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:
Battletome: Blades of Khorne
| Q: | Does the ‘Blood-drenched’ ability have any effect on Skarbrand in The Exiled One Regiment of Renown? |
| A: | No. That ability is a Blades of Khorne battle trait and so will have no effect on a unit in a Regiment of Renown. |
| Q: | Does Skarbrand’s ‘Skarbrand’s Rage’ ability mean that Skarbrand is affected by the ‘Blood-drenched’ ability in the first turn of a battle? |
| A: | No. |
Blades of Khorne armies can use the following abilities:
BLOOD-DRENCHED: As blood gushes down blades, armour and teeth, the fervent warriors of the Blood God are driven into a divine frenzy.
Effect: After that ability has been resolved, if you unlocked a
BLOOD TITHE ability this turn, pick a friendly
BLADES OF KHORNE unit to be the target. The following effects apply to the target for the rest of the battle:
Wild-eyed Brutality: Ignore positive modifiers to
save rolls for the target.
Blood Haze: If the target is
BLOODBOUND, its
Blood-hungry weapons have
Crit (Mortal).
Weapons of Murder: If the target is a
non-MONSTER DAEMON unit, add 1 to the Rend characteristic of its
Blood-hungry weapons, including
Blood-hungry Companion weapons.
Bloodlords Supreme: If the target is a
MONSTER, add 1 to the Damage characteristic of its
Blood-hungry weapons.
BLOOD FOR THE BLOOD GOD: Khorne cares not from where the blood flows...
Effect: Earn 1 blood tithe point each time a unit (friendly or enemy) is destroyed. Blood tithe points are spent to unlock
BLOOD TITHE abilities. You can only use
BLOOD TITHE abilities that are unlocked. Once a
BLOOD TITHE ability is unlocked, you do not need to spend further blood tithe points to use it.
SKULLS FOR THE SKULL THRONE: ...only that it flows.
Effect: Pick a
BLOOD TITHE ability that you have not unlocked and spend the number of blood tithe points required to unlock that ability (shown in the top-right corner of the ability). That
BLOOD TITHE ability is now unlocked for the rest of the battle.
Designer's Note: Unlocking a BLOOD TITHE ability does not lock you out of the other abilities on the same ‘tier’. For an ability to become available to unlock, an ability above it to which it is connected by an arrow needs to already be unlocked.
Blood Tithe Abilities
MURDERLUST: When worthy opponents are near, the impulse to kill becomes all-consuming.
You do not need to unlock this ability to use it. It is already unlocked.
Effect: Roll a dice. You can replace one of the dice in the
charge roll with that value. If you do so, inflict D3
mortal damage on the unit using that
CHARGE ability after that ability is resolved.
DIVINE SCORN: The battlefield is Khorne's temple, and Khorne's alone.
Declare: Pick up to 3 enemy
WIZARDS or
PRIESTS within 6" of any friendly
BLADES OF KHORNE units to be the target(s).
Effect: Roll a dice for each target. On a 3+, subtract 1 from the target’s power level, to a minimum of 0, until the start of the next turn.
PUNISH THE PACIFIST: To shirk from combat is to sin against the War God.
Declare: Each unit (friendly and enemy) and enemy
MANIFESTATION that is not
in combat is a target.
Effect: Roll a dice. On a 1-2, inflict 1
mortal damage on each target. On a 3+, inflict 1 mortal damage on each enemy target.
MURDER THE MYSTIC: Those who cower behind conjured spellcraft will be punished severely.
You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’.
Declare: Pick up to 4 enemy
MANIFESTATIONS to be the target(s).
Effect: Make a
banishment roll of 2D6 for each target. If the banishment roll equals or exceeds the banishment value listed on that
MANIFESTATION’s warscroll, inflict D3
mortal damage on each enemy unit within 3" of it and then it is
banished and removed from play.
GLORIOUS COMBAT OR NAUGHT: The air boils, charring arrows and melting musket shot.
You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’ or ‘Punish the Pacifist’.
Effect: Subtract 1 from
hit rolls for
shooting attacks that target friendly
BLADES OF KHORNE units.
REVEL IN BATTLE: No tricks - no deceptions.
You can only unlock this ability if you have unlock this ability if you have unlocked ‘Punish the Pacifist’.
Effect: Other than the
Companion weapon ability, weapon abilities for
combat attacks made by enemy units that
charged this turn and that target a friendly
BLADES OF KHORNE unit have no effect.
SLAUGHTER TRIUMPHANT: Khorne's fury floods the field, burning out all thought but to slay.
You can only unlock this ability if you have unlock this ability if you have unlocked ‘Murder the Mystic’ or ‘Glorious Combat or Naught’.
Effect: Add 1 to the Attacks characteristic of weapons used by friendly
BLADES OF KHORNE units that
charged in the same turn.
CLEAVE WIDE THE GRIN OF KHORNE: Gore begets gore, and death begets death.
You can only unlock this ability if you have unlock this ability if you have unlocked already ‘Revel in Battle’ or ‘Glorious Combat or Naught’.
Effect: Add 1 to
hit rolls for
combat attacks made by friendly
BLADES OF KHORNE units.
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
BUTCHERS OF NATIONS: When the daemonic hosts of Khorne join their Bloodbound followers in battle, they crush all before them in a storm of gore-splattered 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 wholly 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.
Bloodbound Warhorde
TIRELESS CONQUERORS: The Bloodbound surge across the battlefield with blades held high, salivating and baying as they rip the enemy from their strongholds.
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.
Brass Stampede
DRAWN TO CARNAGE: Nothing can stop the thunderous onset of a Brass Stampede once it has begun to gain momentum.
Effect: Add
X to
charge rolls for friendly
BLADES OF KHORNE units, where
X is the number of friendly
BLADES OF KHORNE CAVALRY or
MONSTER units that have already
charged this phase and that are wholly within 12" of the unit being rolled for.
Murderhost
EAGER KILLERS: Khorne's daemons care only for violence; any moment spent not slaying is a moment wasted.
Effect: Each friendly
BLADES OF KHORNE DAEMON unit that has used a
FIGHT ability this turn and is not
in combat can move D6". It cannot end that move in combat.
Tournament of Skulls
BLOODY COMPETITORS: Where the mortal followers and daemons of Khorne fight next to one another, they compete to reap the most skulls in the name of their grim deity.
Declare: Pick a friendly
non-HERO BLOODBOUND unit and a friendly
non-HERO BLADES OF KHORNE DAEMON unit to be the targets.
Effect: Until the start of your next turn, while the targets are wholly within 12" of each other, add 1 to
wound rolls for the targets’
combat attacks.
The Goretide
TIDE OF SAVAGERY: Since Korghos Khul’s ascension to daemonhood, the Goretide are filled with renewed purpose, rushing into battle with ever greater vigour.
Declare: Pick a friendly
BLOODBOUND HERO and up to 2 other friendly
BLOODBOUND units that are wholly within 12" of that
HERO to be the targets.
Effect: Add 2" to the targets’ Move characteristic for the rest of the turn.
Slaughterers of Thousands
HERO only.
|
| MAGICAL SCORN | 0 |
| FRENZIED TASKMASTER | 0 |
| SKULL COLLECTOR | 0 |
MAGICAL SCORN: This warrior's loathing of the arcane and esoteric exudes from them in waves.
Effect: Subtract 1 from
casting rolls for
WIZARDS while they are within 12" of this unit.
Subtract 1 from
chanting rolls for enemy
PRIESTS while they are within 12" of this unit.
FRENZIED TASKMASTER: This champion does not allow their followers to shirk the slaughter.
Declare: Pick a friendly
BLADES OF KHORNE INFANTRY or
CAVALRY unit within this unit’s
combat range that is not
in combat to be the target.
Effect: The target can move D6" but cannot end that move in combat. If the target ends that move within this unit’s combat range, inflict an amount of
mortal damage on the target equal to the roll.
SKULL COLLECTOR: Even other warriors of Khorne are in awe of this champion's fixation on decapitation.
Effect: If any damage points were allocated to an enemy
HERO by this unit’s
combat attacks this turn and that enemy
HERO has been destroyed, add 1 to the Attacks characteristic of this unit’s melee weapons for the rest of the battle.
This unit can be affected by this ability multiple times and the effects are cumulative.
Murderous Artefacts
HERO only
|
| COLLAR OF CONTEMPT | 0 |
| BUTCHER’S BLADE | 0 |
| AR’GATH, THE KING OF BLADES | 0 |
COLLAR OF CONTEMPT: This thrice-damned brass collar is the bane of magical power.
Effect: This unit can use
UNBIND abilities as if it had
WIZARD (1). Each time this unit successfully
unbinds a spell, inflict D3
mortal damage on the caster.
BUTCHER’S BLADE: One cut from this blade can see a target brutally exsanguinated.
Declare: Pick each enemy unit that had any damage points allocated to it this turn by this unit’s
combat attacks to be the targets.
Effect: Roll a D3 for each target. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
AR’GATH, THE KING OF BLADES: This daemonic blade hungers for the flesh of champions and will not be denied by trickery or magic.
Effect: Ward rolls cannot be made for enemy
HEROES while they are
in combat with this unit.
Judgements of Khorne
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.
SUMMON WRATH-AXE: A Wrath-axe is a manifestation of Khorne's otherworldly anger, its razor-sharp edges glowing from the heat of the Blood God's rage. As a chanting priest carves the ground open, these eldritch axes appear to tear the air in twain, reality set ablaze at its passage.
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.
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 signal the attention - and the displeasure - of the Lord of Battles.
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 18" of the chanter and
visible to them.
Blood Blesssings of Khorne
UNCONTROLLABLE RAGE: Opening their own veins while chanting hateful catechisms of worship, the priest spreads their own depthless fury to their allies.
Declare: Pick a friendly
BLADES OF KHORNE PRIEST to chant this prayer, pick a
visible friendly unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Until the start of your next turn, the effects of the ’
Blood-drenched’ ability apply to the target. In addition, if the chanting roll was 8+, ignore the effect of ’Wild-eyed Brutality’ on the target.
| KEYWORDS | PRAYER, UNLIMITED |
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’s attacks until the start of your next turn.
FINAL ACT OF VIOLENCE: The spat invectives of this priest inspire their faithful to slaughter to their last breath.
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: Until the start of your next turn, each time a model in the target unit is slain by a combat attack and that model was
in combat with the attacking unit, roll a dice. If the chanting roll was 8+, roll 2 dice instead. For each 5+, inflict 1
mortal damage on the attacking unit after the
FIGHT ability has been resolved.
Gifts of the Blood God
GOREFLESH: Glistening, steaming blood flows over the flesh of the priest’s followers before coagulating into a gruesome second skin that dulls the strikes of the foe.
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: Until the start of your next turn, ignore the first damage point allocated to the target in each phase. If the chanting roll was 8+, you can pick another eligible unit to be a second target.
| KEYWORDS | PRAYER, UNLIMITED |
RUNES OF LOATHING: With a guttural curse, the priest carves runes into their flesh that are antithetical to hated sorcery, which sympathetically manifest upon the armour of nearby followers.
Declare: Pick a friendly
BLADES OF KHORNE PRIEST to chant this prayer, pick a friendly
BLADES OF KHORNE unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Until the start of your next turn, the target has
WARD (3+) against damage inflicted by
SPELL abilities,
PRAYER abilities and abilities used by
MANIFESTATIONS (including
FIGHT abilities). If the chanting roll was 8+, you can pick another eligible unit to be a second target.
GIFT OF APOPLEXY: Chanting words of carnage, the Slaughterpriest invokes a murderous rage in their enemies that will drive them to tear each other apart with hands and teeth should the opportunity to unleash violence on their foes not present itself.
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: Until the start of your next turn, each time the target uses an ability that is not a
MOVE,
CHARGE or
FIGHT ability, after that ability is resolved, inflict D3
mortal damage on the target. If the chanting roll was 8+, inflict 3 mortal damage instead of D3.
Proclamations of Murder
STOKE THE FLAMES: The priest calls for their followers to slay and be slain as they channel the ire of Khorne.
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: Until the start of your next turn:
- When resolving the damage sequence for enemy units in combat with the target, your opponent cannot spend rage dice as part of the ‘Fight Through the Pain’ ability.
- If the target is destroyed, you gain 1 rage dice. If the chanting roll was 6+, you gain 2 rage dice instead.
| KEYWORDS | PRAYER, UNLIMITED |
GIFT OF APOPLEXY: The priest invokes a murderous rage in their enemies to which they must give vent… either against their foes or against each other.
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: Until the start of your next turn, each time the target uses an ability that is not a
MOVE or
FIGHT ability, after that ability has been resolved, inflict D3
mortal damage on the target. If the chanting roll was 8+, inflict 3 mortal damage instead of D3.
FETTERS OF BLOOD: Erupting from the ground by the enemy’s feet, these chains ensnare those who would flee the wrath of Khorne.
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: If the chanting roll was 8+, you can pick another eligible unit to be a second target. Until the start of your next turn:
- The targets cannot use RETREAT or RUN abilities.
- The targets cannot be removed from the battlefield by an ability that would allow them to be set up elsewhere on the battlefield or in reserve.
Brazen Mutations are unique enhancements that can be given to non-HERO BLADES OF KHORNE INFANTRY or CAVALRY units. A unit can only have 1 Brazen Mutation.
|
| BRASS FLESH | 20 |
| FRENZIED TASKMASTER | 20 |
| SCORPION TAILS | 10 |
BRASS FLESH: Arrows and blades alike simply glance off the burnished, metallic skin of these warriors.
Effect: Unmodified
save rolls of 5+ for this unit cannot fail.
FRENZIED TASKMASTER: Fashioned into living engines of destruction, these warriors have secondary limbs that end in razor-sharp blades.
Effect: Each time this unit is picked to use the ‘
Eruption of Fury’ ability, for each unmodified
hit roll of 6 for the attacks made as part of that ability, inflict an additional 3
mortal damage on each enemy unit
in combat with this unit instead of D3.
SCORPION TAILS: With their powerful arachnoid stingers, these warriors inject deadly venom into the enemy
Declare: Pick an enemy unit
in combat with this unit to be the target.
Effect:- Inflict D3 mortal damage on the target.
- If the target unit’s starting size was 1, subtract 1 from wound rolls for its combat attacks for the rest of the turn.
Army of Renown
When you pick the Blades of Khorne faction for your army, you can choose for it to be a Gorechosen Champions
Army of Renown. If you do so, use the
faction rules in this section instead of the Blades of Khorne faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the
GORECHOSEN CHAMPIONS keyword.
| | |
| ROSTER OPTIONS REGIMENT OPTIONS - Any Bloodbound Warmongers can be added to a regiment led by a GORECHOSEN CHAMPIONS unit
| |
| | |
MURDER-WON TROPHIES: The Gorechosen have ripped countless trophies from the carcasses of worthy foes.
Declare: Pick a friendly
GORECHOSEN CHAMPIONS HERO to be the target.
Effect: Give the target 1 artefact of power from the ’Gorechosen Champions’ Army of Renown rules.
Designer’s Note: This artefact of power is given to the HERO during the deployment phase, not during army composition.
BRUTAL LASHMASTER: A favoured Bloodstoker can drive even other champions to battle.
Effect: Each time a friendly
Bloodstoker uses the ’Whipped to Fury’ ability, another friendly
GORECHOSEN CHAMPIONS HERO within its
combat range can be picked to be the target of that ability instead of a
non-HERO BLOODBOUND unit.
LEGENDARY SLAYERS: To be Gorechosen is to have slain hundreds, if not thousands.
Effect: Blood-hungry weapons used by friendly
GORECHOSEN CHAMPIONS units have
Crit (Mortal).
THE RED GOD’S EYE: When the Gorechosen fight in unity, the Blood God's gaze is drawn. None would dare falter under such scrutiny.
Effect: Friendly
GORECHOSEN CHAMPIONS units have
WARD (6+).
HATE-FUELLED KILLERS: Anger, hate and violence run through the veins of the Gorechosen, allowing them to ignore otherwise fatal blows.
Effect: The first time each friendly
GORECHOSEN CHAMPIONS unit would be destroyed, before removing it from play, roll a dice. On a 5+, that unit is not destroyed and any remaining damage points inflicted on it have no effect. Then,
Heal (1) that unit.
HERO only
CROWNED IN BUTCHERY: To yoke the lords of the Gorechosen demands a champion of singular, terrifying will.
Effect: Add 20 to this unit’s
control score while it is
in combat.
HERO only
WARMONGER’S ICON: The personal standard of a warhorde's master inspires a frenzied devotion.
Declare: Pick this unit and up to D3 friendly
GORECHOSEN CHAMPIONS units within this unit’s
combat range to be the targets.
Effect: The targets have
STRIKE-FIRST for the rest of the turn.
THE SCARRING BLADE: It is said that wounds caused by this dagger never cease leaking blood - and that one who turns it upon themselves in bleak reverence will earn great favour.
Effect: Allocate D3 damage points to this unit (
ward rolls cannot be made for those damage points). For the rest of the turn, add X to the Attacks characteristic of melee weapons used by friendly
GORECHOSEN CHAMPIONS units for the rest of the turn, where X is equal to the number of damage points allocated to this unit this turn by this ability.
For the rest of the battle, this unit cannot use the ‘
Hate-fuelled Killers’ ability and cannot be healed.
BLOODMIST SKULL: A thick sanguine pall spills from the mouth of this rune-carved skull, burning enemy projectiles to ash mid-flight.
Effect: This unit has
WARD (3+) against damage inflicted by
shooting attacks.
SUMMON WRATH-AXE: A Wrath-axe 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.
SKIN OF BRASS: A shimmering skull manifests over a chosen champion, spilling gore upon them and granting their skin the hue and toughness of freshly forged brass.
Declare: Pick a friendly
GORECHOSEN CHAMPIONS PRIEST to chant this prayer, pick a
visible friendly unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Until the start of your next turn, subtract 1 from the Rend characteristic of weapons used for attacks that target that friendly unit. If the chanting roll was 8+, you can pick another eligible unit to be a second target.
| KEYWORDS | PRAYER, UNLIMITED |
COWED AND BROKEN: The priest channels Khorne's seething hatred through a Gorechosen, causing the bones of foes who stand in the way of worthier targets to agonisingly twist and snap.
Declare: Pick a friendly
GORECHOSEN CHAMPIONS PRIEST to chant this prayer, pick a
visible enemy unit within 12" of them that is
in combat with a friendly unit to be the target, then make a
chanting roll of D6.
Effect: Roll 8 dice. If the chanting roll was 8+, add 1 to each roll. For each 4+, inflict 1
mortal damage on the target.
ERUPTION OF APOPLEXY: The priest focuses the rage of all the battle's combatants into a single warrior, whose organs rupture under the strain - or whose entire body violently explodes in a magnificent shower of boiling gore and bone shrapnel.
Declare: Pick a friendly
GORECHOSEN CHAMPIONS PRIEST to chant this prayer, pick a
visible enemy unit within 12" of them that is
in combat with a friendly unit to be the target, then make a
chanting roll of D6.
Effect: Inflict D6
mortal damage on the target. If the target is destroyed, before removing the last model in that unit from play, inflict D3 mortal damage on every unit (friendly and enemy) within 6" of that model, or D6 mortal damage instead if the chanting roll was 8+.
Army of Renown
When you pick the Blades of Khorne
faction for your army, you can choose for it to be a Baleful Lords
Army of Renown. If you do so, use the faction rules in this section instead of the Blades of Khorne faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the
BALEFUL LORDS keyword.
| | |
| ROSTER OPTIONS - Any BLADES OF KHORNE MONSTER HERO DAEMON units
- You cannot include Regiments of Renown
| |
| | |
BORN OF BUTCHERY: So long as gore flows in rivers and hate chokes mortal souls, the Baleful Lords shall rise again and anew.
Declare: Pick a friendly non-
UNIQUE BALEFUL LORDS unit that has been destroyed to be the target.
Effect: Roll a number of dice equal to the current battle round number plus the number of units (friendly and enemy) that have been destroyed this battle. If the roll contains 8 or more results of 3+,
set up a
replacement unit identical to the target on the battlefield, wholly within 7" of the battlefield edge and more than 9" from all enemy units.
BELLOW OF HATRED: The enmity released by this blood-curdling scream stuns nearby enemies.
Declare: Pick a friendly
BALEFUL LORDS unit that has not used a
RAMPAGE ability this turn to be the target.
Effect: For the rest of the turn, enemy units cannot use
commands while they are
in combat with the target. The target cannot use
RAMPAGE abilities for the rest of the turn.
MAGE-EATERS: Those who dare wield spells in the presence of these daemons are soon punished.
Used By: A friendly
BALEFUL LORDS unit targeted by that Spell ability.
Effect: Make a magic-eater roll of D6. On a 3+, that spell is
unbound. If the spell was unbound and the magic-eater roll was 5+, inflict D3
mortal damage on the caster.
FIRST IN HIS SIGHT: Of all Khorne's daemon legions the Baleful Lords are highest in his favour, and the inferno of his rage burns hot in their immortal veins.
Effect: Heal (D3) each friendly
BALEFUL LORDS HERO that is
in combat.
DRAWN BY BLOOD: For the Baleful Lords, nothing is more pressing than to commit atrocity.
Declare: Pick a friendly
BALEFUL LORDS unit that has not used a
RAMPAGE ability this turn to use this ability.
Effect: That unit can move D6". It can end that move
in combat but only with units it was in combat with at the start of the phase.
If that unit destroyed any enemy units this turn, then instead:
That unit can move 2D6". It can end that move in combat with any units that had any damage points allocated to them this turn.
THE PRICE OF MERCY: Inaction is hateful to all Khorne's daemons, but to the Baleful Lords, it is utterly anathemic.
Declare: You must use this ability. Pick each friendly
BALEFUL LORDS unit that did not
charge or use a
FIGHT ability this turn to be a target.
Effect: Roll a D3 for each target. On a 2+, inflict 1
mortal damage on the target.
SUNDER THE SORCEROUS: The Baleful Lords are veterans of impossible battles across the mind-bending vistas of the Realm of Chaos. No mere spell, nor its caster, can oppose them.
Declare: Pick each enemy
MANIFESTATION within 3" of a friendly
BALEFUL LORDS unit to be a target.
Effect: Roll 2D6 for each target. If the roll equals or exceeds the banishment value of the target:
- That target is banished and removed from play.
- Inflict D3 mortal damage on the enemy unit that summoned the target.
HERO only
UNRIVALLED BATTLELUST: With a terrifying roar, this marshal amongst Bloodthirsters goads their kin to even greater heights of carnage.
Effect: For the rest of the turn, add 1 to the Attacks characteristic of friendly
BALEFUL LORDS units while they are wholly within 12" of this unit.
HERO only
CROWN OF THE SLAUGHTERBORN: A prize won on the battlefields of the Great Game, this spiked circlet of brass and iron torments stirring souls and ensures bloody wounds shall not heal.
Effect: Enemy units within 12" of this unit cannot be healed and cannot have
slain models returned to them.
Here, you will find additional rules to use with a Blades of Khorne army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Blades ofKhorne units.
The Anvil of Apotheosis
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| Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | |
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| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.
After the Anvil of Apotheosis, you will find 2 Paths for Blades of Khorne units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension in the Core Book). | |
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Step 1 - Set a Destiny Point Limit
The Anvil of Apotheosis uses a currency called
destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.
Pick 1 of the following:
| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Bloodbutcher | 10 | 150 | | Gore Chieftain | 30 | 250 | | Brass Overlord | 50 | 350 |
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Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
To begin with, your hero has the following warscroll:
| Blood-slick Weapon [Blood-hungry] |
| | Blood-slick Weapon Blood-hungry | 4 | 3+ | 4+ | 1 | 2 |
| HERO, INFANTRY |
| CHAOS, BLADES OF KHORNE |
Step 3 - Pick an Archetype
You must pick 1 of the following Archetypes for your hero:
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| Your hero gains the BLOODBOUND keyword and the regiment options below. In addition, change your hero’s Save characteristic to 3+ and change their melee weapon to the profile below:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Great Blood-slick Weapon Blood-hungry, Crit (2 Hits) | 5 | 3+ | 3+ | 1 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Great Blood-slick Weapon Blood-hungry, Crit (2 Hits) | | 5 | 3+ | 3+ | 1 | 2 |
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| Regiment Options | Any BLOODBOUND units |
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| Your hero gains the DAEMON keyword and the regiment options below. In addition, your hero has WARD (6+) and change their melee weapon to the profile below:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Bloodshed Blade Blood-hungry, Crit (2 Hits) | 5 | 3+ | 3+ | 1 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Bloodshed Blade Blood-hungry, Crit (2 Hits) | | 5 | 3+ | 3+ | 1 | 2 |
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| Regiment Options | Any BLADES OF KHORNE DAEMON units |
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| Your hero gains the BLOODBOUND and PRIEST (1) keywords and the regiment options below:
| Regiment Options | Any BLOODBOUND units |
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| Your hero gains the BLOODBOUND keyword and the regiment options below. In addition, change your hero’s Save characteristic to 3+.
| Regiment Options | Any BLADES OF KHORNE units |
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| Your hero gains the DAEMON and PRIEST (1) keywords and has the regiment options below. In addition, your hero has WARD (6+).
| Regiment Options | Any BLADES OF KHORNE DAEMON units |
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Step 4 - Pick Your Hero's Origin And/Or Flaw
You can pick up to 1
origin and up to 1
flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing
destiny points, flaws give you extra destiny points to spend elsewhere.
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| OriginsTITAN SLAYER: Whether in the wilds of the realms or the battlefields of the Great Game, this hero is skilled in taking monstrous skulls.
Effect: This unit cannot be picked to be the target of RAMPAGE abilities used by enemy units.
RED RAIDER: Many swift nomad tribes and sea raiders worship the Blood God, striking swiftly to trample and maim.
Effect: Add 1 to hit rolls for this unit if it charged in the same turn.
HUNTER OF SOULS: An intractable hunter, this champion runs down their prey over great distances.
Effect: You can re-roll run rolls for this unit.
DEVOTED FOLLOWERS: Whether through a psychopathic charisma or sheer martial might, this warrior has drawn hordes of fanatics to their war banner.
Effect: While this unit is within the combat range of a friendly non-HERO unit, this unit is not visible to enemy units more than 6" away.
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| FlawsA TRUE BERSERKER: Driven mad by their service to Khorne, this champion cares nothing for strategy nor holding ground; only battle, only war.
Effect: This unit has a maximum control score of 1 that cannot be modified.
WILLING SACRIFICE: This champion refuses any attempt to stem or heal their wounds, for they welcome death and know that any blood - their own included - is sacred to the War God.
Effect: This unit cannot be healed.
KHORNE'S RETRIBUTION: This warrior pledged themselves to battle and by their actions, they are judged.
Declare: This unit must use this ability. Effect: If an enemy unit has not been destroyed by this unit this battle, inflict 1 mortal damage on this unit.
KIN-KILLER: This warrior is infamous for sacrificing their own brethren on Khorne's altar.
Declare: This unit must use this ability. Effect: Inflict D3 mortal damage on every other friendly unit within 3" of this unit.
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Step 5 - Pick a Battle Mount
You can pick up to 1
Battle Mount for your hero.
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| BLOOD THRONE: Roaring, howling daemon engines with a taste for flesh, the Blood Thrones make for a fearsome sight.Add the following weapon to your hero's warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Daemon Rider’s Hellblades Blood-hungry, Companion | 4 | 3+ | 3+ | 1 | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Daemon Rider’s Hellblades Blood-hungry, Companion | | 4 | 3+ | 3+ | 1 | 1 |
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In addition, make the following changes to your hero's warscroll: - Change the Move characteristic to 8".
- Change the Health characteristic to 10.
- Replace the INFANTRY keyword with the WAR MACHINE keyword.
JUGGERNAUT: A clanking, daemonic beast of brass and iron, a Juggernaut must be coaxed from the depths of the Brass Citadel. To force one into servitude is a true test of will.Add the following weapon to your hero's warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Juggernaut's Brass-shod Hooves Companion | 2 | 4+ | 3+ | 1 | D3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Juggernaut's Brass-shod Hooves Companion | | 2 | 4+ | 3+ | 1 | D3 |
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In addition, make the following changes to your hero's warscroll: - Change the Move characteristic to 10".
- Change the Health characteristic to 8 .
- If this unit is BLOODBOUND, change the Save characteristic to 2+.
- If this unit is DAEMON, change the Save characteristic to 3+.
- Replace the INFANTRY keyword with the CAVALRY keyword.
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Step 6 - Pick any Battle Mount Upgrades
If your hero has a Battle Mount, you can pick any number of
Battle Mount Upgrades for them. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Furious Haste -2DP | Add 2" to your hero's Move characteristic. | | Spikes and Blades -2DP | Your hero’s Companion weapons have Crit (Mortal). | | Studded Brass Hide -3DP | Add 2 to your hero's Health characteristic. | | Pulverising Charge -4DP | Add the following ability to your hero's warscroll:
PULVERISING CHARGE: The blunt force of this mount's charge reduces enemies to red ruin.
Declare: If this unit charged this turn, pick an enemy unit within l" of it to be the target. Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
| | Anathemic Runescars -4DP | Add the following ability to your hero's warscroll:
ANATHEMIC RUNESCARS: Fell runes and sigils are carved into the metal hide of this mount, annihilating hostile magic nearby.
Effect: The unit has WARD (4+) against damage inflicted by SPELL abilities and abilities used by MANIFESTATIONS.
| | Eager Killer -5DP | Add the following ability to your hero's warscroll:
EAGER KILLER: This infernal entity is as eager to get to grips with new prey as its rider.
Effect: Add D3 to the charge roll.
| | Anointed with Gore -5DP | Add the following ability to your hero's warscroll:
ANOINTED WITH GORE: This mighty creature runs rampant through the enemy ranks, crushing, goring and biting in an frenzied attempt to cover itself in a mantle of steaming gore.
Declare: If this unit charged this turn, pick an enemy unit in combat with this unit to be the target. Effect: Roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.
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Step 7 - Pick any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Trophy Racks -1DP | Add 2 to your hero's Control characteristic. | | Killer's Heirloom -2DP | The Wound characteristic of your hero’s Blood-slick Weapon is 3+. | | Slaughterous Speed -2DP | INFANTRY only. Add 1" to your hero’s Move characteristic. | | Preferred Prey -3DP | Your hero’s melee weapon has Anti-X (+1 Rend), where X is 1 of the following keywords: INFANTRY, CAVALRY, MONSTER, WAR MACHINE, WIZARD or PRIEST. | | Blood-crazed Stare -2DP | Your hero cannot be picked to be the target of RAMPAGE abilities used by enemy units. | | Brass Collar -4DP | Subtract 1 from casting rolls for WIZARDS while they are within 12" of your hero. | | Leathery Wings -4DP | INFANTRY only. Your hero has <KY>FLY</KY>. | | Ensorcelled Plate -5DP | Non-CAVALRY only. Subtract 1 from the Rend characteristic of melee weapons used for attacks that target your hero. | | Ruthless Savagery -6DP | Your hero has the following ability:
RUTHLESS SAVAGERY: This warlord has sworn that none will escape their murderous intent.
Effect: If an unmodified charge roll for this unit was 8+, it has STRIKE-FIRST for the rest of the turn.
| | Blind to all but Hate -6DP | Your hero has the following ability:
BLIND TO ALL BUT HATE: Locked in a nihilistic madness, this champion sees the death of allies as just more fuel for their god's pyres.
Declare: Pick a visible enemy unit that destroyed a friendly unit this turn and is within 12" of this unit to be the target. Effect: Until the end of your next turn, add 1 to wound rolls for combat attacks that target that enemy unit.
| | Butcher's Brawn -6DP | Add 1 to the Damage characteristic of your hero’s non-Companion melee weapons. | | Bloody Prophet -6DP | PRIEST only. Add 1 to chanting rolls and banishment rolls for your hero. |
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| Path of The Slaughterer(BLADES OF KHORNE HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
INVIGORATED BY WRATH: The spray of blood over flesh sees this champion filled with new purpose.
Effect: This unit can immediately make a pile-in move.
BLOOD-BLIND: Those who attack this champion momentarily lose sight of who is friend and who is foe.
Effect: Roll a D3. On a 2+, after that FIGHT ability has been resolved, inflict an amount of mortal damage on the enemy unit using that FIGHT ability equal to the roll.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BRUTAL ONSLAUGHT: Charging into the fray with a howl fills this champion with a wild, bloodthirsty energy.
Effect: Add 1 to charge rolls for this unit.
DOMINATING POWERHOUSE: This champion is always at the front, always seeking to kill.
Effect: This unit can move D6". It must end that move in combat.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BREAKER OF THE ARCANE: This champion has hardened their soul against craven magic.
Effect: This unit can use UNBIND abilities as if it had WIZARD (1). Each time this unit unbinds a spell, subtract 1 from the power level of the WIZARD using that SPELL ability, to a minimum of 0, for the rest of the battle. An enemy WIZARD can be affected by this ability multiple times and the effects are cumulative.
LOCUS OF RED DEVOTION: This champion has become a prophet of war, their prayers to the War God drowning out those of any others beseeching divine aid.
Effect: The chanting roll must be re-rolled.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
VESSEL OF MURDER: Khorne's elemental fury seethes through this champion, obliterating all.
Declare: Pick all enemy units in combat with this unit to be targets. Effect: Roll 8 dice. For each roll of 3-5, inflict 1 mortal damage on each target. For each 6, inflict D3 mortal damage on each target.
WHIRLWIND OF ANNIHILATION: Dread legends are told of this champion's murderous nature: how they kill and kill, without relent, without pity, without regard for mortal limitation.
Effect: This unit can use 2 FIGHT abilities this phase. After the first is used, this unit has STRIKE-LAST for the rest of the turn.
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| Path of Brazen Butchery(non-HERO BLADES OF KHORNE unit only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SHIELD-BREAKERS: These warriors have a name for themselves by shattering the most determined defences.
Effect: Enemy units in combat with this unit cannot use the ’ All-out Defence’ command.
PACK OF MURDERERS: These warriors excel at surrounding and tearing apart their prey.
Declare: Pick an enemy unit in combat with this unit to be the target. Effect: Roll a dice. On a 4+, the target cannot use RETREAT abilities until the start of your next turn.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SAVAGE CONQUERORS: This warband is obsessed with expanding the domain of their master.
Effect: Add 1 to wound rolls for this unit’s attacks that target an enemy unit contesting an objective that you do not control.
SOUL-EATING RAGE: Infernal power has seized these warriors, rapidly stealing their individuality while melting through nearby magical wards.
Effect: Subtract 1 from ward rolls for enemy units while they are in combat with this unit.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SPELL-KILLERS: These warriors revel - and are well practised - in annihilating constructs of magic.
Effect: Enemy MANIFESTATIONS in combat with this unit have STRIKE-LAST.
LOPING PURSUIT: Whether by dark blessing or sheer grit, these warriors have run down many foes.
Effect: If the charge roll was 5 or less, you can re-roll 1 of the dice.
LEGENDARY: When a unit on this Path gains this rank, pick l of the following abilities for them:
INFAMOUS WARCRY: The murder-howl of these warriors sets the blood of Khorne's followers aflame.
Declare: If this unit charged this turn, pick each friendly unit within 3" of this unit to be the targets. Effect: Roll a dice for each target. If the result exceeds the target’s Control characteristic, for the rest of the turn, add 1 to the Rend characteristic of the target’s melee weapons.
REVENANTS IN RED: Many times have these warriors cheated death, and many times ought they to have fallen; they neither eat nor drink now, for blood and massacre alone sustains them.
Effect: If any enemy units were destroyed this turn while they were in combat with this unit, Heal (X) this unit, where X is the number of damage points this unit has.
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Woe unto those who draw the Blood God's deepest ire. From the depths of the Brass Citadel, a monstrous daemonic hunter is unleashed to drag their souls back to his master's throne: Karanak, the Hound of Vengeance. Each of his three heads are ever salivating for the taste of fresh prey, and his pursuit takes him through the realms of mortals without breaking stride. The conventions of military strategy find no purchase upon his animalistic mind; nothing does, save the need to run his quarry to the ground.
While Karanak does not care to lead in a recognisable sense, there are always those who follow in his wake. Packs of Flesh Hounds driven mad by the coming of their alpha spill from the Realm of Chaos, whilst amongst the desolate wilderlands, warbands of mortal cultists howl as the red moons rise and seek to earn their place in the divine pursuit. These Fangs of the Blood God, as myth knows such hellish hunters, make for a murderous nemesis. It matters not to Karanak how many of his followers fall so long as his jaws can clamp around his target in a bloody spray.
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| This Spearhead army consists of the following units:
General Units - 5 Flesh Hounds
- 5 Flesh Hounds
- 8 Claws of Karanak
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THE QUARRY: Karanak's hunt is eternal, for there is no end to those who offend Khorne's creed.
Effect: If no enemy units are the quarry, pick an enemy unit to be the quarry (you can pick an enemy unit in
reserve).
BLOOD-DRENCHED: As blood gushes down blades, armour and teeth, the fervent warriors of the Blood God are driven into a divine frenzy.
Declare: Pick a friendly unit that slew any enemy models using a
FIGHT ability this turn to be the target.
Effect: For the rest of the battle, the target’s melee weapons have
Crit (Mortal).
Pick 1 of the following regiment abilities.
THE SCENT OF BLOOD: The iron stink of gore sends Karanak's pack into a feral frenzy.
Effect: Add 1 to
hit rolls and add 1 to
wound rolls for
combat attacks that target an enemy unit that had any
damage points allocated to it this turn.
SAVAGERY UPON SAVAGERY: The harder one resists Karanak, the more furious the daemon grows.
Declare: Pick a friendly unit
in combat to be the target.
Effect: For the rest of the turn, add 1 to the Attacks characteristic of the target’s melee weapons. If the target is a
HERO, add D3 to the Attacks characteristic of its melee weapons instead.
Give your general 1 of the following enhancements.
SUSTAINED BY GORE: Karanak can pursue a target endlessly, provided the blood keeps flowing.
Effect: Heal (D3) your
general.
KILLING POUNCE: When the moment to strike comes, Karanak leaps with unbridled force.
Effect: For the rest of the turn, when making
charge rolls for your
general, you can roll an additional dice, to a maximum of 3, but if you do, they must finish that charge
in combat with
the quarry.
EVASIVE HUNTER: Karanak's natural speed and the bloody aura that surrounds him, makes him difficult to target from afar.
Effect: Subtract 1 from
hit rolls and
wound rolls for
shooting attacks that target your
general.
FURIOUS BITES: All three of Karanak's monstrous heads hunger to tear apart flesh and soul.
Effect: If your
general is
in combat with
the quarry, inflict D3
mortal damage on the
quarry.
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| Ever watchful, ever hungry, Karanak is the physical manifestation of the Blood God’s wrathful vengeance. Once he has the scent of his quarry, this tireless hunter will not cease in his hunt until he tastes their torn flesh between his fangs. Each of Karanak’s three heads tracks the enemy through a different means – through space, through time and, most sinister of all, through the echo of their own thoughts and terrors. | |
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| Savage Maws and Goreslick Claws [Anti-HERO (+1 Rend)] |
| | Savage Maws and Goreslick Claws Anti-HERO (+1 Rend) | 6 | 4+ | 3+ | 1 | 2 |
STALK THE PREY: Karanak's quarry is relentlessly and mercilessly run to the ground.
Effect: This unit can move D6". It cannot end that move
in combat unless it was in combat at the start of that move and, if there is an enemy
quarry on the battlefield, it must end that move closer to
the quarry.
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| Swift, strong, and tenacious beyond mortal reason, Flesh Hounds run their prey to the ground without mercy. They are roused from within the Brass Citadel by the blaring of great horns, and pursue their prey through the Mortal Realms as readily as they do the domain of the gods. Those who seek to outrun or destroy these daemonic beasts find their tricks coming to nothing and their blades turned aside, extinguished by the wrath of Khorne – in the moments before they are ripped apart. | |
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| Blood-dark Claws |
| | Blood-dark Claws | 4 | 4+ | 3+ | - | 1 |
UNFLAGGING HUNTERS: When blood is scented, nothing will keep a Flesh Hound from its prey.
Effect: Add 1 to
charge rolls for this unit.
| BEAST, WARD (6+), REINFORCEMENTS |
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| The Claws of Karanak venerate the Flesh Hounds of Khorne, taking on an aspect of the daemons’ bloodthirsty nature as they hunt the enemies of the Blood God and hack them to shreds in horrific displays of brutality. They dwell in the harsh and desolate lands created by the passage of Khorne’s armies, amongst caves filled with the stripped bones of their enemies. The fiercest of their chieftains and champions have something of the daemon within their souls, an unholy union that drives out human reason for elemental savagery. | |
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| Weapons of the Hunt [Crit (2 Hits)] |
| | Weapons of the Hunt Crit (2 Hits) | 3 | 4+ | 3+ | - | 1 |
PACK HUNTERS: The howls of the Flesh Hounds sends these killers into a blood-mad frenzy.
Declare: Pick an enemy unit
in combat with both this unit and a friendly
Flesh Hounds unit to be the target.
Effect: For the rest of the turn, this unit’s
combat attacks that target that enemy unit score
critical hits on unmodified
hit rolls of 5+.
The Bloodbound are Khorne’s sacred destroyers. These mortals have not only earned the War God’s mark but also his favour, and they channel it through acts of harrowing close-quarters brutality. Khorne’s warriors claim that his only true temple is the battlefield, his only prayers the screams of the dying, and his only libations the blood of the slain. Some, however, become especially ritualistic in their killing, believing that each life extinguished allows their god to project more of his essence into reality. These warbands are known as Gore Pilgrims and form honour guards for the raving warrior priests of the Blood God.
Following the bellowed commands of their Slaughterpriest master, throngs of Bloodreavers charge forwards, heedless of their own lives – for Khorne demands only slaughter as a price for his boons. Blood Warriors drive the foe from their places of security, reconsecrating lands to their raging patron with each enemy they cut down. Amongst many Bloodbound hordes, packs of Mighty Skullcrushers are outsiders, realm-roaming warriors who join a tribe only for immediate carnage. Those who fight with the Gore Pilgrims, however, are the most rabid of true believers – a brass stampede that is first into the fray and the last ones standing when Khorne’s holy work is done.
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| This Spearhead army consists of the following units:
General Units - 5 Blood Warriors
- 5 Blood Warriors
- 10 Bloodreavers
- 3 Mighty Skullcrushers
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THE BLOOD TITHE: Khorne’s warriors receive divine rewards when blood is shed; whether the sacrifice is theirs or that of their foes matters not.
Effect: Each time a unit is destroyed during the battle, you receive 1
blood tithe point.
HEADS MUST ROLL: A terrible hunger is awoken in the gore-slick weapons of the Bloodbound.
Declare: Spend 3
blood tithe points and pick up to 3 friendly units.
Effect: Add 1 to the Rend characteristic of those units’ melee weapons until the start of your next turn.
MURDERLUST: All servants of Khorne feel the urge to kill, but when prey is near, the impulse becomes all-consuming.
Declare: Spend 1
blood tithe point and pick up to D3 friendly units.
Effect: Each of those units can move D6" (roll for each).
Pick 1 of the following regiment abilities.
FAVOURED OF KHORNE: These blood-marked warriors are the victors of many battles and court the favour of their patron.
Effect: Roll a dice. On a 2+, you receive 1
blood tithe point.
BLOOD-WOKEN RUNES: Fell runes of resilience are carved into the armour of these warriors, needing only the touch of a foe’s blood to be empowered.
Effect: Friendly units have
WARD (5+) if they have used a
FIGHT ability in the same phase.
Give your general 1 of the following enhancements.
RESANGUINATION: The Slaughterpriest calls upon Khorne’s favour to sear the wounds of an ally so that they can continue to shed the blood of the enemy.
Declare: Pick a
visible friendly unit wholly within 16" of your
general, then make a chanting roll of D6.
Effect: On a 3+,
Heal (D3) that unit.
HEADHUNTER: Even Khorne’s priests will seek out the worthiest of foes against which to test their martial prowess.
Declare: Pick an enemy
HERO in combat with your
general.
Effect: Your general has
STRIKE-FIRST this phase, but all attacks made by them this phase must target that enemy
HERO.
THE CRIMSON PLATE: This ancient armour bestows Khorne’s protection upon its wearer, provided it is burnished daily with the blood of champions.
Effect: Your
general has
WARD (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
visible friendly unit wholly within 16" of your
general, then make a chanting roll of D6.
Effect: On a 4+, add 1 to the Rend characteristic of that unit’s melee weapons until the start of your next turn.
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| Slaughterpriests are the holiest of Khorne’s mortal champions, possessed of a spiritual connection with the Lord of the Skull Throne. Where the priests of another deity might channel their essence through sorcery or simpering prayer, these brutal demagogues gain power through ritually drinking the blood of butchered foes and allies alike whilst bellowing their invectives to the raging skies. As well as being formidable warriors in their own right, a Slaughterpriest can command blood in the name of its rightful master – compelling it to boil within an enemy’s veins before bursting forth in gruesome sanguinary sprays. | |
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| Hackblade and Wrath-hammer |
| | Hackblade and Wrath-hammer | 4 | 3+ | 3+ | 1 | 2 |
BLOOD BOIL: Spitting ritualistic words of wrath into the air, the Slaughterpriest turns the blood coursing through the veins of the enemy red-hot, burning them from the inside out.
Declare: Pick a
visible enemy unit within 16" of this unit to be the target, then make a chanting roll of D6.
Effect: On a 4+, inflict D3
mortal damage on the target.
BLOOD SACRIFICE: The Slaughterpriest answers their god’s call for blood by sacrificing one of their own.
Declare: Pick a friendly unit within this unit’s
combat range to be the target.
Effect: Roll a dice. On a 2+, inflict D3
mortal damage on the target and you gain 1
blood tithe point.
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| Blood Warriors are those who have drawn the War God’s gaze through acts of great carnage. Each has undergone the dreaded Red Baptism – a grisly process in which their skin agonisingly scabs over with thick layers of blood, before hardening into formidable armour. Armed with cleaving blades and spiked gauntlets, the Blood Warriors revel in the battle-strength their divine favour affords. All know, however, that their wrathful god might rescind his boons as swiftly as he provided them. So do the Blood Warriors never rest in their murdermaking, fighting even at the point of death to drag down one last enemy in the name of the Blood God. | |
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| Goreaxe and Gorefist |
| | Goreaxe and Gorefist | 3 | 4+ | 3+ | 1 | 1 |
NO RESPITE: Dying as they lived, Blood Warriors devote even their final moments to killing.
Effect: Each time a model in this unit is slain, you can pick an enemy unit
in combat with this unit and roll a dice. On a 4+, inflict 1
mortal damage on that enemy unit.
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| Bloodreavers form the howling masses of the Bloodbound warhordes. Though rightly feared by their enemies for their murderous fury, they are themselves cursed. To earn a place amongst the Brazen One’s armies, each has endured gruelling trials, the last of which is to consume the flesh of their own fallen. Such a monstrous desecration ensures there can be no turning back from the path of skulls. Bloodreavers congregate around the Slaughterpriests in frothing packs, fighting beyond sanity and surging back to their feet when struck down in battle rather than disgracing themselves before the prophets of their deity. | |
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| Reaver Blades |
| | Reaver Blades | 2 | 4+ | 3+ | - | 1 |
FRENZIED DEVOTION: When fighting in the presence of their leaders, these warriors fight until the bitter end.
Effect: If this unit is within 8" of your
general, you can return D3
slain models to this unit.
| | |
| The ground shakes as the Mighty Skullcrushers ride into battle. These are the chosen mortal knights of Khorne, forming a stampede of cursed lances and hellforged metal that can shatter any shieldwall with the force of its charge. Each Skullcrusher has drawn the attention of a Juggernaut, goading it to burst from its prison within Khorne’s domain and chase them down, before breaking the daemon through their brutality and force of will. Together, armoured champion and brass-skinned daemon are nigh impossible to slay. | |
| | |
| Bloodglaive [Charge (+1 Damage)] |
| | Bloodglaive Charge (+1 Damage) | 3 | 3+ | 3+ | 1 | 1 |
| Juggernaut’s Brazen Hooves [Companion] |
| | Juggernaut’s Brazen Hooves Companion | 2 | 4+ | 3+ | 1 | D3 |
BRASS STAMPEDE: Nothing can stop the thunderous onset of Khorne’s Juggernauts once they have scented the blood of the foe.
Declare: If this unit
charged this phase, pick an enemy unit within 1" of it to be the target, then roll a dice.
Effect: On a 2+, inflict 1
mortal damage on the target.