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===Heroes=== '''Bloodthirster of Insensate Rage:''' Wields the biggest axe you've ever seen. Sure he only Hits on 4+ cause it's so big, but he gets to reroll 1s is he charged, so it's not too bad. Besides, it's not like you've got much to complain when you get four swings that Wound on 2+, have a Rend of -2 and inflict D6 damage per hit. In fact, the axe is so goddamn big that enemy units within 8" suffer a bunch of Mortal Wounds whenever you roll a 6 To Wound. His Command Ability also lets Khorne Daemons reroll their charge distances. Doesn't sound like much, but it can win you the game. '''Bloodthirster of Unfettered Fury:''' Almost as dangerous at range as he is in combat. The lash draws Monsters and Heroes closer so he can hit them with his axe and he has an 8" aura in which enemy units have to roll a D6 in each of your Hero Phases. On a 6, they take a Mortal Wound and half their Move value. Combine with his Command Ability that doubles Pile In-movement for Khorne Daemons and his lash and you can easily decide where the fighting is going to go. '''Wrath of Khorne Bloodthirster:''' This one is just plain bullshit. His Hellfire Breath and the flail both deal good damage at range and the axe is the same the Unfettered Fury gets. Can also reroll To Hit against Heroes and Monsters and practically guarantee a charge for a Khorne Daemon unit. '''Herald:''' All heralds of Khorne come as standard with decapitating blow making any attack hit roll of 6+ a mortal wound instead of rolling for a normal wound this is due to Khorne weapon blade of blood or hellblade the heralds of Khorne comes in 3 flavours below I will explain there benefits and weaknesses. '''On foot (Bloodmaster):''' Strength is he gains the ability to make a unit of bloodletters within 8" that is in combat to do its pile in of 3" and attack if it has not done so in the phase basically you gain 2 activations rather then 1 for the phase also smaller footprint then the other two. Weakness lower wounds/movement and attacks then the other two. '''On Juggernaut (Skullmaster):''' Strength is if he charge's into combat he comes in like a wrecking ball when rolling 4+ you do d3 mortal wounds and get to reroll all failed hits also his speed moving faster then the one on foot. Weakness is like his strength unless he charge's into combat the phase before those bonus's are gone till he can charge into combat becoming a over-glorified skullcrusher of Khorne. '''On a Blood Throne:''' Strength is every attack does -1 rend and if he gets into combat every time he wounds a enemy with the maw he gains a possible of d3 wounds based on the damage result very durable as he also has the highest wounds then the other two. Weakness biggest footprint so many enemy's can get into him with so many attacks.
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