked on the ‘Karanak’s Hunt’ quest is the Blades of Khorne player and must use a Blades of Khorne army. Their opponent is the defender.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which edge of the battlefield is the northern edge.

After the terrain features have been set up, starting with the player who won the roll off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

FACTION TERRAIN
The defender can set up a faction terrain feature.

DEPLOYMENT
The defender sets up their army first, wholly within their territory. The defender cannot set up HEROES in reserve. Then the Blades of Khorne player sets up their army wholly within their territory and more than 8" from all enemy units.

BATTLE LENGTH
The battle lasts until Karanak’s Quarry (see below) is slain, or for 5 battle rounds.

FIRST TURN
The defender chooses which player takes the first turn in the first battle round.

KARANAK’S QUARRY
The Blades of Khorne player assigns each enemy HERO a different number from 1-6. If there are more than 6 enemy HEROES, the Blades of Khorne player can pick which 6 are assigned a number. Then, the Blades of Khorne player secretly rolls a dice (for example, by placing it under a cup). The HERO with the number that matches the roll is Karanak’s Quarry (re-roll the dice if no HERO matches the roll).

Once per battle, at the start of the Blades of Khorne player’s hero phase, they can choose to reveal who Karanak’s Quarry is. If they do so, they receive a number of Blood Tithe points equal to the number of the current battle round.

GLORIOUS VICTORY
When the battle ends, if Karanak’s Quarry has been slain, the Blades of Khorne player wins a major victory. Otherwise, if Karanak’s Quarry is within 8" of a battlefield edge, the defender wins a minor victory, and if they are more than 8" from all battlefield edges, the defender wins a major victory.

PATH TO GLORY REWARDS
The player who wins the battle, can immediately pick 1 territory from their faction terrain table and bring it under their control without spending any glory points to do so. In addition, if the Blades of Khorne player wins the battle, they receive 2D6 glory points.

However, if the defender wins the battle, the Blades of Khorne player must make an injury roll for their warlord regardless of whether they were slain or not during the battle, and no glory point can be spent to re-roll the result. This represents Karanak’s inescapable fury as the daemon-hound instead claims from you a measure of that which he should have claimed from the foe...

BONUS RENOWN
When Karanak’s Quarry is slain, each unit in the Blades of Khorne army within 8" of Karanak’s Quarry gains 1 bonus renown point. If Karanak’s Quarry is not slain, at the end of the battle, Karanak’s Quarry gains 8 bonus renown points.

MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies below and record it on your army roster.

FOR THE BLOOD GOD
Blades of Khorne army only.
The Blood Legions March: When the battle ends, you complete this grand strategy if in every battle round after the first you summoned any BLADES OF KHORNE DAEMON units to the battlefield by spending Blood Tithe points.
‘Bring Me A Worthy Skull’: At the start of the first battle round, ask your opponent to pick 1 HERO from their army to be the worthy foe. When the battle ends, you complete this grand strategy if that HERO has been slain and the model picked to be your general has not been slain.
Reap the Blood Tithe: When the battle ends, you complete this grand strategy if in every battle round after the first, you spent Blood Tithe points to use a Blood Tithe Reward and you did not use the same Blood Tithe Reward more than once.
Disciples of Carnage: When the battle ends, you complete this grand strategy if you completed at least 4 battle tactics and every battle tactic you completed was from the ‘For the Skull Throne’ list.

Battle Tactics

At the start of your hero phase, you can pick 1 of the battle tactics below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

FOR THE SKULL THRONE
Blades of Khorne army only.

Blood for the Altar: Pick 1 enemy unit within 8" of your Skull Altar. You complete this battle tactic if that enemy unit is destroyed during this turn.
Slay the Sorcerer: Pick 1 enemy WIZARD HERO on the battlefield. You complete this battle tactic if that HERO is slain during this turn.
The Trial of Skulls: Pick 1 friendly unit. You complete this battle tactic if 8 or more enemy models are slain by attacks made by that unit during this turn.
No Cowards Among Us: You complete this battle tactic at the end of this turn if all friendly BLADES OF KHORNE units on the battlefield are within 8" of any enemy units.
Leave None Standing: Pick 1 friendly unit within 3" of any enemy units. You complete this battle tactic if that unit fights in the combat phase of this turn and at the end of that phase there are no enemy units within 3" of that unit.
The Battlefield Runs Red: You complete this battle tactic if 4 or more units were destroyed during this turn.

Core Battalions

You can include the following core battalion in a Blades of Khorne army if the battlepack you are using says that you can use core battalions.

GORECHOSEN
UNIT ICONS
(Mandatory/Optional)
Gorechosen:
GORECHOSEN unit

BATTALION ABILITY ICONS
Unified: One-drop Deployment (see 26.2.1).
Expert: Once per battle, 1 unit from this battalion can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent.
Magnificent: When you pick enhancements for your army (see 27.3), you can pick 1 extra enhancement.
Slayers: Once per battle, 1 unit from this battalion can receive the All-out Attack or Unleash Hell command without the command being issued and without a command point being spent.
Strategists: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
Swift: Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent.

The FLESH HOUNDS keyword is used in the following Blades of Khorne warscrolls:

Battleline
None
• Karanak

The BLADES OF KHORNE and DAEMON keywords are used in the following Blades of Khorne warscrolls:

14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

The SLAANESH keyword is used in the following Beasts of Chaos warscrolls:

None
Behemoth

The WIZARD keyword is used in the following Beasts of Chaos warscrolls:

Leader
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.

The PRIEST keyword is used in the following Blades of Khorne warscrolls:

Leader
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.

The BLOODREAVERS keyword is used in the following Blades of Khorne warscrolls:

Battleline
None

The GORECHOSEN keyword is used in the following Blades of Khorne warscrolls:

Leader

The BLADES OF KHORNE, DAEMON and HERO keywords are used in the following Blades of Khorne warscrolls:

Leader, Behemoth
Leader
None
• Karanak
Behemoth
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

The BLADES OF KHORNE and PRIEST keywords are used in the following Blades of Khorne warscrolls:

Leader
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The BLOODLORDS and BLOODLETTER keywords are used in the following Blades of Khorne warscrolls:

Leader
Battleline
None

The BALEFUL LORDS and BLOODTHIRSTER keywords are used in the following Blades of Khorne warscrolls:

Leader, Behemoth
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.
Army List
Warscrolls collated

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