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==Temples of Blood== You may claim your army hails from one of the six temples listed here. All were nerfed heavily from the previous edition, but they were also streamlined and still give some benefit to your army. '''Hagg Nar''' *'''Daughters of the First Temple:''' Add 1 to the current battle round when determining the abilities gained from Blood Rites. A good <s>Jack</s> Jill of all trades, master of none that's worth considering. '''Draichi Ganeth''' *'''Ability - Bladed Killers:''' Improve the rend characteristics of weapons wielded by the Witch Aelves and Sisters of Slaughter by 1 on the turn they charge. The offensive option. Add a Bloodwrack Medusae and/or Morathi-Khaine to throw Mindrazor on units and you'll rain on the parade of armies like Stormcast, non-horde Chaos armies and Ossiarch Bonereapers. Combining the numbers of a horde army with the hitting power of an elite army as it applies only to Witch Aelves and Sisters of Slaughter, they're the best choice for a melee-focused force. '''The Kraith''' *'''Ability - Disciples of Slaughter:''' At the end of the combat phase, roll a dice for each Kraith Sister of Slaughter that fought once in that phase. On a 4+, they can fight again but strike last for the second round of combat. The double-tap/horde killer option. The ability is decent, but striking last can sting and the ability only applies to Sisters of Slaughter. Look elsewhere unless you really like Sisters of Slaughter. '''Khailebron''' *'''Command Ability - Masters of the Shadowpaths:''' At the end of the movement phase choose a friendly unit and a Khailebron hero to issue the command. Pull the unit off the battlefield and Deep Strike them anyplace outside of 9 inches of the enemy. This unit cannot move in the next movement phase. Essentially turns all of your units into pseudo Khinerai units and [[Awesome|can even be used to pull them out of an unfavorable combat]]. A tricksy temple, but amazing when you know how to use it. Shooting armies will hate the Khailebron Temple, especially Kharadron Overlords (suck it, you godless stunties!). Since the command trait is an ability not a spell your opponent will have to play around it every round. Just remember to keep your heroes out of harm's way. Recommended to take Morathi-Khaine in this army to maximize it's usage. '''Khelt Nar''' *'''Ability - Strike and Fade:''' Khelt Nar units can retreat and charge later in the same turn. Alternate movement shenanigans. No teleporting like the Khailebron, but it's not hero-dependent either. While a fun playstyle, and recommended if you really like Khinerai Harpies or want to mess with your opponent, if you want to play competitively, other temples are recommended. '''Zainthar Kai''' *'''Abilities - Khaine’s Essence:''' Each time a friendly Zainthar Kai Melusai is slain, they can fight again before being removed from play. Snakes on a pla(ying field). The Melusai are already pretty crazy, this will make opponents even more reluctant to engage them in combat. But it only effects Melusai units. Also, beware shooty and/or magic heavy armies, as they'll render this ability nigh useless, so don't take it against - for example - Kharadron Overlords or Lumineth Realm-lords. For competitive play, Hagg Nar is the best defensive option, Draichi Ganeth is the best offensive option and Khailebron for the tactical geniuses.
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