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 Blades of Khorne miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Blades of Khorne
  Blades of KhorneFaction Pack4September 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4November 2024
  Sons of Behemat
  Sons of BehematFaction Pack4September 2024
  Miscellaneous Legends
  Miscellaneous LegendsWarscroll4August 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4August 2024

Faction Rules


Battle Traits

Blades of Khorne armies can use the following abilities:

Passive
THE BLOOD TITHE: Khorne’s warriors receive divine rewards when blood is shed – whether theirs or that of their foes.

Effect: You start the battle with 0 blood tithe points. Earn 1 blood tithe point each time a unit (friendly or enemy) is destroyed.

Reaction: Opponent declared a SPELL ability
SPELLEATER CURSE: Beneath Khorne’s hateful gaze, even the most experienced spellcasters feel their powers wane.

Declare: You can only use this ability if you have not used any BLOOD TITHE abilities this turn. Spend 2 blood tithe points.

Effect: That spell is unbound.
KEYWORDSBLOOD TITHE

Any Movement Phase
SLAUGHTER TRIUMPHANT: Reality convulses as Khorne’s rage floods the battle.

Declare: You can only use this ability if you have not used any BLOOD TITHE abilities this turn. Spend 8 blood tithe points.

Effect: Pick 1 of the following effects:
  • Add 1 to the Attacks characteristic of melee weapons used by friendly BLADES OF KHORNE units for the rest of the battle.
  • Pick a friendly non-UNIQUE BLOODTHIRSTER unit that has been destroyed. Set up an identical replacement unit on the battlefield more than 9" from all enemy units.
KEYWORDSBLOOD TITHE

Any Movement Phase
MURDERLUST: All servants of Khorne feel the urge to kill, but when prey is near, the impulse becomes all-consuming.

Declare: You can only use this ability if you have not used any BLOOD TITHE abilities this turn. Spend 1 blood tithe point and pick a friendly BLADES OF KHORNE unit that is not in combat to be the target.

Effect: The target can move 3". It can move into combat.
KEYWORDSBLOOD TITHE, MOVE

Any Hero Phase
BRASS SKULL METEOR: A brass skull crashes down to obliterate all in its path.

Declare: You can only use this ability if you have not used any BLOOD TITHE abilities this turn. Spend 4 blood tithe points and pick an enemy unit that is visible to a friendly BLADES OF KHORNE HERO to be the target.

Effect: Roll 8 dice. For each 3+, inflict 1 mortal damage on the target.
KEYWORDSBLOOD TITHE

Any Combat Phase
HEADS MUST ROLL: The weapons brandished by Khorne’s followers glisten with a gore-slick sheen.

Declare: You can only use this ability if you have not used any BLOOD TITHE abilities this turn. Spend 6 blood tithe points.

Effect: For the rest of the turn, add 1 to the Rend characteristic of melee weapons used by friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

Battle Formations

You can pick 1 of the following battle formations for a Blades of Khorne army. Each battle formation grants a different ability you can use in the battle.

Khornate Legion

Once Per Turn (Army), Reaction: You declared a FIGHT ability for a friendly BLADES OF KHORNE DAEMON unit
BUTCHERS OF NATIONS: When the daemonic hosts of Khorne lead their Bloodbound followers into battle, they crush all before them in a storm of goresplattered carnage.

Used By: The unit using that FIGHT ability.

Effect: Pick a friendly BLOODBOUND unit that has not used a FIGHT ability this turn and is within 12" of the unit using this ability to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.


Brass Stampede

Passive
OBLITERATING CHARGE: Nothing can stop the thunderous onset of a Brass Stampede once it has scented the blood of the foe.

Effect: If the unmodified charge roll for a friendly BLADES OF KHORNE CAVALRY unit is 8+, it has STRIKE-FIRST for the rest of the turn.


Murder Host

Passive
STRENGTH THROUGH SLAUGHTER: The shedding of blood in abundance enhances a Khornate daemon’s ability to linger in reality.

Effect: If a friendly non-MONSTER BLADES OF KHORNE DAEMON uses a FIGHT ability, it has WARD (5+) for the rest of the turn.


Bloodbound Warhorde

Passive
TIRELESS CONQUERORS: Massed into a single mighty horde, the Bloodbound surge across the battlefield with blades held high, their rage and hatred rolling like a tidal wave before them.

Effect: Add 1 to hit rolls for combat attacks made by friendly BLOODBOUND units that target an enemy unit that is contesting an objective you do not control.

Heroic Traits

Commanders of the Blood Legions

HERO only.

Passive
FIREBRAND: This champion rouses a murderous hatred within their minions through the blasphemous catechisms they roar in battle.

Effect: If this unit is not a PRIEST, it has PRIEST (1). If this unit is already a PRIEST, add 1 to banishment rolls for it instead.

Passive
RELENTLESS HUNGER: Nothing will stall this champion’s murderous advance.

Effect: If this unit is picked to be the target of the ‘Murderlust’ ability, it can move 6" instead of 3".

Passive
FAVOURED OF KHORNE: After claiming the skulls of eight worthy champions, this warlord has earned the favour of their patron.

Effect: You begin the battle with 1 blood tithe point.

Artefacts of Power

Murderous Artefacts

HERO only

Any Combat Phase
AR’GATH, THE KING OF BLADES: This daemonic blade hungers for the flesh of champions and will not be denied by trickery or magic.

Declare: Pick an enemy HERO in combat with this unit to be the target.

Effect: Ward rolls cannot be made for the target for the rest of the turn.

Reaction: Passive
COLLAR OF CONTEMPT: This brutal carcanet wards its wearer from magic.

Effect: This unit can use Unbind abilities as if it had WIZARD (1). Each time this unit unbinds a spell, inflict D3 mortal damage on the caster.

Passive
HALO OF BLOOD: A corona of crimson light glares above this warrior’s head, marking them out as a true lord of war.

Effect: Ignore negative modifiers to this unit’s control score and to hit rolls and wound rolls for this unit’s attacks.

Manifestation Lore

Judgements of Khorne

Your Hero Phase
4
SUMMON BLEEDING ICON: A common sight in the crimson skies above Khorne’s domain, a Bleeding Icon can be summoned to the Mortal Realms to skewer from on high those who have displeased the Lord of Battle.

Declare: If there is not a friendly Bleeding Icon on the battlefield, pick a friendly BLADES OF KHORNE PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: Set up a Bleeding Icon wholly within 12" of the chanter and visible to them.
KEYWORDSSUMMON, PRAYER

Your Hero Phase
4
SUMMON WRATH-AXE: A Wrathaxe is a manifestation of Khorne’s otherworldly anger, its razor-sharp edges glowing red-hot from the Blood God’s rage. At signs of weakness or wizardry, such a blazing axe appears in the air, splitting reality with its downwards stroke.

Declare: If there is not a friendly Wrath-axe on the battlefield, pick a friendly BLADES OF KHORNE PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: Set up a Wrath-axe wholly within 12" of the chanter, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, PRAYER

Your Hero Phase
4
SUMMON HEXGORGER SKULLS: Hexgorger Skulls are the physical manifestation of Khorne’s hatred of the arcane arts. They drift across the battlefield, seeking to feed upon eldritch energy and those conjurers who attempt to use it.

Declare: If there is not a friendly Hexgorger Skulls invocation on the battlefield, pick a friendly BLADES OF KHORNE PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: Set up a Hexgorger Skulls invocation wholly within 12" of the chanter, visible to them and more than 9" from all enemy units. A Hexgorger Skulls invocation has 2 parts that must be set up within 8" of each other.
KEYWORDSSUMMON, PRAYER

Spell Lore

Blood Blesssings of Khorne

Your Hero Phase
5
UNHOLY FLAMES: The priest imbues the blades of their allies with daemonic fire, so that they may claim skulls with horrific ease.

Declare: Pick a friendly BLADES OF KHORNE PRIEST to chant this prayer, pick a visible friendly BLADES OF KHORNE unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Add 1 to the Rend characteristic of the target’s melee weapons for the rest of the turn. In addition, if the chanting roll was 10+, add 1 to wound rolls for the target’s attacks for the rest of the turn.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
WITCHBANE CURSE: A blood-hex is placed upon a craven wizard of the enemy, sapping their willpower.

Declare: Pick a friendly BLADES OF KHORNE PRIEST to chant this prayer, pick a visible enemy WIZARD within 18" of them to be the target, then make a chanting roll of D6.

Effect: Subtract 1 from the target’s power level, to a minimum of 0, until the end of your next turn. In addition, if the chanting roll was 8+, inflict 3 mortal damage on the target.
KEYWORDSPRAYER

Your Hero Phase
4
BLOOD BOIL: Spitting ritualistic words of wrath into the air, the priest turns the blood coursing through the veins of the enemy red-hot, burning them from the inside out.

Declare: Pick a friendly BLADES OF KHORNE PRIEST to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Roll a number of dice equal to the number of models in the target unit. For each 5+, inflict 1 mortal damage on the target. In addition, if the chanting roll was 8+, subtract 1 from wound rolls for the target until the start of your next turn.
KEYWORDSPRAYER

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

The non-UNIQUE BLOODTHIRSTER keyword is used in the following Blades of Khorne warscrolls:

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

The non-MONSTER DAEMON keyword is used in the following Blades of Khorne warscrolls:

• Karanak
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

Any Movement Phase
MURDERLUST: All servants of Khorne feel the urge to kill, but when prey is near, the impulse becomes all-consuming.

Declare: You can only use this ability if you have not used any BLOOD TITHE abilities this turn. Spend 1 blood tithe point and pick a friendly BLADES OF KHORNE unit that is not in combat to be the target.

Effect: The target can move 3". It can move into combat.
KEYWORDSBLOOD TITHE, MOVE
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
4.0 Unbinding Spells
Each WIZARD can use the ‘Unbind’ reaction a number of times per phase equal to their power level. Th is is an exception to The Rules of One (Core Rules, 5.3).

Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.

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

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

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