Age of Sigmar/Tactics/Chaos/Blades of Khorne: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>CMLR
(Created page with "<span style="color:#8b0000;">BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULLS THRONE!</span> Blades of Khorne allows you to finally run a mixed mortal and daemonic army, as wel...")
 
m (642 revisions imported)
 
(643 intermediate revisions by more than 100 users not shown)
Line 1: Line 1:
<span style="color:#8b0000;">BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULLS THRONE!</span>
{{Age of Sigmar Faction|Faction=Blades of Khorne|Logo=Khorne_by_baklaher-d7335e6.jpg|Alliance=Chaos|Lore=Khorne|Icon=Khorne mark.png|Motto='''BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!'''}}


Blades of Khorne allows you to finally run a mixed mortal and daemonic army, as well as upgrading both sides of the [[RAPE]] TRAIN with killy, new stuff.
Blades of Khorne allows you to finally run a mixed mortal and daemonic army, as well as upgrading both sides with killy, new stuff.
 
==Why Play Blades of Khorne?==
 
Because you're tired of all this frilly magic nonsense running around the table. A purple sun? REALLY?! You also never saw a problem you didn't think could be solved by swinging an axe or sword at it.
 
The hordes of Khorne are great at shutting down magically inclined opponents while lopping off their heads. This army isn't braindead, however, and requires intelligent use of stacking auras, prayers, command abilities, and artifacts to actually be effective. With the 2.0 point increases across the board, it's now more important than ever to hone in on what makes Blades of Khorne so great.
 
'''PROS'''
*Khorne cares not from where the blood flows. Your own units dying helps you in the long run.
*Your prayers cannot be unbound.
*Between Blood Points, Command Abilities, prayers, Judgements, relics, battalions and whatnot, Khorne's armies are surprisingly flexible and tactical now. They're still obsessed with close combat, of course, but can adapt to many opponents quite well.
*Your army is tied with the Greenskins for the most fun thing that you can say while playing any kind of ''Warhammer'': BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!
 
'''CONS'''
*Only one real artillery unit in the Skull Cannon, which is worthless
*Too much of a good thing can be a bad thing, and is here. You'll want every kind of hero in your army but won't have the space for them.
*It's possible to be banned from a store for saying "BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!" too much.
'''What's changed in 2.0?'''
*Heroes you previously wouldn't have taken have gotten significantly better. The 3 base command abilities can be used by all of your heroes, without them being your general. Your Exalted Deathbringers and Aspiring Deathbringers are a decent choice now!
*Summoning no longer requires points from your army spent. Kill stuff, get Blood Tithe, summon more.
*Arcane Shield was significantly nerfed...but Bronzed Flesh is still +1 to save rolls <s>and can be used several times in a phase</s>  Not anymore, prayer from the Blood Blessing table can only be chanted once each turn.
*Since GHB2017, you no longer need to worry about Bloodbound and Daemon allegiances. While your general still can affect what additional battlelines you can take, all you need is the Khorne tag!
 
==Rulebooks==
{{AOSRulebooks|tome=Blades of Khorne (2019)|points=[https://www.warhammer-community.com/wp-content/uploads/2019/07/zjUfva33qkzSCA03.pdf Blades of Khorne Errata]}}


==Allegiance Abilities==
==Allegiance Abilities==


===<span style="color:#8b0000;">Battle Traits</span>===
===<span style="color:#8b0000;">Battle Traits</span>===
If your army has a KHORNE allegiance and chose to take the KHORNE allegiance abilities, it has the following rule:
If your army has a {{AOSKeyword|Blades of KHORNE}} allegiance and chose to take the {{AOSKeyword|Blades of KHORNE}} allegiance abilities, it has the following rules:
 
'''Legions of Chaos:''' The errata saw GW cribbing notes from the Cities of Sigmar, now you (and the other god-aligned armies) can take two {{AOSKeyword|Slaves of Darkness}} units out of every four so long as you give them the mark of {{AOSKeyword|KHORNE}} and one of every four units can be from {{AOSKeyword|Beasts of Chaos}}, granting them the keyword as well. In addition coalition units do not count towards the number of battleline in your army, but do count towards everything else (behemoth, leader, artillery, etc). Also cannot be army general. Predictably, Wizards and units bearing the marks of other gods are not allowed.
*Congratulations, your army selection has effectively doubled between all the StD stuff that's now much easier to access and the beastmen.
 
'''Locus of Fury:''' You can re-roll hit rolls of 1 for attacks made by friendly Khorne Daemon units while they are wholly within 12" of any friendly {{AOSKeyword|Khorne Daemon Heroes}}, or wholly within 16" of any friendly {{AOSKeyword|Khorne Greater Daemons}}. A nice buff to your Khorne daemons. As with all other buffs, the unit creating the aura is considered to be inside it, so all of your Daemon Heroes innately reroll hits of 1.
 
'''Blood for the Blood God!''': A {{AOSKeyword|KHORNE}} army generates Blood Tithe points during the course of each battle; the controlling player must keep a record of how many points their army accrues. One point is generated each time a unit belonging to either player is wiped out.
 
Unless stated otherwise in the rule for a reward, Blood Tithe points can be expended at the start of either player’s hero phase, but only once per phase. Pick one Blood Tithe reward that has a value equal to or less than your current number of Blood Tithe points and immediately resolves its effects. The latest errata (as of the 22 of July) removes the rule that makes you lose all unused Blood Tithe points when you use this ability. This is -a long overdue- buff to BoK since AOS now favors MSU. Feel free to summon small units of Bloodletters for 2 points (which will eventually die, netting you another point) to disrupt the enemy, while racking up points and summon a big fat Bloodthirster turn 4 for free, or pull out Apoplectic Frenzy more often.
 
This means that Khornate armies will tend do absolutely break the shit outta MSU armies, since they'll be gaining Blood Tithe points extremely quickly, butchering through some pesky ratmen, for example. This also means that low count armies, like Beastclaw Raiders, will be harder prey, given that they armies numbers are quite low.
 
#'''Bloody Exemplar''': 1 Point. Gain a command point. IT JUST WORKS!
#'''Spelleater Curse''': 2 Points. Choose this reward immediately after a {{AOSKeyword|WIZARD}} has cast a spell anywhere on the battlefield; it is automatically unbound. You may not choose this reward after having attempted to unbind the spell.
#'''Murderlust''': 3 Points. Select a Khorne unit from your army; that unit can move as if it were the movement phase. If it is within 12" of an enemy model, it can either move as if it were the movement phase or charge as if it were the charge phase. Murderlust specifies a "normal move" which includes the option to retreat & run, effectively giving any of your units retreat, run, move, charge sequentially. Useful for Thirsters stuck in combats they can't win, and/or cycle charging Skullcrushers. Also, if you charge in hero phase, you can pile in even if you ran in your movement phase. When you run, then you cannot charge which in turn doesn't allow you to pile in but guess what, you already '''Charged''' in hero phase which means you are eligible to pile in. This trick can be used by any faction that can charge in hero phase(Iron jawz for example).
#'''Apoplectic Frenzy''': 4 Points. Select a Khorne unit from your army that is within 3" of an enemy model; that unit can immediately pile in and attack as if it were the combat phase.
#'''Brass Skull Meteor''': 5 Points. Pick a single unit anywhere on the battlefield; that unit immediately suffers D3 mortal wounds. In addition, roll a dice for each unit within 8" of the unit you picked; on a roll of 3 or more, the unit being rolled for suffers a mortal wound. If the roll is a 6, the unit takes D3 mortal wounds instead. You can launch this upon Skarbrand; he will heat up faster and if is already around a couple of enemies, they'll also have a chance to suffer residual damage. (Basically useless unless there's a 1 wound unit holding an objective in one of the few battleplans that you can't walk off a point and still hold it)
#'''Relentless Fury''': 6 Points. Until your next hero phase, each time a {{AOSKeyword|KHORNE}} model in your army is slain in the combat phase, you can make a pile in move and then attack with the model before you remove it (use the lowest line on the damage table if it has one on its warscroll when resolving this attack).
#'''Crimson Rain''': 7 Points. You may use this once per battle. Immediately after you use it, and every one of your hero phases afterwards, you may heal all friendly Khorne units on the battlefield D3. Have an army of big baddies? Keep them happy with a little spritz of blood!
#'''Slaughter Triumphant''': 8 Points. You may use this once per battle. Affects all friendly Khorne units. Unmodified melee hit rolls of 6 count as 2 hits instead of 1. Congrats, you just gave everything in your army exploding dice. That block of 20 Bloodwarriors, those 40 Bloodreavers, that summoned unit of 20 Bloodletters, and don't forget your Bloodthirster. A very, very good choice, but you better make sure you've still got enough of an army to enjoy it.
 
'''Summon Daemons of Khorne:''' as of AOS2, wizards have all lost the ability to summon {{AOSKeyword|Daemons}}. Instead, at the END of your movement phase, you may use 2-8 (or 16) Blood Tithe points to summon from the list below. The new unit must be set up wholly within 12" of a {{AOSKeyword|Khorne Hero}} or {{AOSKeyword|Skull Altar}}, and 9" away from an enemy. The unit summoned cannot move or run this turn, but they may charge (a nine-inch charge isn't good odds without some aura support). Blood Tithe points no longer dissapear (and destroying summoned units give them back), so feel free to spam low cost units while still increasing your Blood Tithe count for an apocalyptic summon. Summoning is situational but can be just what you need late game to jump on an objective or cut off your opponent's movement. A Skullcannon can still fire as well, so quick-scoping a long-range target is possible.
 
*'''2 Blood Tithe''': 1 Bloodmaster
*'''2 Blood Tithe''': 5 Bloodletters
*'''3 Blood Tithe''': 1 Skullmaster
*'''3 Blood Tithe''': 5 Flesh Hounds
*'''4 Blood Tithe''': 1 Blood Throne
*'''4 Blood Tithe''': 10 Bloodletters
*'''5 Blood Tithe''': 1 Skullcannon
*'''5 Blood Tithe''': 3 Bloodcrushers
*'''6 Blood Tithe''': 10 Flesh Hounds
*'''6 Blood Tithe''': 15 Bloodletters
*'''7 Blood Tithe''': 20 Bloodletters
*'''8 Blood Tithe''': 1 Bloodthirster of Unfettered Fury
*'''8 Blood Tithe''': 1 Bloodthirster of Insensate Rage
*'''8 Blood Tithe''': 1 Wrath of Khorne Bloodthirster
*'''16 Blood Tithe''': 1 EXALTED GREATER DAEMON OF KHORNE
 
===<span style="color:#8b0000;">Slaughterhosts</span>===
All Khorne units in your army gain this keyword. If a model already has a Slaughterhost keyword, it cannot gain another one, but this does not prevent other units in your army from having a different Slaughterhost keyword on other units. This does not mean you can use two Slaughterhost rulesets, it only means if a unit comes with a Slaughterhost keyword it is not prevented from being used in your army using another Slaughterhost keyword, they just can't benefit from any of the rules. There are four Slaughterhosts to choose from in the book and they are all bloody fantastic. Each comes with a keyword wide Ability and mandatory Command Ability, Command Trait, and Artifact of Power. It's an easy (see: free) way to get more good shit for your army, so there's really never a reason NOT to use one of them. NOTE: this doesn't give you a free random artifact; the artifacts in these must be the first artifact you give to your army.
 
'''Reapers of Vengeance (boy I sure do hate wizards and love daemons)'''
*'''Ability - Devour the Craven:''' If any enemy units within 3 inches of any friendly {{AOSKeyword|Reapers of Vengeance}} fails a battleshock test, add D3 models that flee. Stacks well with a few other new battleshock altering abilities.
*'''Command Ability - Leave None Alive:''' At the start of the combat phase, pick 1 friendly {{AOSKeyword|Reapers of Vengeance Daemon}} unit wholly within 8 inches of a friendly {{AOSKeyword|Daemon}} model with this command ability. After that unit has fought in the combat phase for the first time, if they are within 3" of an enemy unit, it can instantly pile in and attack again. (For those of you looking at Tyrants, since both rules happen "immediately after a unit fights for the first time" using this command ability will break the chain of Tyrants, as such, whichever you want to fight twice, use it at the end of the chain.)
*'''Command Trait - Mage Eater:''' The general can attempt to unbind one spell in the enemy hero phase in the same manner as a Wizard. If your unmodified unbind roll is an 8, the spell is unbound AND the caster suffers D6 mortal wounds.
*'''Artifact - Skullshard Mantle:''' Each time the bearer is affected by a spell or endless spell, roll a dice. If you do so, on a 2+ ignore the effects of that spell on the bearer. It doesn't just work on wounds.
 
'''The Bloodlords (boy I sure do hate Heros/Monsters and love punching them with my zipping Greater Daemon)'''
*'''Ability - Slay the Mighty:''' You can reroll wound rolls of 1 for attacks made by friendly {{AOSKeyword|Bloodlords Daemon}} units that target a {{AOSKeyword|Hero}} or {{AOSKeyword|Monster}}.
*'''Command Ability - First in His Sight:''' At the start of your hero phase, pick a friendly model with this command ability. You may heal 1 wound allocated to each friendly {{AOSKeyword|Bloodlords Daemon}} unit wholly within 16" of that model.
*'''Command Trait - Slaughterer's Thirst:''' Add 4" to the Move characteristic of this general. Also, re-roll charge rolls for this general. Faster Bloodthirsters are always handy.
*'''Artifact - Halo of Blood:''' The bearer fights at the start of the combat phase before the players pick any other unit to fight in that combat phase. Note: the player whose turn it is choosing who's "fight first" ability trumps the other.  Note to the note:  Actually not true, whoever's turn it is goes first with all of their 'fights at start of combat phase' units, then the other player fights with all of theirs, then it goes to standard alternating order.


'''Blood for the Blood God!''': A KHORNE army generates Blood Tithe points during the course of each battle; the controlling player must keep a record of how many points their army accrues. One point is generated each time a unit belonging to either player is wiped out. The maximum number of Blood Tithe points an army can have at any one time is 8; any additional points generated are lost.
'''The Goretide (GOTTA GO FAST!)'''
*'''Ability - Tireless Conquerors:''' You may re-roll wound rolls of 1 for attacks made by melee weapons by friendly {{AOSKeyword|Goretide Moral}} units wholly within 12" of an objective marker.
*'''Command Ability - Ever Onwards:''' During your movement phase, before you make a run move, you may use this ability on 1 friendly {{AOSKeyword|Goretide Bloodreaver}} or {{AOSKeyword|Goretide Blood Warrior}} unit wholly within 16" of a friendly model with this command ability. If you do so, that run roll is auto 6. In addition, that unit can run and charge this turn. Reavers kept their +1 run/charge banner, and you can still whip them for +3 run/charge, so this ability allows you to get a block of 40 across the field turn one, their **minimum** threat range becomes 19+2d6" (Base Move + Run bonuses (roll of 6+1+3) + Charge bonuses (2D6+1+3)
*'''Command Trait - Hew the Foe:''' Add 1 to the Damage characteristic of this general's melee weapon. Your general is going to want to get in and stay in, so beefy bois like your Juggerlord or Mighty Lord are best.
*'''Artifact - Thronebreaker's Torc:''' Ignore positive or negative modifiers when making saves for this model. Now that your Bloodsecrator can move, may be just what he needs to shrug off the volleys of fire coming his way.
*'''Named Hero With Keyword:''' Korghos Khul


Blood Tithe points can be expended at any point in either player’s hero phase, but only once per phase. Pick one Blood Tithe reward that has a value equal to or less than your current number of Blood Tithe points and immediately resolve its effects. When one or more Blood Tithe points are expended, any remaining points are lost, though more points can be generated later in the game as normal.
'''The Skullfiend Tribe (hunt their heroes, let lose your Khorgoraths)'''
*'''Ability - Skull Hunters:''' You may re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Skullfiend Tribe Mortal}} units that are wholly within 12" of an enemy Hero.
*'''Command Ability - For the Brass Citadel:''' At the start of the combat phase, you can pick 1 friendly model with this command ability. Until the end of the phase, re-roll all hits and wounds for attacks made by friendly {{AOSKeyword|Skullfiend Tribe Khorgorath}} units wholly within 10" of that model.
*'''Command Trait - Master Decapitator:''' Get 2 Blood Tithe points when your general slays a Hero instead of 1.
*'''Artifact - Crowncleaver:''' Pick one melee weapon, that weapon gets +2 attacks.


This means that Khornate armies will tend do absolutely break the shit outta Horde armies, since they'll be gaining Blood Tithe points extremely quickly, butchering through some pesky ratmen, for example. This also means that low count armies, like Beastclaw Raiders, will be harder preys, given that they armies numbers are quite low.
'''The Flayed (How do I like worshiping khorne but I don't like dying, also let loose your Skullcrushers)'''
*'''Ability - Blood woken Runes:''' end of the combat phase, a {{AOSKeyword| Flayed Mortal}} unit save increases once by +1 for rest of game if they slay a {{AOSKeyword|Hero}} or {{AOSKeyword|Monster}}.
*'''Command Ability - Wrathspeaker:'''  at start of combat phase, a {{AOSKeyword| Flayed Mortal}} wholly within 12" of a {{AOSKeyword| Mortal Hero}} gain +1 to hit rolls if they charged this turn.
*'''Command Trait - Vessel of Butchery:'''  re-roll prayer rolls of 1 within 8"
*'''Artifact - The Slaughterhelm:''' +2 charge rolls.


#'''Bloody Exemplar''': 1 Point. Select a KHORNE HERO from your army that has a command ability on their warscroll and immediately use that command ability. If this model is your general, they can use another command ability as normal.
'''The Baleful Lords (all abord the Bloodthirsters train)'''
#'''Spelleater Curse''': 2 Points. Choose this reward immediately after a WIZARD has cast a spell anywhere on the battlefield; it is automatically unbound. You may not choose this reward after having attempted to unbind the spell.
*'''Ability - Unbound Slaughter:''' {{AOSKeyword|Baleful Lords Bloodthirsters}} can run & charge and take can have one more '''Behemoth''' in your list if they are all {{AOSKeyword|Bloodthirsters}}. Do I Hear 5 Bloodthirsters. (you still need Battlines but you can go cheap on it)
#'''Murderlust''': 3 Points. Select a KHORNE unit from your army; it can either move as if it were the movement phase or charge as if it were the charge phase.
*'''Command Ability -Frenzed Annilation:''' during combat, one {{AOSKeyword|Baleful Lords Bloodthirsters}} ignores wound table.
#'''Crimson Rain''': 4 Points. Roll a D3; all KHORNE models on the battlefield immediately heal that many wounds.
*'''Command Trait - Thirst for carnage:''' +1 to charge rolls for {{AOSKeyword|Baleful Lords Bloodthirsters}} within 8".
#'''Apoplectic Frenzy''': 5 Points. Select a KHORNE unit from your army; it can immediately pile in and attack as if it were the combat phase.
*'''Artifact - Black brass crown:''' +1 Save against attacks. Put this on Bloodsecrator, leave him in cover and watch him laugh at any shooting attempts your enemies might try or be an asshole and give this item to Exalted Bloodthirster, nobody wants to meet 20 wound monster with 3+ save.
#'''Brass Skull Meteor''': 6 Points. Pick a single unit anywhere on the battlefield; that unit immediately suffers D3 mortal wounds. In addition, roll a dice for each unit within 8" of the unit you picked; on a roll of 4 or more, the unit being rolled for suffers a mortal wound.
 
#'''Relentless Fury''': 7 Points. Until your next hero phase, each time a KHORNE model in your army is slain in the combat phase, you can make a pile in move and then attack with the model before you remove it (use the lowest line on the damage table if it has one on its warscroll when resolving this attack).
'''A note regarding the above:''' Your general does not have to be from any of the above to take the general trait, but if he is than he MUST take it. That means no named heroes can be your general and get a keyword (Korghos Khul being the exception since he has the Goretide keyword). You MUST use the Slaughterhost's Artifact of Power (your general doesn't have to), and only that Slaughterhost's Hero can use it (so no giving your Goretide hero the Skullfiend Tribe's Artifact). The Slaughterhost's are clearly designed so that you take certain units (two being Daemon focuses and two being Mortal focused), but nothing's stopping you from mixing and matching.
#'''Blood Pact''': 8 Points. Set up a new KHORNE DAEMON unit anywhere on the battlefield that is more than 9" from any enemy models. This unit cannot move in the following movement phase.
* Also: imagine Slaughterer's Thirst with Thermalrider's Cloak. Suddenly, your Juggerlord is moving 16" with Fly (or your Mighty Lord is moving 13" with Fly). There is A LOT of potential hidden in this book.


===<span style="color:#8b0000;">Command Traits</span>===
===<span style="color:#8b0000;">Command Traits</span>===
Much like the Disciples of Tzeentch Battletome, there are three tables to pick Command Traits from for you: Bloodbound, Daemons and Mortals. If you have a combination of those keywords, you can pick which table you take your Command Traits from, though 1-3 are copy-pasted on all three tables.


Much like the Disciples of Tzeentch Battletome, there are three tables to pick Command Traits from for you: Bloodbound, Daemons and Mortals. If you have a combination of those keywords, you can pick which table you take your Command Traits from, though 1-3 are almost exact copy-pastes on all three tables.
A {{AOSKeyword|BLOODBOUND}} General of an army with a {{AOSKeyword|KHORNE}} allegiance and has chosen to take the {{AOSKeyword|KHORNE}} allegiance abilities can choose one of the following Command Traits:


A '''BLOODBOUND''' General of an army with a '''KHORNE''' allegiance and has chosen to take the '''KHORNE''' allegiance abilities can choose one of the following Command Traits:
#'''Arch-slaughterer''': You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill bigger threats and worthy prey.
 
#'''Arch-slaughterer''': You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill the bigger threats and the worthy prays.
#'''Unrivalled Battlelust''': If your general is within 12" of an enemy unit (but not within 3" of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy.
#'''Unrivalled Battlelust''': If your general is within 12" of an enemy unit (but not within 3" of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy.
#'''Slaughterborn''': Re-roll all of your general’s failed hit rolls when making attacks in the combat phase. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power.
#'''Slaughterborn''': Re-roll all of your general’s failed melee hit rolls. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power.
#'''Mark of the Cannibal''': If your general slays one or more enemy models in the combat phase, they heal 1 wound at the end of the phase. This is a nice bonus, given that your heroes have already have a healty number of wounds, pretty good if you are expecting to get lot of focus from the enemy.
#'''Mark of the Cannibal''': If your general slays one or more enemy models in the combat phase, they heal 1 wound at the end of the phase. This is a nice bonus, given that your heroes have already have a healthy number of wounds, pretty good if you are expecting to get lots of focus from the enemy.
#'''Bloodsworn''': KHORNE MORTAL units from your army within 8" of your general can use your general’s Bravery characteristic in place of their own when making battleshock tests. Might worth it for your basic infantry out of a Bloodsecrator area of effect. Nice to have, but not impressive.
#'''Bloodsworn''': KHORNE MORTAL units from your army wholly within 16" of your general can use your general’s Bravery characteristic in place of their own when making battleshock tests. Now a lot more impressive with the lose of table-wide battleshock immunity. Giving your Bloodreavers and Blood Warriors Bravery 9 could be the difference between losing the unit or staying alive another turn.
#'''Disciple of Khorne''': Add 1 to the Attacks characteristic of all melee weapons wielded by your general (but not any weapons used by their mount if they have one). Obviously better with heroes with two weapons.
#'''Disciple of Khorne''': Add 2 to the Attacks characteristic of all melee weapons wielded by your general (but not any weapons used by their mount if they have one). If your general has multiple weapons this makes them even scarier.


A '''DAEMON''' General of an army with a '''KHORNE''' allegiance and has chosen to take the '''KHORNE''' allegiance abilities can choose one of the following Command Traits:
A {{AOSKeyword|DAEMON}} General of an army with a {{AOSKeyword|KHORNE}} allegiance and has chosen to take the {{AOSKeyword|KHORNE}} allegiance abilities can choose one of the following Command Traits:


#'''Arch-slaughterer''': You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill the bigger threats and the worthy prays.
#'''Arch-slaughterer''': You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill the bigger threats and the worthy preys.
#'''Unrivalled Battlelust''': If your general is within 12" of an enemy unit (but not within 3" of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy.
#'''Unrivalled Battlelust''': If your general is within 12" of an enemy unit (but not within 3" of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy.
#'''Slaughterborn''': Re-roll all of your general’s failed hit rolls when making attacks in the combat phase. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power.
#'''Slaughterborn''': Re-roll all of your general’s failed melee hit rolls. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power.
#'''Immense Power''': Add 1 to the Damage characteristic of all melee weapons wielded by your general (but not any weapons used by their mount if they have one). Surprisingly this one is not such a great upgrade, given that almost every Daemon General only has one weapon. It improves Bloodletters attacks but it dosen't do much for 'thirsters.
#'''Rage Unchained''': Add 1 to the Attacks characteristic of all melee weapons wielded by your general. Neat!
#'''Aspect of Death''': Each time an enemy unit within 8" of your general fails a battleshock test, one additional model flees from the unit. All around a good bonus.
#'''Aspect of Death''': Each time an enemy unit within 8" of your general fails a battleshock test, D3 additional model flees from the unit. All around a good bonus.
#'''Devastating Blow''': Any wound rolls of 6 for attacks made by your general in the combat phase inflict a number of mortal wounds equal to the weapon’s Damage characteristic instead of being resolved normally. The close thing Daemon Generals have to a must pick, given that they already have a scary damage output.
#'''Devastating Blow''': Any unmodified wound rolls of 6 for attacks made by your general (not their mount) in the combat phase inflict a number of mortal wounds equal to the weapon’s Damage characteristic instead of being resolved normally. The closest thing Daemon Generals have to a must pick, given that they already have a scary damage characteristic.


A '''MORTAL''' General of an army with a '''KHORNE''' allegiance and has chosen to take the '''KHORNE''' allegiance abilities can choose one of the following Command Traits:
A '''MORTAL''' General of an army with a '''KHORNE''' allegiance and has chosen to take the '''KHORNE''' allegiance abilities can choose one of the following Command Traits:


#'''Arch-slaughterer''': You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill the bigger threats and the worthy prays.
#'''Arch-slaughterer''': You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill bigger threats and worthy prey.
#'''Unrivalled Battlelust''': If your general is within 12" of an enemy unit (but not within 3" of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy.
#'''Unrivalled Battlelust''': If your general is within 12" of an enemy unit (but not within 3" of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy.
#'''Slaughterborn''': Re-roll all of your general’s failed hit rolls when making attacks in the combat phase. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power.
#'''Slaughterborn''': Re-roll all of your general’s failed melee hit rolls. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power.
#'''Hungry for Glory''': You can reroll all hit and wound rolls of 1 for your general when attacking enemy HEROES or MONSTERS. [[Meme|Pretty good, pretty powerful]]. With the proper support your general will be a potent hero buster and mosnter hunter.
#'''Hungry for Glory''': You can reroll all hit and wound rolls of 1 for your general when attacking enemy HEROES or MONSTERS. [[Meme|Pretty good, pretty powerful]]. With the proper support, your general will be a potent hero buster and monster hunter... given that there are plenty of them on your enemy's side.
#'''Berzerker Lord''': Roll a dice each time your general suffers an unsaved wound or mortal wound in the combat phase; on a roll of 5 or 6, the wound or mortal wound is ignored. A save after the save. This things have always been pretty damn handy, just ask to any Chaos Warrior with Runeshields.
#'''Berserker Lord''': Roll a dice each time your general suffers an unsaved wound or mortal wound; on a roll of 5 or 6, the wound or mortal wound is ignored. A save after the save. These things have always been pretty damn handy, just ask to any Chaos Warrior with Runeshields. Now that it is always active, this is a much better trait to take.  
#'''Violent Urgency''': You can reroll failed charge rolls for your general and any KHORNE units from your army that are within 8" of him at the start of the charge phase. Actually a strong trait for almost any mortal general, putting out charges is always good, and guys like Knights and Skullcrushers, who have bonuses for charging, already love this trait.
#'''Violent Urgency''': You can reroll failed charge rolls for your general and any KHORNE units from your army that are wholly within 12" of him at the start of the charge phase. Actually a strong trait for almost any mortal general, putting out charges is always good, and guys like Knights, Chariots and Skullcrushers, who have bonuses for charging, already love this trait.


===<span style="color:#8b0000;">Murderous Artefacts</span>===
===<span style="color:#8b0000;">Artefacts</span>===
====<span style="color:#8b0000;">Murderous Artefacts</span>====


One KHORNE MORTAL HERO in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one KHORNE MORTAL HERO for every battalion selected, can choose one of the following Murderous Artefacts (weapons of mounts can't be upgraded this way):
One KHORNE MORTAL HERO in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one KHORNE MORTAL HERO for every battalion selected, can choose one of the following Murderous Artefacts (weapons of mounts can't be upgraded this way):


#'''Heart Seeker''': You can re-roll failed wound rolls with this weapon. Evidently better for those weapons with higher To Wound characteristics, but also synergizes for weapons that have additional bonuses with that characteristic.
#'''Heart Seeker''': Pick one of the bearer's melee weapons. You can re-roll wound rolls for attacks made with this weapon.  
"'''Collar of Khorne''': The bearer can attempt to unbind one spell in each enemy hero phase in the same manner as a wizard. Given that Khorne HATES magic and refuses to work with shitty wizards, this one is a safe pick whenever there are enemy wizards around, specially on the first turn, when you have 0 Blood Tithe points. Of course is completely useless otherwise.
#'''Collar of Contempt''': The bearer can attempt to unbind one spell in each enemy hero phase in the same manner as a wizard. In addition, you can attempt to dispel one endless spell in your hero phase.
#'''Blood Drinker''': Pick one of this HERO’s melee weapons to be a Blood Drinker. At the end of any combat phase in which the bearer inflicts any unsaved wounds or mortal wounds with this weapon, they immediately heal one wound lost earlier in the battle. Additional sustain is always, especially for your general.
#'''Blood Drinker''': Pick one of this HERO’s melee weapons to be a Blood Drinker. At the end of any combat phase in which the bearer inflicts any unsaved wounds or mortal wounds with this weapon, they immediately heal D3 wounds lost earlier in the battle. Additional sustain is always great, especially for your general.
#'''Gorecleaver''': Pick one of this HERO’s melee weapons to be a Gorecleaver. Attacks from Gorecleaver inflict an additional -1 Rend (for example, a weapon with a Rend characteristic of -1 becomes -2 instead). In addition, any wound rolls of 6 made with this weapon inflict a number of mortal wounds equal to the weapon’s Damage characteristic instead of being resolved normally. Two words: Lord of Chaos. (On foot, to be specific, so make it five). His Reaperblade is powerful and reliable, now imagine it with an additional -1 Rend. Now imagine it Slaughterborn or Hungry for Glory. Now imagine it scoring a 6 attacks. Or imagine it with a good Reaperblade special attack. If Khorne smiles upon you, you could slay some of the mighties monsters and heroes, potentially landing a 12 damage attack with -2 Rend, or even scoring a hit with 12 Mortal Wounds, making Khorne so proud of you. This is just such a good upgrade for your Chaos Lord. Not a must pick but, damn, the potential damage it can make is just incredible. Heroes with strong weapons and/or Rend also make great users for this.
#'''Gorecleaver''': Pick one of this HERO’s melee weapons to be a Gorecleaver. Attacks from Gorecleaver inflict an additional -1 Rend (for example, a weapon with a Rend characteristic of -1 becomes -2 instead). In addition, any wound rolls of 6 made with this weapon inflict double damage. Two words: Lord of Chaos. (On foot, to be specific, so make it five). His Reaperblade is powerful and reliable, now imagine it with an additional -1 Rend. Now imagine it Slaughterborn or Hungry for Glory. Now imagine it scoring a 6 To Wound  or two. Or imagine it with Reaperblade's special attack. If Khorne smiles upon you, you could slay some of the mightiest monsters and heroes, potentially landing a 12 damage attack with -2 Rend, or even scoring a hit with 12 Mortal Wounds, making Khorne so proud of you. This is just such a good upgrade for your Chaos Lord. Not a must pick but, damn, the potential damage it can make is just incredible. Heroes with strong weapons and/or Rend also make great users for this.
#'''The Crimson Plate''': You can re-roll save rolls of 1 for the bearer. Good enough. Yeah, not much more to say.
#'''The Crimson Plate''': You can re-roll save rolls of 1 for the bearer. Good enough. Yeah, not much more to say. (Apart from you know, how a bloodsecrator in cover with this has a re-rollable 2+ save but I can't imagine why you'd want that).
#'''Blood Rune''': You generate one additional Blood Tithe point each time the bearer of a Blood Rune slays an enemy HERO. Not as realiable as anything else on this list. While Blood Tithe points are good, you have to properly manage your hero, and make him hunt specifically for heroes, which are not exactly the backbone of almost any army. Is not bad, just... is not the stronger pick on this list.
#'''Blood Rune''': You generate one additional Blood Tithe point each time the bearer of a Blood Rune slays an enemy HERO or Monster. Not as reliable as anything else on this list. While Blood Tithe points are good, you have to properly manage your hero, and make him hunt specifically for heroes or monster, which are not exactly the backbone of almost any army. Is not bad, just... is not the stronger pick on this list.
 
====<span style="color:#8b0000;">Banners of Khorne</span>====
Make your Bloodsecrators even stronger now. Laughs and skulls ensured. And now that he can move, run, and jump, these might deserve a second look. One {{AOSKeyword|KHORNE BLOODBOUND HERO}} bearing a {{AOSKeyword|TOTEM}} (to make it short: Bloodsecrator) can be given one of the following banners of Khorne. These banners confer an additional ability on the TOTEM - they do not replace any existing abilities:
 
#'''Banner of Rage''': You can re-roll hit rolls of 1 in the combat phase for any KHORNE models from your army that are wholly within 12" of the bearer. If you have used a Bloodsecrator, you know how this is starting to feel overpowered.
#'''Banner of Wrath''': In the combat phase (every combat phase, so twice per battle round), roll a dice for each enemy unit within 8" of the bearer. On a roll of 4 or more, the unit being rolled for suffers D3 mortal wounds. Now that your bannerman can run up and get into the mix with everyone else, this banner can actually be used to full effect.
#'''Banner of Blood''': You can re-roll failed charge rolls for any KHORNE units from your army that are wholly within 12" of the bearer when the charge roll is made. Khorne-marked cavalry absolutely love this, but charging is always good for a melee heavy army. Also note that this is when any charge is made, so if you're charging in yours (or your opponent's) hero phase, this still works.


===<span style="color:#8b0000;">Banner of Khorne</span>===
====<span style="color:#8b0000;">Trophies of War</span>====


One KHORNE BLOODBOUND HERO bearing a TOTEM (to make it short: Bloodsecrator) can be given one of the following banners of Khorne. These banners confer an additional ability on the TOTEM - they do not replace any existing abilities:
One {{AOSKeyword|KHORNE BLOODBOUND HERO}} in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one {{AOSKeyword|KHORNE BLOODBOUND HERO}} for every battalion selected, can choose one of the following Trophies of War (weapons of mounts can't be upgraded this way):


Make your Bloodsecrators even stronger now. Laughs and skulls ensured.
#'''Skull-helm of Khorne''': Subtract 2 from the Bravery of enemy units within 8 inches of the bearer. Has some potential in lists that leverage battleshock.
#'''Blood-forged Armour''': 5+ against mortal wounds. That's not so bad but there's better artifacts in here.
#'''The Brazen Rune''': Roll a dice each time the bearer suffers any unsaved wounds or mortal wounds as the result of a spell; on a roll of 2 or more, the wound or mortal wound being rolled for is ignored. Once per game, you can try to unbind a spell or dispel an endless spell (no longer breaks afterwards). Now forces you to try to unbind instead of being automatic, but also doesn't break on use. Very good now.
#'''The Blade of Endless Bloodshed''': Pick one of this HERO’s melee weapons to be a Blade of Endless Bloodshed. Increase the weapon's rend by 1. Why take this over the Gorecleaver, the world may never know.
#'''Mark of the Destroyer''': Pick 1 of the bearer's melee weapons. Add 2 Attacks to it. Faaaantastic!
#'''Talisman of Burning Blood''': Add 1 to any run rolls you make for the bearer and any KHORNE units from your army that is wholly within 12" of them at the start of the movement phase. In addition, add 1 to any charge rolls you make for the bearer and any KHORNE units from your army that is wholly within 12" of them at the start of the charge phase. I guess you have seen the tendency. Successful charges are always good. Improving your charges are never a wrong choice.


#'''Banner of Rage''': You can re-roll hit rolls of 1 in the combat phase for any KHORNE models from your army that are within 8" of the bearer. If an affected model already has the ability to do this, you can re-roll all failed hit rolls for that model instead. If you have used a Bloodsecrator, you know how this is starting to feel overpowered.
====<span style="color:#8b0000;">Daemonic Weapons</span>====
#'''Banner of Wrath''': In each of your hero phases, roll a dice for each enemy unit within 8" of the bearer. On a roll of 4 or more, the unit being rolled for suffers D3 mortal wounds. Not as realiable as the other banners, but could be nice.
#'''Banner of Blood''': You can re-roll failed charge rolls for any KHORNE units from your army that are within 8" of the bearer at the start of the charge phase. Skullcrushers absolutely love this, but charging is always good for a melee heavy army.


===<span style="color:#8b0000;">Trophies of War</span>===
One {{AOSKeyword|KHORNE DAEMON HERO}} in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one {{AOSKeyword|KHORNE DAEMON HERO}} for every battalion selected, can choose one of the following Daemonic Weapons (weapons of mounts can't be upgraded this way):


One KHORNE BLOODBOUND HERO in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one KHORNE MORTAL HERO for every battalion selected, can choose one of the following Trophies of War (weapons of mounts can't be upgraded this way):
#'''A’rgath, the King of Blades''': Pick one of this HERO’s melee weapons to be A’rgath, the King of Blades. When attacking Heroes, change the Hit of this weapon to 2+. Doesn't prevent the enemy from further modifying the hit, but on big unwieldy axes this is a godsend.
#'''Deathdealer''': Pick one of this HERO’s melee weapons to be a Deathdealer. Add 1 to the Rend characteristic of this weapon. A good pick, considering Daemon heroes already have a strong damage output.
#'''Khartoth the Bloodhunger''': At the start of the combat phase, roll a die. On a 4+, the bearer fights before anyone else. Doesn't let you fight twice, but allows you to hit before other units, which can be vital in some situations. Also, using a fight twice command ability can be used right after this goes into effect, meaning you could potentially wipe out anything before it has a chance to blink.
#'''Hellfire Blade''': Pick one of the bearer’s melee weapons to be the Hellfire Blade. Unmodified wound rolls of a 6 with this weapon cause a mortal wound in addition to their normal damage. Quite a nice buff. Simple, yet effective.
#'''Harvester of Skulls''': Pick one of this HERO’s melee weapons to be a Harvester of Skulls. Add 1 to the Attacks characteristic of this weapon. Another good pick. You couldn't go wrong with this.
#'''Foe’s Bane''': Pick one of this HERO’s melee weapons to be a Behemoth’s Bane. Once per turn, you can re-roll 1 failed hit roll or 1 failed wound roll for an attack made with this weapon. A mulligan that could mean the difference between whiffing and annihilating.


#'''The Skull-helm of Khorne''': Your opponent must add 1 to the result of any battleshock tests they take for units that are within 8" of the bearer. Depends upon how your enemy passes the Battleshock.
====<span style="color:#8b0000;">Daemonic Adorments</span>====
#'''The Blood-forged Armour''': When you make save rolls for the bearer, ignore the enemy’s Rend characteristic unless it is -2 or better. Actually -2 Tend is not as common of a sight outside elite troops and heroes. Could be useful with armies with plenty of -1 Rends.
#'''The Brazen Rune''': Roll a dice each time the bearer suffers any unsaved wounds or mortal wounds as the result of a spell; on a roll of 2 or more, the wound or mortal wound being rolled for is ignored. Once per game, you can choose to expend the rune’s power to automatically unbind one enemy spell, after which the Brazen Rune will no longer have any effect. Quite interesing: a Khorne Rosaire of sorts for spells. The secondary effect might not worth it: if your enemy has one or two wizards and die quickly, then yes, but otherwise having a permanent protection from better protected and/or stronger wizards is just too important to pass on.
#'''The Blade of Endless Bloodshed''': Pick one of this HERO’s melee weapons to be a Blade of Endless Bloodshed. At the end of any combat phase in which the bearer slew one or more enemy models with this weapon, you generate one Blood Tithe point in addition to any others you generated during that phase. More Blood Tithe is always welcome, and this is quite easy to achieve.
#'''Mark of the Destroyer''': Double the Attacks characteristics of the bearer’s Melee weapons (but not their mount’s). Should the bearer make any attacks in the combat phase but fail to slay any enemy models, the bearer is immediately slain; remove the model from play and replace it with a [[Chaos Spawn|Chaos Spawn-RAAAARGHBLRRBFRTHBLRRBGBB]] under your control. Set up this model as near as possible to the model you removed (even if this is within 3" of an enemy model). It cannot make attacks this turn. This is scary. Khornate Mortal Heroes already have a good amount of attacks, but Exalted Deathbringers with Bloodbit Axe or Impaling Spear are the ones able to abuse from this, making them dish out 12 and 10 attacks respectively. It should be almost impossible for them to not kill at least one model, given that they are close enough to kill someone.
#'''Talisman of Burning Blood''': Add 1 to any run rolls you make for the bearer and any KHORNE units from your army that are within 8" of them at the start of the movement phase. In addition, add 1 to any charge rolls you make for the bearer and any KHORNE units from your army that are within 8" of them at the start of the charge phase. I guess you have seen the tendency. Succesful charges are always good. Improving your charges are never a wrong choice.


===<span style="color:#8b0000;">Daemonic Weapons</span>===
One {{AOSKeyword|KHORNE DAEMON HERO}} in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one {{AOSKeyword|KHORNE DAEMON HERO}} for every battalion selected, can choose one of the following Daemonic Adorments:


One KHORNE DAEMON HERO in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one KHORNE DAEMON HERO for every battalion selected, can choose one of the following Daemonic Weapons (weapons of mounts can't be upgraded this way):
#'''The Crimson Crown''': Once per battle round, the bearer can use a command ability on their warscroll without a command point being spent. With how amazing our command abilities are now, this is a strong contender.
#'''Armour of Scorn''': Each time the bearer suffers a wound or mortal wound, roll a dice; on a roll of 6, the wound or mortal wound is ignored. Add 2 to this roll if the wound or mortal wound was suffered as a result of a spell. A save after the save is always good, and obviously this will shine against heavily magic armies.
#'''Mark of the Bloodreaper''': Re-roll save rolls of 1. Sometimes it's what you need.
#'''Collar of Khorne''': The bearer can attempt to unbind one spell in each enemy hero phase in the same manner as a wizard. Also, you may attempt to unbind one endless spell at the start of your hero phase. Khornate Daemons [[RAGE|HATE]] shitty wizards. You should know it by now. Also you should know by now that while this Adorment is certainly great, it also depends on how many of those [[Neckbeard|pesky nerds]] are on the enemy site.
#'''Crimson Soulstone''': The bearer immediately heals D3 wounds lost earlier in the battle each time they slay an enemy HERO or Monster in melee. This has gotten a lot better because you can use it any phase and it happens per unit slain, so killing multiple monsters or heroes in a single phase has the potential to fully heal you.
#'''Mark of the Slayer''': You can re-roll hit rolls of 1 for melee weapons for the bearer and all KHORNE units wholly within 12" of them at the start of the combat phase. This allows your daemon hero to bestow re-rolls on your mortal units. A daemon prince in a mixed army comes to mind.


#'''A’rgath, the King of Blades''': Pick one of this HERO’s melee weapons to be A’rgath, the King of Blades. This weapon always hits enemy HERO models on a roll of 2 or more. Could be useful for 'thirsters, given that they are capable of flying, making easier to look for places from where to launch themselves. Active hero hunting is still complicated, have it in mind.
===<span style="color:#8b0000;">Blood Blessings of Khorne</span>===
#'''Deathdealer''': Pick one of this HERO’s melee weapons to be a Deathdealer. Add 1 to the Damage characteristic of this weapon. A good pick, even while Daemon heroes already have a strong damage output.
Every {{AOSKeyword|PRIEST}} in a {{AOSKeyword|Blades of KHORNE}} army (Slaughterpriests and Khorne-marked Chaos Warshrines, which sound pretty sweet) gains an additional prayer which can be used in addition to their other abilities in the hero phase, in the same vein as spells for other armies wizard (except that this isn't for pussies). Every {{AOSKeyword|KHORNE PRIEST}} can know a different blessing. Turns out, you were the test bed for the more universal priest rules that AOS 3.0 would be bringing onboard! Shame that all your unique prayers only cast on a 4.
#'''Khartoth the Bloodhunger''': Pick one of this HERO’s melee weapons to be Khartoth the Bloodhunger. Each time an enemy HERO or MONSTER suffers any unsaved wounds or mortal wounds from this weapon it is locked in time and cannot attack until all other units have made their attacks in that phase. This brings more utility than actual damage, but damn it can be useful. Heroes with strong melee profiles and Monster forced to attack last can give you more time. Locking a Stonehorn or Carnosaur in time can be critical if they can freely go towards [[your dudes]].
*Strictly RAW, Slaughterpriests are able to chant one of their Warscroll prayers, a Blood Blessing, AND a Judgement all during the same turn, giving you an effective tier3 wizard that can't be unbound, for 100pts. Bent.
#'''Hellfire Blade''': Pick one of the bearer’s melee weapons to be the Hellfire Blade. Wound rolls of a 6 with this weapon cause a mortal wound in addition to their normal damage. Quite a nice buff. Simple, yet effective.
#'''Harvester of Skulls''': Pick one of this HERO’s melee weapons to be a Harvester of Skulls. Add 1 to the Attacks characteristic of this weapon. Another good pick. You couldn't go wrong with this.
#'''Behemoth’s Bane''': Pick one of this HERO’s melee weapons to be a Behemoth’s Bane. You can re-roll any failed wound rolls and choose to re-roll any Damage rolls when attacking enemy MONSTERS with this weapon. Obviously this weapon works better when your enemy features strong and troublesome monsters. Seraphon, Beastclaw Raiders, Spiderfang Grots. 'Thirsters are the heroes that can look for a higher Damage roll.


===<span style="color:#8b0000;">Daemonic Adorments</span>===
#'''Bronzed Flesh''': Casts on a 4. Pick a KHORNE unit from your army that is wholly within 16" of the PRIEST and which is visible to them. You can add 1 to the save rolls of the unit you picked until the start of your next hero phase. <s>This is effectively Mystic Shield</s> With the nerf to Mystic Shield, our Priests now make our eager-to-die units harder to kill. This is best used with a Khorne-marked Chaos Warshrine to make your (Mortal) Battleline incredibly tanky in combination with its 6+ ward save.
#'''Blood Sacrifice''': Casts on a 4. Pick either a KHORNE unit from your army that is wholly within 8" of the PRIEST. The unit you picked immediately suffers D3 mortal wounds, but you gain 1 Blood Tithe point. Note that you could make some audacious shenanigans and use it on Skarbrand to heat him up quicker. Take a CHAOS SPAWN or two (They're dirt cheap at 50 points) and watch your Blood Tithe skyrocket.
#'''Resanguination''': Casts on a 4. Pick a KHORNE HERO from your army that is wholly within 16" of the PRIEST and which is visible to them. The model you picked immediately heals D3 wounds lost earlier in the battle. Excellent, because one of the traditional weaknesses of Khorne armies has been that they can do a lot of damage, but can't take it; it's superb with Bloodthirsters or heroes with powerful artifacts. Still, "Priests know that a man killed will bleed for a moment; a man who keeps killing will shed blood for a lifetime". This can lend to cheeky trick like keeping the very mentioned above Warshrine alive for longer.
#'''Brazen Fury''': Casts on a 4. Pick a KHORNE unit from your army that is wholly within 16" of the PRIEST and which is visible to them. The unit that you picked does not have to take battleshock tests until your next hero phase. We've lost our table-wide battleshock immunity from the Bloodsecrator, so this should see more use. Imagine buffing up your 40 Goretide Bloodreavers before launching them into the enemy lines.
#'''Killing Frenzy''': Casts on a 4. Pick a KHORNE unit from your army that is wholly within 16" of the PRIEST. Add 1 to the hit rolls of the unit you picked until your next hero phase. Yes, the same as the Command Ability of some heroes. Yes, this blessing is better than almost every spell any other army gets, and can't be unbound. This is Khorne's concept of fairness.
#'''Spellbane Hex''': Casts on a 4. You may dispel 1 endless spell. Now actually useful, but you're not going to let those spells go off anyways, right?


One KHORNE DAEMON HERO in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one KHORNE DAEMON HERO for every battalion selected, can choose one of the following Daemonic Adorments:
===<s>Evocations</s>  <span style="color:#8b0000;">*Judgements of Khorne*<span style>===
Turns out that this was but the forebear to the Evocations that AOS 3.0 would introduce, meaning you got priestly endless spells before they were even called that.


#'''The Crimson Crown''': When making attacks with the bearer and any KHORNE DAEMON models from your army that are within 8" of them in the combat phase, you can make one additional attack with that model for each hit roll of 6 you make. Any bonus attacks made in this manner must use the same weapon that generated them, but cannot themselves generate additional attacks. This Adorment is designed specifically with a daemon deathball in mind. It will certainly give you a nice damage bonus anyway, and lucky rolls will only enhance this.
One Priest cannot attempt to summon more than one Judgement per turn, and if you fail to summon a Judgement, you may not retry to summon THAT Judgement that turn. You also cannot summon the same Judgement multiple times onto the battlefield (so no flinging tons of axes). Unfortunately, these Evocations are much more temporary than in last edition, with one being essentially a one-and-done shot while the others essentially vanish once they have accomplished their stated purpose.
#'''Armour of Scorn''': Each time the bearer suffers a wound or mortal wound, roll a dice; on a roll of 6, the wound or mortal wound is ignored. Add 1 to this roll if the wound or mortal wound was suffered as a result of a spell. A save after the save is always good, and obviously this will shine against heavily magic armies.
#'''Mark of the Bloodreaper''': Each time the bearer of a Mark of the Bloodreaper inflicts 8 or more unsaved wounds or mortal wounds in a single combat phase, you generate one Blood Tithe point in addition to any others you generated during that phase. Extremely hard to use it properly. Only 'thirsters could be able to achieve this, but even then, their damage relay upon dice rolls and they are also subject to a damage table. Blood Tithe points are pretty impactful, but don't expect to gain a lot with this Adorment.
#'''Collar of Khorne''': The bearer can attempt to unbind one spell in each enemy hero phase in the same manner as a wizard. Khornate Daemons [[RAGE|HATE]] shitty wizard. You should know it by now. Also you should know by now that while this Adorment is certainly great, it also depends on how many of those [[[Neckbeard|pesky nerds]] are on the enemy site.
#'''Crimson Soulstone''': The bearer immediately heals D3 wounds lost earlier in the battle each time they slay an enemy HERO in the combat phase. As mentioned a bit before, hero hunting is not exactly the most reliable activity to do. Still healing back some extra wounds is certainly helpful, specially for Bloodthirsters, so they can recover their better characteristics for a while.
#'''Mark of the Slayer''': You can re-roll hit rolls of 1 in the combat phase for the bearer and all KHORNE units within 8" of them at the start of the combat phase. If the bearer charged earlier in the turn, you can also re-roll wound rolls of 1 in the combat phase for the bearer and all KHORNE units within 8" of them at the start of the combat phase. This one is stronger when using alongside Bloodcrusher, but it is still a good imprivement anyway.


===<span style="color:#8b0000;">Blood Blessings of Khorne</span>===
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Judgement_of_Khorne_Hexgorger_Skulls_EN.pdf Hexgorger Skulls (CV 3+, 40 pts)]:''' To quote an old man, "MAGIC MUST DEFEAT MAGIC!". This Judgment is one set of skulls that can move up to 8" in your hero phase (and immediately after being summoned). The skulls must stay within 6" of one another. All Wizards have to take -2 to casting rolls when within 12" of either skull. If they have a spell result of 8 while within 8" of either skull, the spell is immediately destroyed, wiped from the caster's memory, and all wizards within 12" of the skulls take d6 mortal wounds before the Judgment is removed from play. These two work in best tandem, so keep them close together!


Every PRIEST in a KHORNE army gains an additional prayer which can be used in addition to their other abilities in the hero phase, in the same vein as spells for other armies mages (except that this aren't for pussies). Every KHORN PRIEST can know a different blessing. If the result is 4 or higher, the prayer is answered, and its effect takes place. Add 1 to the result if the priest slew any enemy models in the previous turn. If the result is 1, the priest’s supplication is seen as unworthy of a follower of the Blood God, and he suffers D3 mortal wounds.  
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Judgement_of_Khorne_Bleeding_Icon_EN.pdf Bleeding Icon (CV 4+, 40pts)]:''' What's more terrifying than seeing the Blood God's Icon? One that flies around and can shatter units by making them run like bitches. May move up to 8" in your hero phase (and immediately after being summoned). On top of that, this thing's made to ruin morale; Any non-Khorne units that fail battleshock within 3" of this icon need to roll a die: a 1-5 adds +d3 casualties to the unit while a 6 adds a whopping +d6 casualties before vanishing (Khorne units are immune to this effect). A lot weaker than before, but its focus is a bit clearer now as a horde-breaker.


#'''Bronzed Flesh''': Pick either the PRIEST or a KHORNE unit from your army that is within 16" of the PRIEST and which is visible to them. You can add 1 to the save rolls of the unit you picked until the start of your next hero phase. This is effectively Mystic Shield, cheaper to make, with 2" less range.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Judgement_of_Khorne_Wrath_Axe_EN.pdf Wrath-Axe (CV 4+, 60pts)]:''' Pure, unadulterated aggression made manifest. May move up to eight inches in your hero phase (and immediately after being summoned). This thing deals d3 mortal wounds on any unit it passes over on a 2+ and then deals d6 mortal wounds on a 2+ against a nearby unit once it vanishes, refusing to elaborate any further as to why it came. In this way you can treat the axe as a sort of artillery, spat out by a very angry priest and then rips through the army.
#'''Blood Sacrifice''': Pick either the PRIEST or a KHORNE unit from your army that is within 3" of the PRIEST. The unit you picked immediately suffers D3 mortal wounds, but you gain 1 Blood Tithe point. This is effectively Arcane Bolt, easier to make, on a melee range. Note that you could make some brave shenanigans and use it on Skarbrand to heat him up quickier.
#'''Resanguination''': Pick either the PRIEST or a KHORNE HERO from your army that is within 16" of the PRIEST and which is visible to them. The model you picked immediately heals D3 wounds lost earlier in the battle.
#'''Brazen Fury''': Pick a KHORNE unit from your army that is within 16" of the PRIEST and which is visible to them. The unit that you picked does not have to take battleshock tests until your next hero phase.
#'''Killing Frenezy''': Pick either the PRIEST or a KHORNE unit from your army that is within 16" of the PRIEST and which is visible to them. Add 1 to the hit rolls of the unit you picked until your next hero phase.
#'''Magebane Hex''': Until your next hero phase, this PRIEST can attempt to unbind one additional spell in each enemy hero phase in the same manner as a wizard. Khorne like to make sure that those fucking wizards have a bad day.


==Warscrolls==
==Warscrolls==
Daemons, Bloodbound, and Mortals, oh my! Updated warscrolls for your Daemons and Bloodbound can be found in your Blades of Khorne (2019) book, while you'll need to seek out the Mortals since Slaves to Darkness don't have a book quite yet. Generally speaking, Daemon heroes benefit Daemon units, and this is true for Bloodbound and Mortals too, so if you're looking to make a balanced list you should focus in on one of the three subfactions. This isn't always the case and exceptions have been pointed out below. Splashing in a few Bloodbound in a Daemons list can be useful, as can Mortals in a Bloodbound list. There are a TON of combinations of units, abilities, warlord traits, and artifacts, so pay close attention to the keywords of units and abilities when putting together your list.
===<span style="color:#8b0000;">Leaders</span>===
===<span style="color:#8b0000;">Leaders</span>===
You can take up to six leaders in a 2k points list. This is the hardest section for most players to fill out because we have a lot of very good leaders to choose from.
====Named Characters====
====Named Characters====
Named Characters are unique, so you cannot take duplicates of them. They're usually very powerful force multipliers or selfish beat-sticks.


*'''Skarbrand:''' The angriest of Khorne's Bloodthirsters, unlike most big monster in AoS Skarbrand gets more killy the more he gets hurt or if he hasn't attacked in the last battle round. Skarbrand has 5 levels of anger; Angry, Furious, Seething, Enraged and Incandescent. Each level increases the amount of attacks Skarbrand can make, grants him effects like re-rolling misses or making a special ranged attack or re-roll his charges. Big Red comes with a respectable 14 wounds, 8" move and 4+ save but lacks the flying ability of other Bloodthirster's due to Khorne beating his ass. Skarbrand's axes will blend all but the largest heroes, Slaughter rolls from 4 to 8 dice with a 4+/3+/-2/3 profile and if Carnage hits, Skarbrand rolls a dice. If he beats the number listed on his total carnage table (a 1+ if he i Incandescent) the target immediately loses 8 wounds with no saves of any kind allowed. Skarbrand does lack a command ability, but who cares when you get to blend hydras? Curiously enough, unlike all other BT's Skarbrand cannot be summoned.
=====Daemon=====


*'''Skulltaker:''' Khorne's favorite Bloodletter has survived the transition to AoS quite well. He shares the 5 wound/5"/10 Bravery/4+ save as a normal herald, the Cloak of Skulls allows Skulltaker to re-roll all failed saving throws, and his weapon the Slayer Sword packs 3 attacks at 3+/3+/-1/3, though any roll of 6 to wound deals three mortal wounds instead. In combat with heroes Skulltaker gets to re-roll all failed hit and wound rolls, almost guaranteeing another prize for the skull throne and as a bonus, Skulltaker triggers the loci for your other Khorne daemons. Cannot be summoned, so if you want him, you need to actually take him in your army.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skarbrand_EN.pdf Skarbrand]:''' (380pts. DAEMON, GREATER DAEMON, BLOODTHIRSTER, MONSTER, Behemoth)The angriest of Khorne's Bloodthirsters, unlike most big monster in AoS Skarbrand gets more killy the more he gets hurt or if he hasn't attacked in the last battle round. Big Red comes with a respectable 14 wounds, 8" move and 4+ save but lacks the flying ability of other Bloodthirster's due to Khorne beating his ass. Skarbrand's axes will blend all but the largest heroes, Slaughter rolls from 5 to 9 dice with a 4+/3+/-2/3 profile and if Carnage hits, Skarbrand rolls a dice. If he beats the number listed on his total damage table (a 1+ if he has taken 13+ wounds) the target takes 8 mortal wounds but on a roll of a 6 he can put out 16 mortal wounds (Yes you read that right 16.)''' <span style="color:#8b0000;"> SKARBRAND HATES HORDES!!! <span style>'''. Skarbrand does lack a command ability, but who cares when you get to blend hydras? Unlike all other BT's Skarbrand cannot be summoned. Also consider a Bloodsecrator and Wrathmongers boosting carnage up to three attacks. If you keep him out of combat for one turn he deals instant 24-48 mortal wounds!


*'''Karanak:''' Actually not an hero. When he is placed you choose an enemy hero: he always rerolls every failed hit and wound roll against him and as soon as Karanak and his prey are within 8" from each other he instantly summons an unit of Flesh Hounds (no number given though in pitched play remember it has to be taken from your summoning allowance). He can also unbind spells and when he does it the caster suffers d3 mortal wounds. even though he's not a Hero he can be your general and he makes Flesh Hounds Battleline.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skulltaker_EN.pdf Skulltaker]:''' (120pts. DAEMON, BLOODLETTER, HERO, HERALD OF KHORNE) Khorne's favorite Bloodletter has survived the transition to AoS quite well. He shares the 5 wound/5"/10 Bravery/4+ save as a normal herald, the Cloak of Skulls allows Skulltaker to re-roll all failed saving throws, and his weapon the Slayer Sword packs 3 attacks at 3+/3+/-1/3, though any roll of 6 to hit deals three mortal wounds ON TOP of its regular damage, like Bloodletters do now. In combat with heroes Skulltaker gets to re-roll all hit and wound rolls, almost guaranteeing another prize for the skull throne and as a bonus, Skulltaker triggers the Locus of Fury for your other Khorne daemons. Cannot be summoned, so if you want him, you need to actually take him in your army. His Command Ability is not that spectacular, but may be useful sometimes. Is now getting an amazing updated model as well!
**This guy is mediocre against hordes, but <s>he's the best non-Monster duelist in all of Age of Sigmar, period</s> *Sound of an Akhelian King laughing* Three attacks may not seem a lot, but you can re-roll ALL of them, failed or not, so you should always re-roll the hits trying to fish for that magical six. You have an almost guaranteed 3-6 wounds each fight phase, which will kill the vast majority of Heros out there, meaning any decent opponent will try to hide them from you. Use this to your advantage playing Skulltaker as an area denial/permanent threat against your opponents' buffers. Even if he doesn't take any skulls home, he may very well take the game for you!
**P.S. He's not a named Hero anymore. Give the boy a sword!


* '''Skarr Bloodwrath:''' The End Times dude is back and he's real killy. Unusually for a Hero, named heroes in particular, Skarr does not buff your army at all and is at his best against hordes of weak infantry by doing pretty much what the Stormcast Decimators wish they could do. He has five attacks with the cool statline of 2+/3+/-1/1. While this seems underwhelming when compared to most other melee heroes, he does have the awesome trick of being able to exchange his attack count with the number of models in his range, which is 3", absolute maximum for melee weapons. Now you see 30 Plague Monks, now you don't. However, even with a fixed attack count of 5, he's no hero or monster killer. Keep him to murder the small stuff, let your Mighty Lord take care of the mighty foes. Also, Skarr has a chance to come back from the dead at the end of any turn in which at least 8 models were killed, so he feels most at home in big games where 8 deaths per turn is nothing special. If that's ensured, simply throw him at the opponent in wild abandon, he'll be back anyway. Best case, he murders the faces off 7 dudes, gets killed and then you already have 8 kills together.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Karanak_EN.pdf Karanak]:''' (140pts.  DAEMON, FLESH HOUND)When he is placed you choose an enemy hero: he always rerolls every failed hit and wound roll against him and, in the hero phase, if he is within 8" of his quarry, he instantly summons an unit of 5 Flesh Hounds, making him cost-effectively 40pts, assuming he makes it up the board before dying. This may be a little awkward as it must be set up wholly within 8" of Karanak but more than 9" from the enemy. He can also unbind and dispels spells and when he does it the caster suffers d3 mortal wounds.


* '''Valkia the Bloody:''' Your own goddamn Valkyrie, which is kind of ironic with Sigmar now being Odin and all. Either way, Valkia grants rerolls to Battleshock in a big bubble, but with a twist: If you reroll and models still flee afterwards, you lose another D3 models on top. If you lost so many models that even on a 1 someone flees, it might be in your best interest to not use the reroll, but it can save your ass. Valkia is also pretty good in combat, especially when charging, as her spear gains D3 damage when doing so, putting her at 6 attacks with 3+/3+/-2/D3, a profile most monsters will feel insecure over (especially your awful awful Khorgorath). Between her 3+ save and her awesome shield, she's also pretty tanky so long as you keep her away from Mortal Wounds. In other words, against Dorfs, '''do not''' use her as a War Machine hunter as their Flame Cannon will murder her clean off the board.
{{anchor|FWMazarall}}
*'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/Mazarall-The-Butcher.pdf Mazarall the Butcher, Daemon Prince of Khorne]:''' ('''Forge World''' 340pts DAEMON, MONSTER,) Another surprise monster, another Khorne addition for AoS...as if there aren't enough already. Has the basic trappings, 12 wounds with a 3+ save (making him arguably tankier than your Bloodthirsters). His shield gives him the ability to unbind 1 spell/turn. His movement, axe's rend, and shield's attacks all decline as he gets hurt. His axe also gains more attacks the more it kills, meaning that the sooner he gets into combat the scarier he'll be. Charging also makes him deadly, as he gets to roll a d6 for any enemy next to him in combat and deals d3 mortal wounds on a 4+. His Command Ability allows a single '''Khorne''' unit to re-roll wound rolls of 1. Not too bad. But being a named character hurts because it means you can't supplement him with relics or command abilities, a shame. NOTE: He is currently not listed as being a leader in match play, so he acts like Karanak.


* '''Scyla Anfingrimm:''' High number of wounds, two great attacks as well as 2D6 okay attacks onto which he adds 1 for every wound he suffered. He can also unbind spells like a Wizard, moves as fast as Skullcrushers and has an awesome rule that allows better pile-in moves. Only problem? He only has a 5+ save and no Command Ability. Oh, and 8 Wounds can be problematic in wound-counting systems, as it's rather a lot for less survivability than a Mighty Lord of Khorne. Interestingly, Scyla actually lost the Hero keyword, though he's still unique and still a Monster.
=====Bloodbound=====


*'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/warhammer-aos-skaarac.pdf Skaarac the Bloodborn, Greater Khorgorath of Khorne] (Forge World)''': The first AoS creation by [[Forge World]], this is a massive snowflake Khorgorath. It comes with a hearty 16 wounds and can kill with its boiling hot blood (decreasing as it gets hurt more), massive hooves, and a random amount of attacks with its countless sharp instruments (going from 2d6 to d6 to d3 as it weakens). It works best in the thick of mobs, where it can force anyone it hits to test Bravery at -2 if he hurts them and can regain wounds if he kills. Wizards need to take caution around it, as they'll need to re-roll casting if they do it nearby, and killing it with elite models only puts them in danger from its death-throes explosion, that deals a Mortal Wound ''to every model within D6" of him''. You can easily kill 10 minis with that alone; it can do nothing, or it can be one of the most powerful abilities of the game. Use it with Kairos Fateweaver to get a guaranteed 6" range and vaporize entire units. Unlike Scyla, he also has a Command Ability of surprising use to a monstrous army, as it allows nearby '''Khorne Monsters''' to charge and run in the same turn.
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skarr_Bloodwrath_EN.pdf Skarr Bloodwrath]:''' (100pts)The End Times dude is back and he's real killy. Unusually for a Hero, named heroes, in particular, Skarr does not buff your army at all and is at his best against hordes of weak infantry by doing pretty much what the Stormcast Decimators wish they could do. He has five attacks with the cool statline of 2+/3+/-1/D1. While this seems underwhelming when compared to most other melee heroes, he does have the awesome trick of being able to exchange his attack count with the number of models in his range, which is 3", the absolute maximum for melee weapons. Now you see 30 Plague Monks, now you don't. However, even with a fixed attack count of 5, he's no hero or monster killer. Keep him to murder the small stuff, let your Mighty Lord take care of the mighty foes. Also, Skarr has a chance to come back from the dead at the end of any turn in which at least 8 models were killed, so he feels most at home in big games where 8 deaths per turn is nothing special. If that's ensured, simply throw him at the opponent in wild abandon, he'll be back anyway. Best case, he murders the faces off 7 dudes, gets killed and then you already have 8 kills together. Don't forget that whenever he's slain he'll generate a point of blood tithe. If you don't have any good horde targets just throw him in whatever area you need him and reap the rewards.
** Some interesting changes in the Battletome update. No longer dependent on models killed, but instead resurrects on 8+ from 2D6. It also benefits from extra attacks now, as the number of models becomes his attack characteristic. Finally, he gained an interesting command ability with Wrathmongers that gives them the ability of Bloodwarriors to attack when slain (not dependent on phase).


*'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/Mazarall-The-Butcher.pdf Mazarall the Butcher, Daemon Prince of Khorne] (Forge World)''': Another surprise monster, another Khorne addition for AoS...as if there aren't enough already. Has the basic trappings, 12 wounds, 4+ re-rollable save, the ability to unbind a spell per turn, and a move speed that weakens with damage. However, he at least has a missile attack...that's rather tough to hit, but offers d6 attacks at -1 Rending. He also has a wicked axe that gains more attacks the more it kills and less rending the more damage he takes and a shield with a variable number of attacks (d6 to d3 to 1 depending on damage). Charging also makes him deadly, as he gets to roll a d6 for any enemy next to him in combat and deals d3 mortal wounds on a 4+. His Command Ability allows a single '''Khorne''' unit to re-roll wound rolls of 1. Rather unimpressive, really.
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Valkia_the_Bloody_EN.pdf Valkia the Bloody]:''' (140pts) Your own goddamn Valkyrie, which is kind of ironic with Sigmar now being Odin and all. Either way, Valkia grants rerolls to Battleshock in a big bubble, but with a twist: If you reroll and models still flee afterward, you lose another D3 models on top. If you lost so many models that even on a 1 someone flees, it might be in your best interest to not use the reroll, but it can save your ass. Valkia is also pretty good in combat, especially when charging, as her spear gains D3 damage when doing so, putting her at 6 attacks with 3+/3+/-2/D3, a profile most monsters will feel insecure over (especially your awful awful Khorgorath). Between her 3+ save and her awesome shield, she's also pretty tanky so long as you keep her away from Mortal Wounds. In other words, good as a backfield assassin, but will struggle to handle more than 5-10 model units of most factions, the weight of dice cuts through a 3+ quite easily in practice.
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Scyla_Anfingrimm_EN.pdf Scyla Anfingrimm]:'''(100pts) a High number of wounds, two great attacks as well as 2D6 okay attacks onto which he adds 1 for every wound he suffered. He can also unbind spells like a Wizard, moves as fast as Skullcrushers and has an awesome rule that allows better pile-in moves. Only problem? He only has a 5+ save and no Command Ability. Oh, and 8 Wounds can be problematic in wound-counting systems, as it's rather a lot for less survivability than a Mighty Lord of Khorne. Interestingly, Scyla actually lost the Hero keyword, though he's still unique still a Monster and still takes up a Leader spot.
** Donkey Kong is a unique combination of abilities, best sent against something that can't kill him easily like dedicated ranged to let him survive a turn and get riled up. Because of how his bestial leap works, he can effectively run and extend his threat range for a reliable 8" automatic pseudo-charge. Use "at the double for" 22" of guaranteed melee threat range.  


====Leaders====
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Korghos_Khul_EN.pdf Korghos Khul]:'''(180pts) You can take your Mighty Lord of Khorne as Korgos Khul (the lord from the basic set that always fights with Vandus Hammerhand and all that). He's exactly like a Mighty Lord but has two additional abilities. Favoured of Khorne lets him re-roll all failed hit rolls (because he and his dog, Grizzlemaw, HATE EVERYTHING!) and Aqshy's Bane allows him to pile in up to 8" and attack as long as he's within 8" of an enemy unit. Let that sink in: it's like he has a 13" Move (5+8) More importantly, there's no restriction on running/retreating and then piling in giving him effective run & charge, as well as retreat & charge. Also, his pet Fleshhound Grizzlemaw has the same attack profile as a lord of Khorne's fleshhound except he has an additional -1 rend on his attacks, so he is better against armour. In addition, a change-up in the new Battletome his Command ability is now unique. Where before it gave a reroll to charge (just like the Mighty Lord of Khorne) now it allows all friendly Goretide units re-roll hit rolls of 1. But there's more: he still has the Axe that instakills anything it wounds on 5+. Coupled with his re-rolls to hit, and because the instakill happens at the end of the phase where he wounds, that means each turn you have 2/3 chance of killing anything! Well, some things have saves-after-the-save that makes the two wounds a turn more difficult, but most of those Monsters your opponent has that cost him 300 or more points will get a no-return ticket to the Realm of Khorne! This means that your opponent will either keep his expensive guys out of reach from Korghos, or he'll try to kill him in one shot. Both outcomes are great because they force the hand of your opponent and lets you make him play your game.
** Do note though: His command ability now specifically only affects Goretide Khorne units. So if your taking him in an army lacking any Goretide he essentially has no unique command ability. In cases like that unless you just want to use him as a beatstick character you might be better off just taking a regular Mighty Lord of Khorne and just give him an artefact and command ability to make up for his fewer rules. Individual choice of course.
** Always make the attacks with Grizzlemaw first, since the Axe of Khorne specifically states a model that took wounds from that attack survives, you kill it on a 5+. If you wound a model, then kill it with your dog, you've wasted your chance at using your instakill. Whereas if you wound it with your dog, kill it with the axe, damage spills onto a second model, you can attempt to instant kill that one too.


*'''[https://www.forgeworld.co.uk/resources/PDF/Downloads//Vorgaroth_and_Skalok_Warscroll.pdf Vorgaroth The Scarred & Skalok The Skull Host of Khorne] (Forge World):'''(1200pts. MONSTER, Behemoth) Who says only Nurgle Maggotkin can have all the fun with tanky models?  Forgworld's most recent Unique Dragon & Rider and they are a true Titan you would build a list around.  This has 30 WOUNDS (even Nagash and the Glottkin will feel inadequate about that) with a 3+ save, with the potential to make 32 attacks with rend and damage higher than 1, in addition to its other abilities.  The pair will massacre anything they set their focus on, especially in conjunction with some Blades of Khorne buffs (hello Bloodsecrator or Warshrine).  VORGAROTH can kill a model in any friendly unit to make them Fearless but also if any models flee you lose d3 more models.  SKALOK can recover wounds by eating a friendly if she rolls under their wound Characteristic. Wizards subtract 3 from rolls when they are near this model.  VORGAROTH and SKALOK are a giant blender, Recommended to start in reserve using their Eternal Hunt rule to avoid first turn shooting, then deploy them near the usual Bloodbound Support to turn your blender into a blood Hurricane.
**Hilariously powerful in melee, but effectively useless in a game based entirely on objectives, a great collection piece, but it will lose every single game vs a semi decent opponent.


*'''Bloodthirster of Unfettered Fury:''' The first of the non-unique Bloodthirsters it shares the same 14 wounds, 4+ save, 10 Bravery, flying and slowly decreasing movement as all the other Bloodthirsters, this one packs a Lash of Khorne and a Mighty Axe of Khorne. The Lash can put out respectable damage at range 8" but it's special rules allows the Fury 'Thirster to pull a hit target 1D6 closer to it at the end of the shooting phase. The Mighty Axe lives up to the name dealing 6 attacks that start at 3+/2+/-2/D3 with the wound roll going down to 3+ at 4 wounds suffered and 4+ at 10 wounds suffered. The Fury Thirster comes with an aura that can damage and halve the Move stat of enemies within an 8" bubble, and his command ability allows '''Khorne Daemons''' within an 8" bubble to pile in 6" instead of 3". Good stats and a good hero slayer, the Bloodthirster of Unfettered Fury wants to be in the center of your battleline to dictate how and when combat occurs. Hilariously enough any of the Bloodthirster varieties can be summoned by Chaos Wizards on a 10+. Be careful when fighting cheesemongers.
=====Other=====
*Modeling/strategy tip: you can assembly the Bloodthirster as either of its three variants with the bits included in the box. You can magnetize the arms/weapons with not too much work (use green stuff to fill the gaps) so you can swap them and use the same model as each of its variants, and deploy one or another against different opponents. Be aware, though, that the points cost of each variant is different.
{{anchor|FWSkaarac}}
*'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/warhammer-aos-skaarac.pdf Skaarac the Bloodborn, Greater Khorgorath of Khorne] (Forge World)''': (420pts, Monster, Behemoth)The first AoS creation by [[Forge World]], this is a massive snowflake Khorgorath (although curiously no Khorogorath keyword). It comes with a hearty 16 wounds and can kill with its boiling hot blood, massive hooves, and brutal blades. This latter weapon starts with a whopping 8 attacks at 3+/3+/-2/2. Which is pretty dang scary. If it kills any models in the combat phase it heals D3 wounds. It also has two 12" aura effects: -2 to casting rolls, and -1 to enemy Bravery. When he dies, he explodes, causing every enemy model within 3" takes a Mortal Wound on a 4+ (rolling per model). His command ability allows '''Khorne Monsters''' to reroll charges if they're wholly within 12".


*'''Bloodthirster of Insensate Rage:''' The second Bloodthirster trades the lash and Axe for a single great axe with the ability to deal mortal wounds in an 8" bubble on wound rolls of 6 or more. It packs fewer attacks, starting at 4 and dropping down to 3 at 7 wounds suffered and 2 at 13 wounds suffered, but the attacks always have a 4+/2+/-2/D6 profile and if you charge, you get to re-roll 1's to hit. His command bubble is 8" (noticing a pattern here?) and gives ''''Khorne Daemons''' the ability to re-roll charge distances. Useful to help insure you get the alpha strike, but the aura is quite small so your army will need to stick close to him. If your [[LGS]] if Friendly, and don't have any [[That Guy|guys]] who always says ''what you see is what you get'' (WYSIWYT "rule") then you shouldn't have any problem with building your Bloodthrister as you like and just say what loadout is running.
====Generic Leaders====
=====Daemon=====
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodthirster_of_Unfettered_Fury_EN.pdf Bloodthirster of Unfettered Fury]:''' (270pts. Monster, Behemoth) The first of the non-unique Bloodthirsters it shares the same 14 wounds, 4+ save, 10 Bravery, flying and slowly decreasing movement as all the other Bloodthirsters, this one packs a Lash of Khorne and a Mighty Axe of Khorne. The Lash can put out respectable damage at range 12" and can prevent a unit from withdrawing from combat. The Mighty Axe lives up to the name dealing 6 attacks that start at 3+/2+/-2/D3 with the wound roll going down to 3+ at 4 wounds suffered and 4+ at 10 wounds suffered. The Fury Thirster comes with an aura that can damage enemies within an 8" bubble, and his command ability allows '''Khorne Daemons''' wholly within a 16" bubble to pile in 6" instead of 3". Good stats and a good hero slayer, the Bloodthirster of Unfettered Fury wants to be in the center of your battleline to dictate how and when combat occurs. Can be summoned by any Khorne hero, but like the other two, it takes a full 8 Blood Tithe points.
** Seems underwhelming on a first read, but 6" pile in gives you a reliable counter to Always Fights First shenanigans, along with effective run/retreat and "charge" so long as you end that move within 6".
** Modeling/strategy tip: you can assembly the Bloodthirster as either of its three variants with the bits included in the box. You can magnetize the arms/weapons with not too much work (use green stuff to fill the gaps) so you can swap them and use the same model as each of its variants, and deploy one or another against different opponents. Be aware, though, that the points cost of each variant is different.


*'''Wrath of Khorne Bloodthirster:''' The last of the Bloodthirster trio, he keeps the mighty axe of the Unfettered Fury BT but trades the lash in for a bloodflail and a 12" breath weapon that deals D3 mortal wounds to a unit in range. The flail makes a single attack a 8" with a 3+/3+/-1 profile but deals a whopping 6 damage, which goes down to 3 than D3 as you get more wounded. The Wrath BT is made for hunting down heroes and monsters, as he re rolls ANY failed hit rolls against them. Khorne's hatred of sorcery also allows this BT to make one unbinding attempt with a +2 bonus which is pretty nifty for fucking with wizards. Instead of the 8" bubble of the other two 'Thirsters, the Wrath BT's Command Ability targets a single '''Khorne Daemon''' Unit within 16" and grants it the ability to run and charge, while adding 1 to each of those.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodthirster_of_Insensate_Rage_EN.pdf Bloodthirster of Insensate Rage]:''' (270pts. Monster, Behemoth) The second Bloodthirster trades the Lash and Axe for a single great axe with the ability to deal mortal wounds in an 8" bubble on wound rolls of 6 or more. It packs fewer attacks, starting at 5 and dropping down to 4 at 7 wounds suffered and 3 at 13 wounds suffered, but the attacks always have a 4+/2+/-2/D6 profile <s>and if you charge, you get to re-roll 1's to hit</s> which you get anyway, because he's a Greater Daemon and gives off a Locus of Fury aura. His command bubble is 16" (8x2, noticing a pattern here?) and gives ''''Khorne Daemons''' the ability to re-roll charge distances. Useful to help ensure you get the alpha strike.  Try giving him the Ar'gath, the King of Blades artefact so he hits heroes on a 2+! If your [[LGS]] is Friendly, and don't have any [[That Guy|guys]] who always says ''what you see is what you get'' (WYSIWYT "rule") then you shouldn't have any problem with building your Bloodthirster as you like and just say what loadout it's running.


*'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/AOS-Exalted-Daemon-of-Khorne.pdf Exalted Daemon of Khorne] (Forge World)''': Special rules commemorating the re-release of the super-big FW Thirster.  It gets jacked to ''20 WOUNDS'' and a 3+ save armed with the same gear the Unfettered Fury Thirster gets. In fact, he gets all the same rules as the Unfettered Fury, just now with a shitton more wounds and a better save (Edit: the AoE that causes mortal wounds and halves movement goes off on a 5+ rather than a 6+ on his guy). Oh, and the Casting Value to summon him is 10. Really, save yourself the money and don't buy it just to use these rules.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Wrath_of_Khorne_Bloodthirster_EN.pdf Wrath of Khorne Bloodthirster]:''' (300pts. Monster, Behemoth) The last of the Bloodthirster trio, he keeps the mighty axe of the Unfettered Fury BT but trades the lash in for a bloodflail and a 8" breath weapon that deals D3 mortal wounds to a unit in range on a 2+. The flail makes a single attack at 12" with a 3+/3+/-1 profile but deals a whopping 6 damage, which goes down to 3 than D3 as you get more wounded. The Wrath BT is made for hunting down heroes and monsters, as he re-rolls ANY hit rolls against them. Khorne's hatred of sorcery also allows this BT to make one unbinding attempt with a +2 bonus which is pretty nifty for fucking with wizards, and now may also attempt to dispel an endless spell. Instead of the bubble of the other two 'Thirsters, the Wrath BT's Command Ability targets a single '''Khorne Daemon''' unit wholly within 16" and grants it the ability to reroll all hit rolls for the combat phase you use it in.


*'''Bloodmaster, Herald of Khorne:''' A Herald on foot, at first glance a pretty cheap standard hero making 4 3+/3+/-1/1 attacks with the usual 6's to hit cause mortal wounds deal. His true usefulness is triggering your Bloodletters loci and with his The Blood Must Flow special rule that means you can get some attacks in with him first then pile in with you bloodletters.
{{anchor|FWExalted}}
*'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/AOS-Exalted-Daemon-of-Khorne.pdf Exalted Greater Daemon of Khorne] (Forge World)''': (540pts. Monster, Behemoth) Special rules commemorating the re-release of the super-big FW Thirster.  It gets jacked to ''20 WOUNDS'' and a 4+ save armed with the same gear the Unfettered Fury Thirster gets. In fact, he gets all the same rules as the Unfettered Fury, just now with a shitton, more wounds. (Edit: the AoE that causes mortal wounds goes off on a 5+ rather than a 6+ on his guy). Really, save yourself the money and don't buy it just to use these rules.
** Can be summoned for 16 Blood Tithe points. If your army includes an Exalted Greater Daemon of Khorne, the maximum number of Blood Tithe Points you can have is 16 instead of 8.
**He also has two more additional attacks than Unfettered Fury and teh axe does a straight up 3 damage instead of D3. Give him the gear to cause additional attacks and automatic mortal wounds on a roll of a 6 and watch your opponent cry. The tears (and blood) will flow even more so if you bring a couple priests to give it a 3 up armor save and heal D3 wounds a turn...


** Note the Blood Must Flow rule uses '''Bloodletter''' as a keyword meaning it works on any model with that keyword. Now look down the warscroll and see Bloodmasters have the Bloodletter keyword meaning if you take multiple of these guys they can proc each other. Worth remembering if you ever have two of them within 8" especially since your second Bloodmaster can still use his Blood Must Flow ability too.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodmaster_Herald_of_Khorne_EN.pdf Bloodmaster, Herald of Khorne]:''' (80pts) A Herald on foot, at first glance a pretty cheap standard hero making 4 3+/3+/-1/1 attacks with the usual 6's to hit cause mortal wounds deal. His true usefulness is triggering your Locus of Fury and with his 'The Blood Must Flow' special rule you can get some attacks in with him first then pile in with your bloodletters.
** Note the Blood Must Flow rule uses '''Bloodletter''' as a keyword meaning it works on any model with that keyword. Now look down the warscroll and see Bloodmasters have the Bloodletter keyword (as indeed do all Bloodletter heroes, including Skulltaker) meaning if you take multiple of these guys they can proc each other. Worth remembering if you ever have two of them within 8" especially since your second Bloodmaster can still use his Blood Must Flow ability too.


*'''Skullmaster, Herald of Khorne:''' A Herald on a juggernaut, 20 points extra compared to the Bloodmaster gets you 3 juggernaut attacks (3+/3+/-/1) +3" move and +1 wound. Of debatable use. He can keep up with your bloodcrushers to proc their loci but so could a Blood Bloodthirster or Khorne Dameon Prince. He loses the Blood Must Flow Ability and swaps it for the bloodcrusher's faux hammer of wrath rule and their loci meaning he doesn't actually do anything to buff your army and hes simply not strong enough to be considered a worthwhile close combat hero.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skullmaster_Herald_of_Khorne_EN.pdf Skullmaster, Herald of Khorne]:''' (120pts) A Herald on a juggernaut, 40 points extra compared to the Bloodmaster gets you 3 juggernaut attacks (3+/3+/-/1) +3" move and +1 wound. Of debatable use. He can keep up with your bloodcrushers to proc their loci but so could a Bloodthirster or Khorne Dameon Prince. He loses the Blood Must Flow Ability and swaps it for the bloodcrusher's faux hammer of wrath rule meaning he doesn't actually do anything to buff your army and he is simply not strong enough to be considered a worthwhile close combat hero.
** Can make Bloodcrushers Battleline if you make him the General, why you would though is a bigger question (since Bloodcrushers kind of suck compared to Skullcrushers, and there are way better options for a General).


** If you have a '''Khorne Daemon''' allegiance and he's your general he makes Bloodcrushers Battleline, though he has no unique command ability so you're stuck with Inspiring Presence which is worse than useless in Daemons of any flavor as it stops your icons from working. Note this also means giving up any Mortal Khorne support you might have *cough*Bloodsecrator*cough* taken.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Herald_of_Khorne_on_Blood_Throne_EN.pdf Herald of Khorne on Blood Throne]:''' (120pts) A Herald on a chariot, same points as a Skullmaster swaps your three juggernaut attacks for two Bloodletter crew attacks (4+/3+/-1/1 6's cause mortal wounds) and the chariots gnashing maw attack (4+/3+/-1/D3 restores D3 wounds for each wound caused) and +1 wound. While the Skullmaster swapped the Blood Must Flow rule for the standard bloodcrusher rules, the skull throne swaps them for a range buff for the generic command abilities. While the battleshock test one is useless for daemons, you can have an easier time making the units who need charge rerolls get it. And you're more survivable than before, so the Blood Throne might be useful now. Emphasis on might.
**The 3.0 FAQ has granted the throne the {{AOSKeyword|Totem}} rule, which expands the range of their command abilities considerably. Another might, in this case, might be useful in covering your ass with your bloodletter buddies.


** It's also a bit of a kick in the balls that our mounted herald costs 20 points more while Tzeench and Slaanesh get theirs at no additional cost.
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Deamon_Prince_eng.pdf Daemon Prince]''': A 12" Flying Melee fighter, Always fighting before everyone else. With their CA they can rush forward and slow enemy within 18" by halving their run & charge rolls, making it harder to charge first or run away. Strictly speaking, that is straight up one of the best CA in the game, even though Khorne is an army that needs to get in combat as quickly as possible, watching your opponent struggle to move around the board and capture objectives all while watching that unit of Kurnoth Hunters fail the 6" charge to massacre your Bloodsecrator is precious. The DP does his best work as a General in the Goretide to screw with enemy movement while your 'reavers run everywhere and he gets that +1 damage on all his weapons with Hew the Foe. He also works in an all out Brass Stampede army to make sure your Skullcrushers get that charge. He comes with a weapon choice of an Axe hitting with a 3/3/-2/2 or a sword that has a  4/3/-1/d3 attack profile and does 2 MW on a 6, if you put Dimensional Blade on his claw (3 attacks with 3/3/ - /2), suddenly you have two high rend attacks on 3's and 3's (just saying). Oh yeah, he also gets +1 to hit on the charge. So basically you get a fast daemon that with a little tweaking can become a massive beatstick with one of the best CA in the game... for 210 points (and he's only $41 on GW's website...) He can smack your opponent in the face before anything else in your mortal army can or you can fly him after lines are met to crush your opponents throat in (or sneak him between enemy lines to slap Nagash in the face) the possibilities are as endless as the rivers of gore he will surely create.


*'''Blood Throne:''' A Herald on a chariot, 20 points extra compared to a Bloodmaster swaps your three juggernaut attacks for two Bloodletter crew attacks (4+/3+/-1/1 6's cause mortal wounds) and the chariots gnashing maw attack (4+/3+/-1/D3 restores a wound for each wound caused) and +1 wound. While the Skullmaster swapped the Blood Must Flow rule for the standard bloodcrusher rules, the skull throne swaps them for absolutely nothing. It doesn't even make bloodcrushers troops like the Skullmaster.
=====Bloodbound=====
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Mighty_Lord_of_Khorne_EN.pdf Mighty Lord of Khorne]:''' (140pts) The Mightiest of Khorne Lords (we assume), your standard Lord of Khorne has a dog friend to accompany him on the battlefield. The Flesh Hound he takes along with him is all well and good with 4 3+/4+ attacks (Even more if the blood is flowing). The real feature here is the Lord's Axe, which has a possibility to rip a hole in the fabric of reality to suck in a victim after they take an unsaved wound (Watch Nagash go POOF!). That means all you need to do is Inflict one wound on your opponent's Lord-Celestant and roll a 5+ to send one of Sigmar's finest to the Realm of Khorne himself. You might not be able to pull this off in every skirmish, but the look on your opponents face when you do is well worth the price of admission. Stormcast Eternals will be giving your Mighty Lord of Khorne a wider berth after witnessing that once or twice. And do not underestimate his Command Ability: vastly improving the charge of three '''MORTAL KHORNE''' units within 24" AND himself can make or break many a game, and is less of a one-time thing than you may think. You should also consider the incredible gift of his Flesh Hound's collar, which lets him unbind spells like a Wizard once per hero phase. You know how with Wizards you have to do a careful dance of positioning to make sure they're close enough to the other Wizard to unbind but far enough not to get ripped to shreds? Charge him right into the fray, unbind spells and smashing puny casters in the face. Between him and the Bloodsecrator, they put a hamper on casters.  


* '''Mighty Lord of Khorne:''' The Mightiest of Khorne Lords (we assume), your standard Lord of Khorne has a dog friend to accompany him on the battlefield. The Juggernaut he takes along with him is all well and good with 4 3+/4+ attacks (Even more if the blood is flowing). The real feature here is the Lord's Axe, which has a possibility to rip a hole in the fabric of reality to suck in a victim after they take an unsaved wound (Watch Nagash go POOF!). That means all you need to do is Inflict one wound on your opponent's Lord-Celestant and roll a 5+ to send one of Sigmar's finest to the Realm of Khorne himself. You might not be able to pull this off in every skirmish, but the look on your opponents face when you do is well worth the price of admission. Stormcast Eternals will be giving your Mighty Lord of Khorne a wider berth after witnessing that once or twice. And do not underestimate his Command Ability: vastly improving the charge of three '''MORTAL KHORNE''' units within 24" AND himself can make or break many a game, and is less of a one-time thing than you may think. You should also consider the incredible gift of his Flesh Hound's collar, which lets him unbind spells like a Wizard with no limits. You know how with Wizards you have to do a careful dance of positioning to make sure they're close enough to the other Wizard to unbind but far enough not to get ripped to shreds? You know how normal Wizards have to pick and choose what to unbind because they can only unbind a certain number of spells per turn? Well, not so for your Mighty Lord. Charge him right into the fray and unbind everything those magic pansies can throw at you. Between him and the Bloodsecrator, no spell should ever work against you.
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Lord_of_Khorne_on_Juggernaut_EN.pdf Lord of Khorne on Juggernaut]:''' (160pts) Oh heck yes. 8 goddamn Wounds with a 3+ save to make for a tough motherfucker, even more so since he's got a 5+ save against magic bullshit. Then he's got some great melee capability, especially with all the buffs this army's got going and finally he has a Command Ability that grants up to 3 Mortal Khorne units +1 to Wound in melee so long as they charged this turn. Pick Valkia and Skarr Bloodwrath and watch the enemy lines shrink to nothing.
** Pair this up with Fateweaver and Sayl the Faithless if you don't mind unlikely alliances. Sayl makes him fly far. And Fateweaver ensures your Dice is that specific 5 or higher to instagib anyone. Assuming they failed at least one save.


* '''Bloodsecrator:''' This guy is the meat and potatoes of your forces: A Bloodsecrator can stand in the back of your forces and wave his giant honking banner around to boost your infantry to unimaginable amounts of damage. Just by being within 12" of the Bloodreavers they gain an extra attack, but activating Rage of Khorne brings them up to three attacks each. And if the blood is already flowing? A group of twenty of these crazed cultists are going from 21 attacks to a grand total of '''61 attacks'''!!! in just one combat phase. And on top of all that, he also fucks with enemy casting. Just send the Rage of Khorne coursing through your forces and watch your lowly knife-wielders turn into full-on berserkers that will gladly throw down their lives in the service of the Blood God. Does a Bloodsecrator even have attacks? Who cares. He can't move for a turn? Good thing you have more than enough Bloodreavers for a blood-soaked daisy-chain all the way to your back line. Does he have a Save? Yes, actually. 3+ even, making him pretty tanky. Now shut up and open another portal.
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodsecrator_EN.pdf Bloodsecrator]:''' (120pts) This guy is the meat and potatoes of your forces: A Bloodsecrator can stand in the back of your forces and wave his giant honking banner around to boost your infantry to unimaginable amounts of damage. Just by being within 12" of the Bloodreavers they gain an extra attack, but activating Rage of Khorne brings them up to three attacks each. And if the blood is already flowing? A group of twenty of these crazed cultists is going from 21 attacks to a grand total of '''61 attacks'''!!! in just one combat phase. And on top of all that, he also fucks with enemy casting. Just send the Rage of Khorne coursing through your forces and watch your lowly knife-wielders turn into full-on berserkers that will gladly throw down their lives in the service of the Blood God. Does a Bloodsecrator even have attacks? Who cares. He can't move for a turn? Good thing you have more than enough Bloodreavers for a blood-soaked daisy-chain all the way to your back line. Does he have a Save? Yes, actually. 3+ even, making him pretty tanky. Now shut up and open another portal.
** Something else to consider: The Bloodsecrator targets '''KHORNE''' units with his ability, not '''MORTAL KHORNE'''. You know how the only negative thing about Bloodletters, the lesser Daemons of Khorne is the fact that they only attack once and Khorne Daemons dish out no buff to increase that? Good thing your Bloodsecrator very much does. Now your Bloodletters can swing their scary swords with twice the attacks...so why do I want Bloodreavers again?
** Something else to consider: The Bloodsecrator targets '''KHORNE''' units with his ability, not '''MORTAL KHORNE'''. You know how the only negative thing about Bloodletters, the lesser Daemons of Khorne is the fact that they only attack once and Khorne Daemons dish out no buff to increase that? Good thing your Bloodsecrator very much does. Now your Bloodletters can swing their scary swords with twice the attacks...so why do I want Bloodreavers again?
** The Crimson Plate on this guy in cover gives him a 2+ Re-Rollable save. Nuff said.


* '''Bloodstoker:''' Need a little more rage in your blood? Have the Bloodstoker whip your other guys into shape. Most people seem to focus on the fact that he lets the unit he whipped reroll 1s To Wound, but his other buff is actually much more potent. +3 to run and charge helps you out A LOT with getting your guys into melee, especially if you picked the otherwise painfully slow Skullreapers. And every turn you're in melee is a turn you're winning, so him getting you there faster is wonderful. That said, don't discount the rerolls and do remember that, like the Bloodsecrator, he targets '''KHORNE''', not '''MORTAL KHORNE'''. Also, the guy himself is actually a decent fighter by virtue of having two weapons and thus profiting doubly from all your attack buffs and can actually use his whip to fight from the second row, even behind big models like Wrathmongers. And when you think you've had enough fun whipping shirtless guys around you can always throw the Bloodstoker to the wolves in order to keep the blood flowing.
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Exhalted_Deathbringer_EN.pdf Exalted Deathbringer]:''' (80pts.) Not so much a general as a trusted lieutenant, Command notwithstanding. Unless you're fighting a magic-heavy army (and I mean, very heavy) then you should always take the  Ruinous Axe & Skullgouger, as it's basically the best thing about him, letting him deal a rather disturbing amount of damage by simply passing his safe, or the or Impaling Spear  that on unmodified 6's to wound dealing D3 mortal wounds on top of his normal damage . Keeping him near a Khorne general gets him +2 attacks. These guys won big as second in command killers while also keeping your marauders from running away.
** Do you like Gorebeast Chariots? Great, because the Bloodstoker does, too. He's almost fast enough to keep up with one and the chariot can really use his boost. If it rolls an 8 or higher on its charge roll, it doubles its attacks. With the Stoker adding 3 to that, you'd only need to roll a 5 or higher for the boost and successfully charging becomes much easier too. And the rerolls to Wound will be making the Chariot into the rape machine it's supposed to be.


* '''Exalted Deathbringer:''' Not so much a general as a trusted lieutenant, Command notwithstanding. Unless you're fighting a magic-heavy army (and I mean, very heavy) then you should always take the Skullgouger version, as it's basically the best thing about him, letting him deal a rather disturbing amount of damage by simply passing his safe. Keeping him near a Khorne general gets him another two attacks (totaling 5) which takes him over the Mighty Lord of Khorne's average damage output and gives you yet another reason not to make him your General. Alternatively, if you make him the general, he can give his Bravery of 8 to all units within 12", and can cause D3 mortal wounds to a friendly unit within 1" to extend the range of this ability to 24". Don't kid yourself though, even with that Bravery bonus, your Bloodreavers will be running away screaming as soon as things stop going as planned.  
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Aspiring_Deathbringer_EN.pdf Aspiring Deathbringer]:''' (80pts) An Exalted Hero with slightly weaker weapons but increase Battleshock casualties and  His Command Ability also makes other '''MORTAL KHORNE''' units wholly within 12" of him gain a +1 attack, which makes every deadlier. Taking him to boost Khorns DPS even further.
** The version of this guy with the big-ass spear is basically the single greatest model GeeDubs has ever created, because he is essentially a roided out Johann Hegg brandishing a Heavy Metal reimagining of Gungnir. The weapon itself is potentially devastating against Heroes, but its a less thankful target for buffs than the big-ass axe is. Basically, if you like that version, play him but make sure there are Heroes for him to mulch.
** Alternate Take: Bloodstoker is better in combat and doesn't need command points to use his ability Or get an Exalted Deathbringer with exceedingly better weapons and the invulnerability to battleshock trait that just became way more useful. Unless you're running a list that is going purely for jacking up attack characteristics, there are better options and this model can be used to still represent one of those.
** On Second Thought: Khorne's methods are a game of capitalizing strength. This is the hero you bring to make a morale phase into a serious problem, always active but usefulness depends on the enemy. On the other hand for the price of a command point suddenly that extra attack to both his weapons and Mortal Khorne 12" around him can make a significant difference.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Slaughterpriest_EN.pdf Slaughterpriest]:''' (100pts.) This guy's not meant for killy but a profane cheerleader, adding to Khorne's Heroic buff squad. You use him to unbind magic (because Khorne hates magic) and knows 1 prayer + a prayer force an enemy to run towards your nearest unit by 3-6" (one of the better tactical pryers despite appearances). Remember the Lash of Submission from 40k? Yeah, it's just like that, but even meaner.  He's how you funnel your enemies to a battle they can't win if they suck at fighting or bang up a big guy.


*'''Aspiring Deathbringer:''' An Exalted Hero with slightly weaker weapons initially, he drops his shield and weapon ability and instead gains a re-roll on Hit and saves for the rest of the game if another '''KHORNE HERO''' dies within 6" of him, making him a good idea for a backup hero. His Command Ability (as General) also makes other '''MORTAL KHORNE''' units within 6" of him gain a free attack, which makes him even deadlier, especially considering he affects himself with this as well, taking him to an actually pretty good damage output. Make him your general but keep him in the backfield until someone bites it. He'll do just fine, but remember he's not your biggest powerhouse, even with Command and full rerolls to Hit.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skullgrinder_EN.pdf Skullgrinder]:''' (80pts.) You know Age of Sigmar hasn't lost the Warhammer touch when you see that the sacred smith doesn't attack with his hammer, but HIS ANVIL.  He swings it so hard he gets 2 3+/2+/-1/3 attacks. Yes, that's damage 3, not D3. He also adds +1 Bravery to other Mortal Khorne units within 12", which won't make your Bloodreavers brave or anything, but it might help your Blood Warriors and Skullreapers a bit. He's also got this neat special rule where, if he kills an enemy Hero or Monster, he gives all Mortal Khorne units within 8" the ability to roll 2 wound rolls if they get a 4+ on their Hit rolls '''for the rest of the game'''. Get him a few bonus attacks and that Hero/Monster kill is either assured or your opponent will be running the hell away from your Skullgrinder, both of which are great outcomes. Note: Skullgrinder's ability doesn't just apply to close combat attacks, team him up with some Marauder Horsemen with Javelins to give your opponent a nasty surprise!
**Giving him a Hammer and Axe gives you 6 attacks instead of 3+D3 and exchanges his self-buff for a chance to pile in and attack them outside of the Combat Phase if enemies around him flee. If you got your buffs up, he will easily make stuff run on his own and can then reward himself by tearing into the opponent again.
** Got nerfbuffed from the battletome update. He's completely lost the ability to give extra hits after slaying a hero, that ability graduated somewhat to the new 8 Blood Tithe point cost Slaughter Triumphant. In return, he's gained an extra attack, and the ability to bitchslap any single Hero/Monster within 2" with D3 Mortal wounds on a 2+.  
** Khorne Exalted Hero (do not confuse him with the Exalted Hero with Mark of Khorne) has the same exact Command Ability as both Aspiring Deathbringers, but he is a Slave of Darkness instead of a Bloodbound, and he's (at least initially) stronger and tougher(with the shield) than the Deathbringers. Do consider him if you don't mind your army not being pure Bloodbound.


*'''Slaughterpriest:''' This guy's not meant for killy. Really, his skill in that department is only decent, though drastically better than that of other Priests. Instead, you use him to unbind magic (because Khorne hate magic) and the ability to be a not-wizard on a 4+ or take d3 mortal wounds on a 1 (Add 1 if he killed someone in the last turn, meaning he'll never take damage if he already pleased Khorne). His prayers either makes an enemy within 16" take d6 Mortal Wounds making him your best ranged unit or forces an enemy to run towards your nearest unit within 3-16". Remember the Lash of Submission from 40k? Yeah, it's just like that, but even meaner. He's how you funnel your enemies to a battle they can't win if they suck at fighting or bang up a big guy.
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodstoker_EN.pdf Bloodstoker]:''' (80pts.) Need a little more rage in your blood? Have the Bloodstoker whip your other guys into shape. Most people seem to focus on the fact that he lets the unit he whipped reroll Wound rolls, but his other buff is actually much more potent. +3 to run and charge helps you out A LOT with getting your guys into melee, especially if you picked the otherwise painfully slow Skullreapers. And every turn you're in melee is a turn you're winning, so him getting you there faster is wonderful. That said, don't discount the rerolls and do remember that he targets '''MORTAL KHORNE'''. Also, the guy himself is actually a decent fighter by virtue of having two weapons and thus profiting doubly from all your attack buffs and can actually use his whip to fight from the second row, even behind big models like Wrathmongers. And when you think you've had enough fun whipping shirtless guys around you can always throw the Bloodstoker to the wolves in order to keep the blood flowing.
**If you feel better compelled to go killing, he can dual-wield, which actually ends up making him less killy, exchanging his three attacks at damage 2 for 3+D3 attacks at damage 1. What he can do is stand behind your actually killy units and chip in with his D3 meh attacks, but why would you?
** Do you like chaos Chariots? Great, because the Bloodstoker does, too. They will outpace him but applying will add 3 more dice to its impact hit, letting it deal more mortal wounds on top of rerolling to wound.


*'''Skullgrinder:''' You know Age of Sigmar hasn't lost the Warhammer touch when you see that the sacred smith doesn't attack with his hammer, but HIS ANVIL.  He swings it so hard he gets 2 3+/2+/-1/3 attacks. Yes, that's damage 3, not D3. He also adds +1 Bravery to other Mortal Khorne units within 6", which won't make your Bloodreavers brave or anything, but it might help your Blood Warriors and Skullreapers a bit.  He's also got this neat special rule where, if he kills an enemy Hero or Monster, he gives all Mortal Khorne units within 8" the ability to roll 2 wound rolls if they get a 4+ on their Hit rolls '''for the rest of the game'''. Get him a few bonus attacks and that Hero/Monster kill is either assured or your opponent will be running the hell away from your Skullgrinder, both of which are great outcomes. Note: Skullgrinder's ability doesn't just apply to close combat attacks, team him up with some Marauder Horsemen with Javelins to give your opponent a nasty surprise!
=====Slave to Darkness=====


* '''Lord of Khorne on Juggernaut:''' Oh heck yes. 8 goddamn Wounds with a 3+ save make for a tough motherfucker, even more so since he's got a 4+ save against magic bullshit. Then he's got some great melee capability, especially with all the buffs this army's got going and finally he has a Command Ability that grants up to 3 Mortal Khorne units +1 to Wound in melee so long as they charged this turn. Pick Valkia and Skarr Bloodwrath and watch the enemy lines shrink to nothing.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_eng.pdf Chaos Lord]''': He is a big brute, putting out a lot of killing with ether weapon option. He is good for other mortal Slave to Darkness as his CA let a unit swing twice during combat and Khorne does have many Melee buffs.
 
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Demonic_Mount_eng.pdf Lord on Daemonic Mount]''': Your budget (for a Slaves to Darkness character) mounted Lord. With the new update, cursed warhammer now has the potential of mortal wounds on 6s to hit, with the added bonus of healing d3 wounds for killing whelps with your big mallet. Also great for other Slaves to Darkness units as his command ability only affects the mounted options, but provides a re roll to their charge and +1 to hit. Combined with Killing Frenzy to ensure all your swings get a chance to kill.
 
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Karkadrak_eng.pdf Chaos Lord on Karkadrak]''': The new mounted lord has arrived, and he rode in style as a fully plastic kit. Wow does this character scream build around. Movement 9", 9 wounds and the always welcomed 3+ save, this lord on battle lizard loves keeping up with his fellow cavalry and bring nothing short of utter destruction. Without any adages, this character boasts no less than 13(!) attacks across 4 profiles, has mortal wound potential both on the charge and with his sword, and can heal with his attacks with his big axe. Sporting classic mortal wound protection that Slaves to Darkness units are spoiled with, and the same command ability as his horse riding brethren, he is an excellent pick for a Slaves focused army. Pair him with some Chaos Knights or Chariots and reap all the skulls you can.
 
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Manticore_eng.pdf Chaos Lord on Manticore]''': The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist, and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice. The Manticore is no slouch itself in addition to rerolling Hit against Monsters for its Claws and Jaws attacks. His Command Ability allows a unit of Chaos Warriors wholly within 18" to reroll charge and Battleshock rolls.
 
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Exalted_Hero_of_Chaos_eng.pdf Exalted Hero of Chaos]''': A shit Aspiring Deathbringer with D6 3+/3+/-1/1 attacks and can fight twice. He gets a +1 to hit vs Characters and Monsters and if he somehow kills one he heals D3 wounds. Yeah probably don't?
 
=====<span style="color:brown;">Beasts Of Chaos</span>=====
Must be included in a Brass Despoilers battalion.
 
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:''' (90pts) Although slower and will reach battle a turn after the other gors, he is a stong fighter and grant lets other Brayherd wholly within 18" re-roll all wound rolls if he kills something, giving you another re-roll the turn after using the Brass Despoilers.
 
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:''' (100pts)  Fast moving 7" of monstrous beef wielding a big axe that deals mortal wound and inspires slightly smaller monstrous beef to wound better.


===<span style="color:#8b0000;">Troops</span>===
===<span style="color:#8b0000;">Troops</span>===
====Battleline====
====Battleline====
*'''Bloodletters:''' (Battleline) Your standard choppy Khorne daemon, min unit size 10 and coming in with MV 5, a 5+ save and the Bravery 10 all daemons share. The Hellblades they wield are 4+/3+/-1/1 which is pretty great for infantry, but they only make a single attack each. They have the standard array of musicians, standard bearers and champions with the champ gaining a second attack, the musician forcing your opponent to re-roll battleshock test of 1 within 6" and two banner options: The first allows you to add D6 bloodletters to the unit every time you roll a 1 on a battleshock test the other grants you +1 to any charge rolls you make every time the unit slays a Hero. As a unit can carry multiple banners there's no reason not to take both. The locus for Bloodletters lets them reroll hit results of 1 if a Daemon Hero of Khorne is within 8" which is almost needed due to the low number of attacks Bloodletter's get. If you take a blob of 20 or more, they get a plus one bonus to hit, so it may be worth taking a few large units rather than multiple small ones. A blob of 10 can be summoned on a 6, and if you get an 11 or more, 20 of them hit the field instead.  
You're going to need at least three units of Battleline in a 2k points list. These are often the core of your army that dictate how you'll build the rest of your list out.
 
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodletters_EN.pdf Bloodletters]:''' ({{AOSKeyword|Daemon}}, Min:10, Max:30, 110/300pts) Your standard choppy Khorne daemon, min unit size 10 and coming in with MV 5, a 5+ save and the Bravery 10 all daemons share. The Hellblades they wield are 4+/3+/-1/1 which are pretty great for infantry, but they only make a single attack each. The unique ability this unit has is that unmodified rolls of 6 to hit are automatic mortal wounds, but you continue the attack sequence on that attack. They have the standard array of musicians, standard bearers and champions with the champ gaining a second attack, the musician forcing your opponent to re-roll battleshock test of 1 within 6" and two banner options: The first allows you to add D6 bloodletters to the unit every time you roll a 1 on a battleshock test the other grants you +1 to any charge rolls you make every time the unit slays a Hero. As a unit can carry multiple banners there's no reason not to take both. Remember, the Locus of Fury lets them reroll hit results of 1 if a Daemon Hero of Khorne is within 12" (16" for a Bloodthirster) which is almost needed due to the low number of attacks Bloodletters get. If you take a blob of 20 or more, they get a plus one bonus to hit, so it may be worth taking a few large units rather than multiple small ones.
** The nerf to Bloodletter's Mortal Wound melee attacks is a large blow to the Bloodletter Bomb, effectively killing it once and for all. Bloodletter hordes are still scary and when buffed can remove other unis, but they are now an accompaniment unit and not your entire army. One unit in your army shouldn't be bearing the entire load; diversify!
** For summoning lists: units of 20 Bloodletters are still a very valuable summon because, even unbuffed, they are a force to be reckoned with. A late-game blob suddenly encroaching on an objective can turn the tides of battle very quickly.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh_Hounds_EN.pdf Flesh Hounds]:''' ({{AOSKeyword|Daemon}}, Min:5, Max:20, 100pts) Now Battleline all the time! For nearly double the price of a bloodletter, you get a 2 wounds little beast with an 8" move (which is pretty fast for Khorne) and 4 (3+/4+/-/1) attacks, an unconditional re-roll on their charge range, and their pack leader barks an 8" 2+/4+/-/1 missile attack. In addition, they can unbind spells, getting a +1 to this if they have 10+ models. These guys are pretty damn killy, recommended to bring one or two to grab objectives and deal with pesky magic.
 
 
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Blood_Warriors_EN.pdf Blood Warriors]''': ({{AOSKeyword|Bloodbound}}, Min:5, Max:30, 100/520pts) A band of Chaos Warriors with a Khorne-approved coating of blood and the ability to attack before going down. They're normally equipped with Goreaxes (Chaos Hand Weapons with a Gorecoat that grant rerolls of 1s to Hit if a model has two axes), though many of them can also take a Gorefist so that save rolls of 6 now cause mortal wounds back to the enemy (a big improvement from the last battletome). Which one you take is up to you really. Mortal wounds is always nice, than again hitting better is always good (especially since they have the potential to attack twice) since these guys don't exactly pack the biggest punch. One per ten can also grab a Goreglaive, which is a Goreaxe that Wounds on 3+, -1 to rend and causes 2 damage. <s>Also, as with the Stormcasts, thanks to the wording, you can give that Goreglaive to your champion, who gets an additional swing with any weapon he wields.</s> Updated warscroll gives Champion +1 attack to Goreaxes specifically, so not anymore.
**Honestly as cool as Khorne Themed Chaos Warriors are...the sad truth is they are awfully expensive for their damage output. The fact that they can only have 1 weapon per TEN models really sucks (despite the fact that they are taken in 5 min increments). And they are often outcompeted by Bloodletters and Bloodreavers in the damage department. Especially when reavers are backed by a Totem (they'll die like flies but they're cheap as chips). However, what truly redeems this unit is that these guys are the closest thing a Khorne army is going to get to a shield wall. With a 4+ save a and two wounds these guys make excellent objective holders and charge breakers for holding the line. Your other choices are just too fragile to really whether the enemy attacks (sure Khorne wants things to die but sometimes you need a unit to hold the line and the objectives without crumbling instantly). The change-up to gore-fists only made them even better in this role as attacking them will likely lead to a bunch of mortal wounds back to you along with any slain models getting some attacks back before they die.
**TL;DR: In essence leave the foreguard killing to the reavers and bloodletters, take Blood Warriors to hold objectives, escort characters and deter enemy counter-charges as they are basically designed to take a frontal assault to the face and laugh it off.
 
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodreavers_EN.pdf Bloodreavers]''': ({{AOSKeyword|Bloodbound}}, Min:10, Max:40, 70/240pts) These guys are essentially Khornate Marauders who are too manly to wear armor (but now they have a 6+ Save, Khorne be praised!). Their leader gets another attack, and you can add an Icon Bearer (Adding +1 to their Bravery) and/or a Musician (+1" To Run and Charge), both of which are very useful bonuses you should always take. As for weapons, you could either run with the Reaver Blades (which re-roll hit rolls of 1) or take the Meatripper Axe and gain -1 Rend (probably the better option, which is, of course, the reason the guys in the Starter Set come with the other one). They also gain an extra attack if they are 12" from a unit which has the '''Chaos Totem''' keywords (Bloodsecrator and Chaos Warshrine being the most practical examples, <s>though a Beastmen BSB would work too, just for shits and giggles</s> You can no longer take the Wargor battle standard bearer).
** '''Pro-tip:''' <s>If you have a Warshrine dedicated to Khorne, take Meatripper Axes, because the Warshrine's prayer grants you full reroll to Hit</s> (The Warshrine only buffs a Mortal Slaves to Darkness unit and gives it +1 to Hit if it's Khorne as well), add the bonus for having a Chaos Totem around and you still get the better Rend from the Axes.
** These Dudes stand out as your *cheapest* source of Blood Tithe at 70 points/10W, 6+. They combo well in a 40-strong blob. But definitely consider the MSU approach for screening, speedbumps, and the sweet, sweet Blood Tithe.


* '''Blood Warriors''': A band of Chaos Warriors with a Khorne-approved coating of blood and the ability to attack before going down. They're normally equipped with Goreaxes (Chaos Hand Weapons with a Gorecoat that grant rerolls of 1s to Hit if a model has two axes), though any of them can also take a Gorefist so that if they make a save they can roll a d6 and inflict a mortal wound on a 6. Which one you take is up to you really. The chance to inflict mortal wounds is tempting, but it's only a chance, while the No Respite rule pretty much guarantees that you'll get some mileage out of the rerolls. One per ten can also grab a Goreglaive, which is a Goreaxe that Wounds on 3+, -1 to rend and causes 2 damage. Also, as with the Stormcasts, thanks to the wording, you can give that Goreglaive to your champion, who gets an additional swing with any weapon he wields.
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warriors_eng.pdf Chaos Warriors]''': ({{AOSKeyword|Slave to Darkness}}, Min:5, Max: 30, 100pts.)without support, they have better protection, Hitting, Run & Charge, hoarding in hordes, and protection against mortal wounds. If you have more support STD then {{AOSKeyword|BLOODBOUND}} in your list, take Chaos Warriors


* '''Bloodreavers''': These guys are essentially Khornate Marauders who are too manly to wear armor. Their leader gets another attack, and you can add an Icon Bearer (Adding +1 to their Bravery) and/or a Musician (+1" To Run and Charge)), both of which are very useful bonuses you should always take. As for weapons, you could either run with the Reaver Blades (which re-roll hit rolls of 1) or take the Meatripper Axe and gain -1 Rend (probably the better option, which is of course the reason the guys in the Starter Set come with the other one). They also gain an extra attack if they are 12" from a unit which has the '''Chaos Totem''' keywords (Bloodsecrator and Chaos Warshrine being the most practical examples, though a Beastmen BSB would work too, just for shits and giggles).
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauders_eng.pdf Chaos Marauders]''': ({{AOSKeyword|Slave to Darkness}}, Min:20, Max: 40, 150pts.) without the {{AOSKeyword|BLOODBOUND}} Support goons, Marauders hordes beat Bloodreavers as they have better armour, hit harders when in hordes, and their charge distance is aways 8+".
** '''Pro-tip:''' If you have a Warshrine dedicated to Khorne, take Meatripper Axes, because the Warshrine's prayer grants you full rerolls to Hit, adds the bonus for having a Chaos Totem around and you still get the better Rend from the Axes.


====Others====
=====<span style="color:brown;">Beasts Of Chaos</span>=====
Must be included in a Brass Despoilers battalion.


*'''Bloodcrushers:''' (Battleline if a Skullmaster is your General) Bloodletters on mounts, gain 3 3+/3+/-/1 juggernaut attacks, +3" movement and 3 wounds. They have a faux Hammer of wrath attack when they charge which means on a 4+ they cause D3 mortal wounds to a unit they charged if they got within "1. They also swap the Bloodletters re-rolling 1's loci for one which less them re-roll all failed hit rolls on the turn they charged. What you should be getting from this is Bloodcrushers were born to charge and if they get charged first you're using them wrong. The loci is handy and while it sucks it only works on the turn they charge it means that the hero you sent along with them can go do other things if you didn't RIP AND TEAR enough on your first turn.
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:''' (min:10, Max:30, 70/200pts) Not as much DPS as other marauders but they have claim ground faster with their 7 +2d6+1" Run & Charge and their shield grant them a 4+Sv in melee, make cheap sacrificial chaff to stall as the rest of the army make their way.


*'''Flesh Hounds:''' (Battleline if Karanak is your General) For double the price of a bloodletter you get a 2 wound little beast with an 8" move (which is pretty fast for khorne) and 4 (3+/4+/-/1) attacks and an unconditional re-roll on their charge range. In addition they can unbind spells, getting a +1 to this if they have 10+ models and their loci give them a re-roll on this making them a pretty good magic defense since you have none yourself. These guys are pretty damn killy.
====Cavalry====
Your fast attack units. Sometimes you need something that can jet across the board at high speeds with a blade swinging.


** These dawgs and a Khorne Bloodbound Bloodstoker are a match made in heaven. Get the Bloodstoker to whip these guys giving them +3" on their charge/run rolls and +1 on their wound rolls and watch your opponent cry as you charge into their lines first turn and throw out 4 3+/3+/-/1 attacks each and are in perfect position to start dispelling your opponents wizards next turn.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodcrusher_EN.pdf Bloodcrushers]:'''  ({{AOSKeyword|Daemon}}, Conditional Battleline:Skullmaster is your General, Min:3, Max:12, 120pts) Bloodletters on mounts, gain 3/3+/3+/-/1 juggernaut attacks, +3" movement, 3 wounds and a 4+ save. They have a faux "Hammer of Wrath" attack: when they charge, on a 2+ they cause a mortal wound on an enemy unit within 1", or D3 mortal wounds if this unit has more than 6 models - but this roll is done per charging Bloodcrusher and mis be resolved after each models charge movement, and each one can pick a different eligible target unit.  


*'''Skull Cannon:''' This is an interesting unit: it's a cannon that can do significant damage at range, but has a melee statline with special rules that make it look as though it's made for close combat. In truth, it's a hybrid unit made to do both. Starting off with the basics, the Skull Cannon is a 7 wound model that has a single shooting attack with 3+ to hit, +3 to wound, -2 rending, and D6 damage; however, when shooting at units of +10 the Skull Cannon adds +1 to its hit rolls, making it hit on a +2. Moving on to its melee profile, it has the standard Hellblades with 2 attacks at +4 to hit, +3 to wound, -1 rend, and one damage with hit rolls of 6 or more causing a mortal wound. In addition, it has a single Gnashing Maw attack with a +4 to hit, +3 to wound, -1 rending, and D3 damage. Pretty mediocre, until you read its special rules: its melee rule Grind their Bones, Seize their Skulls allows the cannon to make an additional shot at the end of the combat phase if it caused any wounds with its Gnashing Maw attack; and according to the wording, it doesn't need to kill the target, but rather it just needs to cause a single wound. Furthermore, due to the strange rule set for AoS, you can still used ranged weapons in the shooting phase even if you are locked in combat. This essentially means that you can fire the cannon, charge, eat their skulls, and fire additional shots with your skull cannon while continuing to do so in sub sequential turns.
* Remember, wounds are resolved at the end of the charge phase for you "hammer or Wrath" ability but rolled after each individual bloodcrusher is moved your opponent my try to take away models to make your other crushers have a harder time with there charge movement. Just keep track of how man MW were inflicted untill the end of the phase/charge movement.  


* '''Skullreapers:''' Pretty cool. They actually live up to their name and ''reap'' skulls. In game terms this means you can keep a tally of how many guys they killed. If they killed more than your Skullreaper unit has models, you reroll all To Hit and once it hits double the amount of Skullreapers, you also reroll To Wound. We can probably assume that this takes into account their current number of models, so they might just get even killier if your opponent tears into them. Stat-wise they're pretty decent as well, with a Wound and a point of Bravery over Blood Warriors. Their weapons are also similar, having one more swing and Wounding on 3+. If you want more risk/reward, you can equip them with Daemon weapons, which hit worse but have a chance to either inflict mortal wounds on top of their normal damage or fail and inflict mortal wounds on you. One in five can take a one-up version of these, with one less swing, better Rend and better Damage. Additionally, the champion gets another weapon on top that's pretty powerful but only gets one swing. They also have a pretty high chance of inflicting mortal wounds if they die in combat. These are your elite infantry. They're powerful and can lead your charges. Get a Bloodsecrator nearby and watch everything around them melt.
* A little math hammer 6 charging in has a potential to do 18 mortal wounds!! This is before combat also since the ability is in the charge phase. Charge and weaken down your opponent with MW then clean up with attacks. (I recommend taking squads of 6 it's hard to pass up the D3 MW even if they are expensive)
** If you want to bring the Daemonforged Weapons for their extra oomph, remember to bring a Bloodstoker, since the rerolls of 1s To Wound he grants are just enough to avoid hurting yourself and to increase the chance of dealing extra damage. Once they've killed enough to earn full rerolls To Wound, the Stoker can whip some other guys.


* '''Wrathmongers:''' The angry cheerleaders can infect other people with their RAGE. In game terms, every model within 3" of them gets an extra attack with all their weapons. However, this affects your opponent as well and it doesn't affect the Wrathmongers. You have to be very careful with these guys. On the one hand, they pour out 4 attacks per model at a pretty good profile and leaving them out of combat is simply a waste. On the other hand, if the opponent tosses shit like Blood Knights or Troggoths at them, the Wrathmongers melt thanks to them giving those devastating hitters bonus attacks. So, you should keep them in the back row, buffing your units and only letting them play if it's to finish off something on the edge. Stat-wise, they're Skullreapers with only a 5+ save but again, with 4 attacks apiece. Also, whenever one of them bites it, you can pick an enemy model and attack with it, even their own unit. And yes, they will attack with their attack count increased by the Wrathmongers. Hey Celestant-Prime, why are you hitting yourself?
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Mighty_Skullcrushers_EN.pdf Mighty Skullcrushers]:''' ({{AOSKeyword|Bloodbound}}, Optional Battleline: Lord of Khorne on Juggernaut general, Min:3, Max:12, 160pts.) Your cavalry. Their mounts as much damage than the riders, striking pretty much with the same profile as a Skullreaper. Do however remember that despite being Cavalry, your Skullcrushers aren't all that fast, moving only 8". The riders themselves have either the same weapon profile or with more Rend but worse Hit rolls. Your choice really. Their banner grant +2 Bravery. They have a faux "Hammer of Wrath" attack: when they charge, on a 2+ they cause a mortal wound on an enemy unit within 1", or D3 mortal wounds if this unit has more than 5 models - but this roll is done per charging Skullcrusher, and each one can pick a different eligible target unit.
** Quick modeling tip: After the reboxing, Skullcrushers now come in boxes of 6, but their Warscroll still specifies that they come in units of 3+, so you can comfortably take one of those six and make him into a Juggerlord, which would normally be a resin model that costs an arm and a leg. (Though you'd have to pay for a full unit of 6 if you used them in matched...)


* '''Mighty Skullcrushers:''' (Battleline in a '''KHORNE MORTAL'''-only army with a Lord of Khorne on Juggernaut as your general) Your cavalry. Their mounts do more damage than the riders, striking pretty much with the same profile as a Skullreaper. The riders themselves have 2 attacks with either the same profile or with more Rend but worse Hit rolls. Your choice really. Their banners are pretty fun, too: At first, they grant +1 Bravery, but as soon as they kill one model, it grants +3, taking them up to 9. Also, the Juggernauts have a chance of inflicting mortal wounds to stuff they charged, so if at all possible, make sure to charge as many units as possible to capitalize on this ability. Do however remember that despite being Cavalry, your Skullcrushers aren't all that fast, moving only 8".
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Knights_eng.pdf Chaos Knights]''': ({{AOSKeyword|Slave to Darkness}} Min:5, Max:20 180pts.) Cavalry on Horses? In my Khorne army? It's more likely than you think! They're 2" faster than Skullcrushers, 3 wounds and have the same 5+ mortal wound save as Warriors. Two weapon options, Enscrolled Weapons (Now wounding on 3s and have rend -1!!) or Lances (2x 4+/3+/-/1) that upgrade to 4+/3+/-2/2 on the turn they charge. These guys suffer from some identity issues honestly and it's hard to see a place for them when Mighty Skullcrushers point for point are better offensively and defensively. With the new kit coming in from the start collecting, the Chaos Knight champion now has the optional Cursed Flail, bringing d6 attacks with the same stats as the lance. Probably not the best option, but can provide some bonus swings into some lighter units and it certainly looks sick!!
** Quick modeling tip: After the reboxing, Skullcrushers now come in boxes of 6, but their Warscroll still specifies that they come in units of 3+, so you can comfortably take one of those six and make him into a Juggerlord, which would normally be a resin model that costs an arm and a leg.
**Actually on a second glance Lance/Glaive Chaos Knights do scary damage. Skullcrushers may be better in a prolonged fight, but 5-10 chaos knights on a charge with even one of the many buffs khorne has can do a lot of work. The fact that there are at least 5 models is also important if you say give them a +1 attack buff from the Aspiring Deathrbinger (don't forget it also affects mounts!). That's 10 more attacks!
 
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauder_Horsemen_eng.pdf Chaos Marauder Horsemen]''': ({{AOSKeyword|Slave to Darkness}} Min:5, Max:30 90pts.) Much lighter Cavalry and one of your few ranged attack options in the army. 12" move (4 more than Juggernaut Cav) 5+ save and 2 wounds each. They can have the same flail or axe as marauders on foot but the best option is their javelins giving them 2 4+/3+/-/1 ranged attacks each. They shoot and charge on a turn they retreated. A nice cheap skirmisher and objective grabber in an army saturated with heavy cav.
 
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chariots_eng.pdf Chaos Chariots]''': ({{AOSKeyword|Slave to Darkness}} Min:1, Max:3 120pts.) 12" move and a once per game Run & Charge mean these are pretty nippy, especially compared to other Khorne stuff. It's decent enough at taking out enemy heroes with its charge MW and greatblade and, with the flail, it can potentially pack a bit more punch but only on a lucky roll so it is probably not worth it.
 
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf Chaos Gorebeast Chariot]''': ({{AOSKeyword|Slave to Darkness}} Min:1, Max:1 150pts.) Slower than the Chaos Chariots but a killer mount. With 9" move it'll keep pace with your skullcrushers. If you roll a high charge range the gorebeast hit harders.  Very good at things like Swordmasters. I'd still take the greatblade too since you're better off with the rend.
 
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Varanguard_eng.pdf Varanguard]''': (Min:3, Max:12, 300pts) Super Warriors lent out by Archaon. They are giant chaos knights with 5 wounds 3+ armour and ignore magic on a 5+, able to Fight twice once per game and get +1 to hit if you have Archaon. Each model can be armed with an Ensorcelled Weapon for consistency, Fellspear for better charge damage, or Daemonforged Blade can more inflict Damage and MW with good RNG.
 
=====<span style="color:brown;">Beasts Of Chaos</span>=====
Must be included in a Brass Despoilers battalion.
 
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:''' (Min:3, Max:12 140pts.) Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight's horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Although you can't take a shaggoth in  Blades of Khorne, you still reroll 1s to hit for the battalion.
** Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1" weapons won't be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks).
 
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:''' (Min:5 Max:20 80pts.)The fastest unit you have, 15+d6" of movement and still able to charge is ludicrous fast, nothing is unreachable. They may not nearly have the same punch as other cavalry, but they will reach anything turn one. Use them as a roadblock while your slower, tougher units get on the objective.
 
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:'''(Min:1 Max:4 60/200pts.) an incredibly cheap chariot, only coming the closest to having the same effectiveness as a seeker chariot the turn it charges a ten man+ hoard of order guys.
 
====Elite Infantry====
Your expensive, specialized, heavy-duty troops that make your opponent sweat when they see them approaching. They aren't the fastest units you've got (in fact they're some of the slowest) so you'll have to be a lot smarter with these on the board than your other, cheaper units.
 
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skullreapers_EN.pdf Skullreapers]:''' ({{AOSKeyword|Bloodbound}}, Min:5 Max:20 180pts.) Pretty cool. Stat-wise they're pretty decent, with a Wound and a point of Bravery over Blood Warriors along. Their weapons (4x 3+/3+/-/D1, unmodified 6's to hit inflict mortal wounds in addition to their normal damage) And this gets even better when combined with their now modified Trail of Skulls ability. Now much more simplified from the previous battletome (where you had to keep a tally of total models you killed) now it is just a straight reroll to hit when your opponents unit has 5 or more models, meaning more chances for mortal wounds. Additionally, the champion gets another weapon on top that's pretty powerful but only gets one swing. They also have a reasonable chance of inflicting mortal wounds if they die in combat. These are your elite infantry. They're powerful and can lead your charges. Get a Bloodsecrator nearby and watch everything around them melt.
 
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Wrathmongers_EN.pdf Wrathmongers]:''' ({{AOSKeyword|Bloodbound}}, Min:5 Max:20 140pts.) The angry cheerleaders can infect other people with their RAGE. In-game terms, every {{AOSKeyword|Khorne}} model wholly within 8" of them gets an extra attack with all their weapons but this doesn't affect the Wrathmongers. Offensive wise they have 4 good melee attacks that get better on the charge. Also, their Blood Fury ability can Deal mortal wounds when they die to get a little more damage. A unit of five gives you a pretty massive radius. They also gained an interesting synergy with Skarr Bloodwrath, being able to attack upon death similar to a Blood Warrior.
 
* '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chosen_eng.pdf Chaos Chosen]''': ({{AOSKeyword|Slave to Darkness}}, Min:5 Max:20 140pts.) Chaos Warriors with some really good axes. 3 attacks each 3+/3+/-1/1 that cause additional mortal wounds on a hit roll of six and if they slay a model {{AOSKeyword|SLAVES TO DARKNESS}} wholly within 12" re-roll failed wounds. Not to be sniffed at, especially with a Bloodstoker to give them re-rolls to wound and if you're running anything they can buff. These guys pack a big punch for their price essentially being your equivalents to Stormcast paladins, only 60 points cheaper a unit.
 
====Beasts====
A mix between fast and elite, these units are unique in nature and utility.
 
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Khorgoraths_EN.pdf Khorgorath]''': ({{AOSKeyword|Bloodbound}}, Min:1 Max:6 100pts.) "Somewhat underwhelming," said nobody ever. Khorgoraths are actually one of the punchiest units available to Blades of Khorne at a rock bottom price. It has two unique traits: it heals a wound when it removes a model in the combat phase, and it reduces bravery in an area when it deals damage. Though they may seem tailor made for removing smaller foes with their five attacks rending with damage two, but they're also great at killing multi-wound models and shaving off wounds from larger monsters as well. Because of their great statline they really don't need buff support to function well, but this also means anything you give them fires them up even more. They're also one of the only monsters in the game where up to five can be taken in a single unit. They also become even better in a Skulltake Battalion.
** Khorgoraths are one of those units where it's best to take more over less. Individual models will hurt other units badly, but a unit of 3+ are a steamroller. In smaller games you can get away with a single model, but if you're playing 2k you should experiment with slotting these in as your hammer.
 
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-spawn-en.pdf Chaos Spawn]:''' ({{AOSKeyword|Slave to Darkness}}, Min:1 Max:6 50pts.) [[Chaos Spawn | That Which Must Not Be Named]]. Not actually terrible anymore, though far from reliable. A Move of 2D6" makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save to make for pretty hardy models.
** While unreliable in almost every single aspect of their horrible existence, they do make a cheap, weak Blood Sacrifice target!
 
=====<span style="color:brown;">Beasts Of Chaos</span>=====
Must be included in a Brass Despoilers battalion.
 
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:''' (Min:10 Max:30 120/300pts.) Elite Gors in heavy armour and more anti hoard killy.
 
*'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:''' (Min:3 Max:12 140pts.) Get the same Bloodgreed rule as the Doombull, а weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and +1 Bravery for each enemy unit within 12" from them.
** Other than that, they're fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer.


===<span style="color:#8b0000;">Behemoths</span>===
===<span style="color:#8b0000;">Behemoths</span>===
The big boys. The mad lads. The "you can only take up to four of them in a 2k list" fellas. More expensive than a beast, more powerful than an elite, just the right amount of blood for the blood god.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Slaughterbrute_eng.pdf Slaughterbrute of Khorne]''':  (Monster, Behemoth, 170pts) They bind to one {{AOSKeyword|Slaves to Darkness HERO}}. Clocking it at just under the cost of two Khorgoraths, the Slaughterbrute can dish out almost exactly the same amount of wounds as them in melee combat. The Brute's weakness is its 4+ save and 12 wounds, but its degenerating profile is actually very forgiving. It stays fast and killy until you shave off a good 8 wounds! Just be aware your big boy in red is not a shock trooper and will need an escort to the enemy lines. however, the Slaughterbrute is truly Bloodsecrator's best friend. The Slaugtherbrute is at its most dangerous inside the Bloodsecrator area of effect.
** Too bad he lacks very good rend. Seriously he doesn't have access to Rend -2 despite his huge size and his JAWS are rend-less!
*'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/aos-monstrous-arcanum.pdf#page=7 Chaos War Mammoth]:''' (Slaves to Darkness, 320pts)This monster has 22 wounds! Although it's only packing a 4+ save. All of his attacks cause at least D3 wounds, making it an exceptional monster-killer when at full strength. Its real strength lies in supporting a Marauder charge, however - as well as imposing -2 to any Battleshock tests to any unfortunate unit that gets charged, the Mammoth can also help Marauder or Marauder Horsemen get in a little extra movement and increase their damage output in combat. Wounding and even killing this thing just makes it cause more damage. If you're playing with a big Chaos horde then there's no finer feeling than running this guy into the enemy's biggest and toughest-looking infantry blob, although expect a few dirty looks for doing so. Keep in mind that he doesn't like magic missiles or war machine fire, however.
*'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-gigantic-chaos-spawn.pdf Gigantic Chaos Spawn]:''' A strong but unreliable monster burdened with random movement, random attacks, and regeneration. He can put out a fair amount of damage with a mix of its tongues and maws, and has 12 wounds and has a good chance to regenerate and possibly gain more wounds each turn. It's worth remembering that he can be given any Chaos God as a keyword, which opens up amusing possibilities like running a Khornate Spawn alongside a Bloodsecrator.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warshrine_eng.pdf Chaos Warshrine]:''' (Totem, Priest, Behemoth, 170pts) If you play with caps on Heroes, this is a huge advantage. What it does is pretty cool, too. First, it has an Aura that grants {{AOSKeyword|Mortal Slaves to Darkness}} an additional 6+ save after their normal save. It Can also pray for buffs to Mortal STD units. There is one buff for Undivided and every God. The Undivided buff is the best by default, granting rerolls of To Hit and To Wound. However, the God-specific buffs can be cast on whatever you want, but get better if you cast it on a unit of the same God. The favor of Khorne allows reroll changes, but if the unit it's used on a Khorne mark, you can also reroll all To Hit rolls. And yes, this does mean a Shrine can bless units of rival Gods, just for shits and giggles. Also of note is the fact that this thing can easily hold its own in combat with a monster-like profile and a bunch of strong attacks. Awful Rend, yes, but they plow through low armour tarpits like nobody's business. The model is a Priest and can cast Khorne prayers inaction to its own.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Soul_Grinder_eng.pdf Soul Grinder]:''' (Daemon, Behemoth, 210pts) Ever wanted a beast that can throw ranged shots AND be great in melee? This daemon might be for you. Same price as a Daemon Prince but with less special abilities. It makes up for it by giving you a boatload of attacks for very good damage. Two ranged attack profiles, one at 20" and six at 16", the 20" does flat 3 damage the rest do 1 damage. CC has six attacks for 1 damage each, 1 attack -2 Rend for D6 damage, and either: two attacks -2 Rend flat 3 damage, OR 4 attacks -1 Rend D3 damage. Big, ugly, and killy, he fills the hammer role. The biggest downside for it is the mostly 4+ to hit. And since it is a Daemon, it can't benefit from CSL Demonic Power spell or the Warshrine. But at 16 wounds and a 4+ save, you can probably find a spot in the army.
====<span style="color:brown;">Beasts Of Chaos<span>====
Must be included in a Brass Despoilers battalion.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cygor-en.pdf Cygor]:''' (140pts) Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster healing a wound for himself. He can also reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ghorgon-en.pdf Ghorgon]:''' (160pts.)Same Blood Frenzy as Doombull and Bullgors, but deals d3 mortal wounds on an unmodified 6. Also, he can slay a specific model within 1" after he makes all his attack if he rolls a dice equal or greater than its wounds characteristic, do remember that it's a model so you can chomp on any leader or musician you can get your grubby hands on. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die.
===<span style="color:#8b0000;">Artillery</span>===
You can take up to four of these in a 2k list. There's nothing more to say about this section. Its got Skull Cannons. They got buffed in 2.0, so you may start seeing (or even using/summoning) them!


*'''Khorgorath''': Somewhat underwhelming. If you really want to take one of these, just remember that they're better at fighting smaller foes (smaller than a Stormcast), as they will heal a wound per turn if they killed any models from a unit (if the wound suffered was inflicted by the same unit). The ability is useful against tarpits and single wound models, as you are more likely to kill at least one a turn. Don't bother supporting them, as they're better used as a diversion (everyone goes for the [[DISTRACTION_CARNIFEX|big red monster]] first) and to tie up as many units as they can. Do however remember that the Khorgorath is just about the only monster that can be taken in units and that they become drastically better in a Skulltake Battalion. If properly buffed, you'll have a cheap-as-chips wall of red flesh that deals an actually decent amount of damage while being damn tough to remove.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skull_Cannons_EN.pdf Skull Cannon]:''' (Deamon, Min:1 Max:3 130pts) This is an interesting unit: it's a cannon that can do significant damage at the range but has a melee statline with special rules that make it look as though it's made for close combat. In truth, it's a hybrid unit made to do both. Starting off with the basics, the Skull Cannon is a 7 wound model that has a single shooting attack 30"/1/3+/3+/-2/D6; however, when shooting at units of +10 the Skull Cannon adds +1 to its hit rolls, making it hit on a +2. Moving on to its melee profile, it has the standard Hellblades with 2/+4/+3/-1/D1 with hit rolls of 6 or more causing a mortal wound. In addition, it has a single Gnashing Maw attack 1/+4/+3/-1/D3. Pretty mediocre, until you read its special rules: its melee rule Grind their Bones, Seize their Skulls allows the cannon to make an additional shot at the end of the combat phase if it killed any models with its close combat attacks. Furthermore, due to the strange rule set for AoS, you can still use ranged weapons in the shooting phase even if you are locked in combat. This essentially means that you can fire the cannon, charge, eat their skulls, and fire additional shots with your skull cannon while continuing to do so in subsequent turns.
** Hilariously, a nearby unit of Wrathmongers makes your Bloodletter crew shoot twice as fast, meaning that you can get up to 6 cannon shots per model per turn (4 in your Battle Round, 2 in your opponent's).
**They stopped that nonsense with an FAQ (wrathmongers are for melee only).....despite the WRITER OF THE BOOK saying it was 100% intentional. It's almost like GW doesn't want people to spend money on 4 skullcannons!


*'''[https://17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/04/Chaos_Monsters_Warscrolls.pdf Slaughterbrute of Khorne]''': YES, that's right, as of [https://www.warhammer-community.com/2017/04/08/vortex-and-slaughter-the-beasts-are-back/ April 8th 2017], the Mutalith Vortex Beast and Slaughterbrute received and update with the keywords '''TZEENTCH''' and '''KHORNE''' respectivably, allowing them to keep the Allegiance Abilities from the new Blades of Khorne and Disciples of Tzeentch Battletomes, which is good, and not stupidly broken.
===Terrain===
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Scenery_Skull_Altar_EN.pdf Skull Altar:]''' Ironically, it lacks the amount of skulls one would expect. You may place one of these down, for free, anywhere in your deployment territory to benefit from its two abilities. First is to let Khorne Priests re-roll any prayer rolls while wholly within 8" of the altar. The second is that it forces wizards within 16" take -1 to cast. Best of all? It's free, so it's worth taking just for the area of casting denial even if you're not running Slaughterpriests. Even if you do, they (or any hero with less than 8 wounds) is able to hide inside the altar. Recently been upgraded to also allow a hero garrisonned inside it to summon Judgements like a priest, benefiting from the reroll, very handy for demons-only warbands.


Unlike the MVBT, the Slaughterbrutes does gain specifical synergy with Mortal Armies; outside the '''KHORNE''' keyword, it is now binded to any '''KHORNE MORTAL HERO'''. A Mighty Lord of Khorne make for a funny pair, given that he himself is quite resiliant and he already has a thrustfull Khornate pet alongside it, however, the Slaughterbrute is truly Bloodsecrator's best friend. The Slaugtherbrute is at its most dangerous inside the Bloodsecrator area of effect.
**It can also be used when summoning units with Blood Title points - they can arrive near the altar instead of near one of your heroes, if that helps.
***Take a lesson from the way Beasts of Chaos are running their Herdstone and put this bad boy a little up the table to maximize its radius.


==Normal Battalions==
==Normal Battalions==
*'''Murderhost'''
<s>Battalions were smacked with a point increase in 2017 and smacked again for good measure in 2018. If you plan to take one, go all in to make the most of it.</s>
*'''Bloodthunder Stampede'''
 
*'''Council of Blood'''
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.
*'''Blood Hunt'''
 
*'''Gorethunder Cohort'''
But, hey, battalions are now FREE.
*'''Blood Host of Khorne'''
===<span style="color:#8b0000;">Daemons of Khorne Battalions</span>===
*'''Charnel Host'''
 
*'''Skullseeker Host'''
;Murderhost (160pts min. 600pt.): ''1 Bloodletter hero, 3-7 Bloodletters, Crushers, Hounds, or Cannons''
* '''Bloodstorm:''' Take three units of Wrathmongers and get the ability to make extra attacks for each 6 To Hit, which is incredible as they get a bonus To Hit on the charge, turning a buttload of attacks into a crapton of attacks. And then, all missile weapons leveled at the Bloodstorm take a -1 To Hit penalty. This eliminates basically their biggest weakness by making sure they'll actually make it into combat. Hoo boy. If you have that many Wrathmongers, there is absolutely no reason not to use this.
Change in new version  - only adds 2 to run and change rolls while within 16" of the Bloodletter Hero. For sure less impactful.
* '''The Gorechosen:''' An Exalted Deathbringer and exactly 7 of the footslogging Heroes. Considering these are almost all Clampack models, have fun with that price tag, though the benefits do speak for themselves. All of these Heroes get an additional attack on all their weapons and if they stick close to each other, they get +1 To Hit. This makes a Skullgrinder absolutely devastating with an average damage output of 6.25 Wounds per round of combat, makes an Aspiring Deathbringer somewhat useful and a Slaughterpriest even more useful. Since this does almost nothing but make your Heroes killier, it's most useful for thematic forces, where a band of misfit Chaos Champions are fighting side-by-side.
 
* '''Brass Stampede:''' Really cool. 1 Juggerlord and three units of MIGHTY Skullcrushers. As soon as any unit bites it, they gain +3 to their charge rolls. Additionally, you know that nice ability they have, where they might cause mortal wounds on stuff they charge? In this formation, there's no roll required, you immediately inflict D3 on whatever they charge.
;Bloodthunder Stampede (140pts. min. 730pt.): ''1 Skullmaster, 3-7 Bloodcrushers''
* '''Dark Feast:''' A small formation with sweet bonuses. You take a Slaughterpriest and a Bloodstoker and add 3 units of Bloodreavers. So long as the Slaughterpriest is alive, (everyone, including) the Reavers get ''yet another'' bonus attack and as long as they're within 12" of the Bloodstoker, they don't need to take Battleshock. It's main use is for fluff, as the heroes here pretty much goad the crazy cannibals into a feeding frenzy, but it does help the Reavers very much. Thanks to the ignoring of Battleshock, you can also afford to do this with minimum size Reaver units, which would normally be unthinkable with their lack of Bravery and saves. It's also much more mobile than the Bloodsecrator who has to plant his stupid standard for all this to happen. Though remember that this doesn't invalidate the Bloodsecrator's boost and he's actually still a huge help.
Hard nerf in the new version, but still pretty good - Makes the Murderous charge and Slaughterous charge abilities automatically go off, instead of on a 2+. And I bought all those expensive bloodcrushers..
* '''Skulltake:''' Because obviously Bloodstoker and Skullreapers didn't work well enough together already. Take two units of Skullreapers, a Bloodstoker and a unit of Khorgoraths. As long as the Khorgoraths stick close to the Skullreapers, they make 8 attacks instead of 5, making them sort of useful and as long as the Skullreapers stick close to the Bloodstoker, each Wound roll of 6 they make deals one more damage. Sweet.  
 
* '''Red Headsmen:''' This one is risky, but potentially absolutely amazing. You take an Aspiring Deathbringer, a Skullgrinder and 3 units of Blood Warriors. Then you nominate 3 Heroes or Monsters in your opponent's army. They are your targets. These targets reroll To Hit. Yes, you give YOUR OPPONENT REROLLS. If this formation slays any of them, they gain a bonus attack on all their weapons for the rest of the game. This is cumulative. Also, the entire formation always counts as being in range of the Skullgrinder's ability (thanks to the wording, this affects the Skullgrinder himself too) even if they're not. If the Skullgrinder kills one of the targets, he doubles the actual range so that more of your other stuff gets the boost. Yes, this is potentially amazing, but if your opponent only has powerful Heroes, you might get your own army murdered thanks to the boost you gave them. Still, it's fun and it's fluffy.
;Council of Blood (min. 930pt.): ''3-8 Bloodthirsters (including Skarbrand and the Exalted Greater Daemon)''
* '''Bloodbound Warband:''' This one's big. An Aspiring Deathbringer, a Bloodsecrator, a unit of Skullreapers, a unit of Bloodreavers and 3 units of Blood Warriors join together. The first ability is kind of "too little, too late" as it makes the whole formation immune to Battleshock if at least 3 units of it are in melee range. You know, one of the things the Bloodsecrator could already do? The other's much more potent as it gives you 40k's charge rules. On any turn you charge, you get an extra attack with all your weapons. All in all, it's nice, but some of these Battalions are much nicer.
HARD NERF - Now Called Tyrants of blood - Just allows your Bloodthirsters to attack in succession. Like still pretty powerful, but not even close to the wrecktastic voyage that was the previous version.
* '''Goreblade Warband:''' The one from the starter set. You know it, you love it. If at least one unit from the formation charges successfully, all others get to reroll failed charges for that turn. If a unit dies in melee, the whole formation gets extra attacks. Always awesome. ''Found in the starter set booklet and also in the Mighty Battles in an Age of Unending War campaign book.''
 
Whoever wrote the above is legitimately clueless about the fundamentals of AoS matched play, Tyrants of Blood is immeasurably better than Council ever was. Always fights first and/or fight twice with 1,000+ points of Bloodthirsters, is far better run & charge (which you can still effectively get anyway with the Unfettered Fury command ability, along with retreat & "charge")
 
;Blood Hunt (120pts. min. 880pt.): ''Karanak and WoK Bloodthirster, 3-8 Bloodcrushers or Flesh Hounds''
Adds 1 to wound rolls to attacks targeting Hero units. Nerfs for the Nerf god
 
;Gorethunder Cohort (120pts. min. 680pt.): ''Herald of Khorne on Blood Throne, 3-8 Skull Cannons''
Re-roll hit rolls for all cannons wholly within 12" of the throne. 
 
;Blood Host of Khorne (120pts. min. 1080pt.): ''Bloodthirster (any), 7+ any other Khorne Daemon Hero (except Karanak for some reason) or unit''
Re-roll charge rolls while within 16" of your Bloodthirster. Get the F in there.
 
;Charnel Host (140pts. min. 900pt.): ''Bloodmaster, Bloodthirster of Unfettered Fury, 3-8 Bloodletters(any)''
Re-roll wound rolls of 1 while within 16" of the Bloodthirster. 
 
;Skullseeker Host (120pts. min. 930pt.): ''Bloodmaster, Bloodthirster of Insensate Rage, 1-3 Skull Cannons, 2-5 Bloodcrushers''
Re-roll ALL wound fails that target a Monster. Big ass skulls for the big ass skull throne.
 
===<span style="color:#8b0000;">Khorne Bloodbound Battalions</span>===
The battalions in Khorne Bloodbound have been replaced with the below. This means the old battalions are no longer legal. Sorry, Bloodstorm! Most of our battalions are around 700 points minimum, so once again be sure to make the most of them if you're going to take any!  While the battalions themselves have gone down in points, some of the mandatory units have had their points values raised, so keep that in mind. NOW ALL UPDATED
 
;Gore Pilgrims (140pts. min. 630pt.): ''Bloodsecrator, 2-3 Slaughterpriests, 1-2 Blood Warriors, 1-2 Bloodreavers''
The battalion to end all battalions got jumped by GW in an alley and had its knees broken. Now it only adds 8" to the range of the Bloodsecrator's abilities while they're within 8" of one or more Slaughterpriests. No more cumulative range bonuses, no more re-rolls to prayers from the battalion. While its effects are easy to re-create, you no longer need the Gore Pilgrims for it.  Still a good battalion, even if it's no longer the auto-take it used to be.
 
;Bloodforged (120pts. min. 580pt.): ''Skullgrinder, 1-3 Blood Warriors, 2-4 Wrathmongers''
Finally, something I like. After a Wrathmonger has attacked, if its wholely within 8" of the Skullgrinder, it can make a 2nd pile in and attack, before the other player. WHAAAAAAAAAA.
 
;The Gorechosen (110pts. min. 750pt.): ''Exalted Deathbringer, 7 from the following: Aspiring Deathbringer, Bloodstoker, Bloodsecrator, Skullgrinder, Slaughterpriest''
Not actually legal in 2k games, this battalion lets you pay a premium to add +1 to hit (while within 12 inches of another unit from the battalion) and +1 attack to every unit within it. Ideally you would take front-line Heroes to get the most from the battalion. Useful in larger games, useless any other time.
 
;Brass Stampede (140pts. min. 780pt.): ''Lord of Khorne on Juggernaut, 3-7 Mighty Skullcrushers''
A pricey battalion that adds more killing power to your already deadly cavalry units. Now it makes it so their Murderous Charge and Slaughterous Charge rules automatically occur.
 
;Dark Feast (110pts. min. 500pt.): ''Bloodstoker, Slaughterpriest, 3-6 Bloodreavers''
Adds 1 to attack characteristic of all Bloodreavers within 16" of a Slaugherpriest . Hordes of little dudes flowing across the field. 
 
;Skulltake (140pts. min. 680pt.): ''Bloodstoker, 0-2 Blood Warriors or Bloodreavers, 1-2 Khorgoraths, 2-3 Skullreapers''
Unmodified wound rolls of 6 deal an extra damage while within 12' of the Bloodstoker. Churn em out!
 
;Slaughterborn (170pts. min. 710pt.): ''Exalted Deathbringer, 2-4 Skullreapers, 1-3 Blood Warriors''
Worsens rend received in melee by 1. Solid battalion for boosting the defense of your army and can fit all your battleline.
 
;Red Headsmen (120pts. min. 580pt.): ''Aspiring Deathbringer, Skullgrinder, 3-6 Blood Warriors''
No more flavor involved, and I really enjoyed that "worthy foe" thing. Heroes and Monsters killed by this battalion grant double blood points. I like that.
 
;BloodMAD Warband (160pts. min. 910pt.): ''Aspiring Deathbringer, Bloodsecrator, 1 Skullreapers, 1-2 Bloodreavers, 3 Blood Warriors''
NERFBAT NEW VERSION - Add 1 to all attack characteristics if they charged in the same turn. Still, okay, but just not the same.  
 
;Goreblade Warband (140pts. min. 600pt.) (Open Play Only): ''Bloodsecrator, Bloodstoker, Mighty Lord or Khul, Blood Warriors, Bloodreavers, Khorgorath''
You can re-roll charge rolls for the Goreblade Warband if any of its units made a successful charge in the same phase. If any units are wiped out during the combat phase, you can add 1 to the Attacks characteristic of all melee weapons used by the Goreblade Warband for the remainder of that combat phase. Its restricted to Open Play and contains the starter set units only.
 
===<span style="color:#8b0000;">Beastman Battalion </span>===
;'''Brass Despoilers (190 p) (Min: 620.pt. Max: 10770.pt.)'''  
''1-4 combination of Beastlord and Doombull; 3-8 combination of Bestigors, Bullgors, and Gors; 0-8 combination of Centigors, Dragon Ogors, or Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.''
 
Confirmed by FAQ, that it can be taken in a Blades of Khorne army. Give all units in this Battalion the Khorne keyword and grants them re-roll hit rolls of 1 if the unit is wholly within 9" another unit from this Battalion. Also once per battle, during the hero phase, you can extend the re-roll ability to also include all failed wound rolls until the next hero phase. the only way to get Khorne Beastmen. Gors grant chaff that covers more ground than traditional Barbarians. Tuskgor Chariots and Centigors provide speed. Cygors help with anti-magic while Ghorgons dish out a lot of damage.
 
The Key to this battalion is to take advantage of min sized units of Bestigors as chaff destroyers (5-6 attacks on the charge!), or Bullgors with their BF Axes for the high rend attacks that Khorne can buff (and lacks in it's non-Heroes). The Doombull is also a great choice. Watch out though, as a lot of buffs that work on Mortals and/or Daemons will not work on the Beastmen.
 
 
===<span style="color:#8b0000;">Slaves to Darkness Battalion</span>===
;'''Bloodmarked Warband (180pts, Min 990pt.)'''
''1 Mortal Slaves to Darkness Khorne Hero, 8 Mortal Slaves to Darkness Khorne units''
 
If a hero from this battalion slays any models during the combat phase, you can pick a unit from this battalion wholly within 12" of said hero. That unit gains +1 attack until your next hero phase. A unit cannot benefit from this more than once per battle round. This can range in terms of usability, so choose carefully. However, this can stack quite well with the Bloodsecrator and turn some normal units into absolute blenders. If you want to use this, go all in. Marauders, Knights, and Characters will benefit the most from this.


==Super Battalions==
==Super Battalions==
*'''Daemon Legion of Khorne'''
Battalions OF battalions. Adds additional bonuses for an additional point cost. 2.0 slapped these with increased points, making them harder to take in a balanced list.
*'''The Reapers of Vengeance'''
 
*''' The Bloodlords'''
===<span style="color:#8b0000;">Daemons of Khorne Super Battalions</span>===
* '''Bloodbound Warhorde:''' You combine The Gorechosen, a Bloodbound Warband and 3-7 of the other Battalions. For that, "Khorne Cares Not..." confers to all of them and if one of the Heroes that can unbind spells does so, you can add 2 to the unbinding. It's cool, but it's so huge you'll almost never have the opportunity to field it.
Don't expect to take any of these in a normal sized game. The bonuses make them pretty great, but the point cost puts them in a realm beyond any rational point limit.
*'''The Goretide'''
 
*'''The Skullfiend Tribe'''
;Blood Legion (min. 3090pt.): ''1 Blood Host of Khorne, 3-7 other Daemon of Khorne Battalions excluding the Blood Host''
The MEGA battalion of Khorne Daemons should only be considered if you're playing a 5k+ points game, and even then you may want to first consider what life choices you made to be playing such a game. <s>You get two bonuses: first, if any units are wiped out in the combat phase, all units in the super battalion get +1 attack, and second, you gain a Blood Tithe point at the start of each of your hero phases. Hey, there are worst ways to spend an entire weekend...</s>  All units with the Decapitating Blow ability trigger it on unmodified hit rolls of 5+ rather than 6...... Woot de doodle dandy for min 3090pt it's not really worth your time or money, unless you realllly love you some khorne demons.
 
===<span style="color:#8b0000;">Mortal Khorne Super Battalions</span>===
2 out of 3 of these may be taken in a 2k game, but only 1 has any real potential by itself.
 
;Bloodbound Warhorde (min. 3770pt.): ''1 Mighty Lord or Juggerlord or Skarr Bloodwrath, Korghos or Valkia, 1 Gorechosen, 1 Bloodbound Warband, 3-7 other battalions''
For this absolutely insane abomination you get one Blood Tithe point<s>anytime your Slaughterpriests or Mighty Lord unbind a spell. Additionally, any unit from the super battalion can unbind spells. To top it all off, you get +1 attack in the combat phase if a unit has been wiped out for everyone in your super battalion. A super battalion for the collector looking to use his entire collection.</s> each of your turns.
 
==Tactics==
Maim, Kill, Burn! Maim, Kill Burn!! That's all!
 
Actually it isn't, as the Bloodbound are actually a pretty engaging army (Khorne is the biggest nerd of the pantheon, what did you expect?). The Khorne Bloodbound are an army that specialize in very powerful hero's that either buff your already strong melee units or murder the enemy. Specifically, what makes this army unique is the amount of synergy that your army works within.
 
Sure, your basic strategy is very simple: Charge in as fast as possible, as soon as possible and inflict as much damage as possible. If you simply toss Bloodreavers at your opponent they will die as even Skeletons fight better than unsupported Bloodreavers. They rely heavily on keyword synergy and need to work extremely well together in order to fight at peak efficiency. And in order to do that you need your Heroes.
 
A good rule of thumb is to use at least 1 but no more than 2 Heroes per 25 Wounds. Start off with the Bloodsecrator. He's just about the best force multiplier you have (some might argue that he's the best non-special character force multiplier in the game) and add 20 Bloodreavers. Then, add two Heroes of your choice, one of them with a unique Command Ability, like the Mighty Lord or better yet, the Khorne Exalted Hero, who's bound to get a new name soonish like the "Lord of Plagues" did. Then, add Skullreapers. If you want to keep sticking with Blood Warriors, get a box, assemble five of them as Blood Warriors and add them to the ones from the starter box, then use spare parts to convert the other five into MOAR Skullreapers. As far as Heroes go, the Exalted Deathbringer is great regardless of whether he's your general or not but in different ways, the new Slaughterpriest is about the closest to ranged capability you have and pretty killy for a Priest and the Skullgrinder gets disturbingly powerful with all those attack buffs you've got going.
 
Even more important is that you use the right heroes with the right units: The Bloodstoker was pretty much made to boost Skullreapers with Daemon Weapons. The Juggerlord works better for Skullreapers with non-Daemon Weapons and for Blood Warriors. The Warshrine is best for Wrathmongers and Bloodreavers with Meatripper Axes. Everything with a bonus to attack numbers works best on Skullcrushers. The Bloodsecrator works well with everything, but best with Bloodreavers of all flavors. The Skullgrinder works best with units that Hit on 4+ and no better, specifically with Wrathmongers and Daemon Weapon Skullreapers. Mighty Lord, Exalted Deathbringer and Slaughterpriest are somewhat out of the loop, supporting everything equally and fitting absolutely everywhere, though the Deathbringer's only real use is as a beatstick, as his Bravery-conferring is infinitely worse than the Bloodsecrator's flat-out ignoring of Battleshock.
 
As soon as you add Battalion rules, things get real crazy, as you suddenly have to add questions like "do I let my Bloodstoker get killed off in order to get some bonus attacks from "Khorne Cares Not From Whence The Blood Flows"?" to your list of considerations, in addition to the standard gaggle of "which unit needs to attack when it order to deal the most damage to what?".
 
Age of Sigmar's real meat lies in combat, so an army specializing in combat is no less complex than one that can also pepper the enemy with arrows.
 
* '''The Khornemower: ''' <This is out of date info but interesting to see how it used to work anyway> Units of 30 letters are offensively one of the best units in the game right now. All you need is a Slaughterpriest who knows killing frenzy, a Bloodsecrator and a Daemon hero of your choice (like you weren't taking them anyway). 61 Attacks hitting on 2's re-rolling 1's <s> causing mortal wounds on a FOUR to hit.</s> (mortal wounds caused by decapitating blow only happen on a unmodified 6 plus). For 270 points. On average you will kill Nagash or Archaon in one round of attacks and they HAVE saves vs mortal wounds. The only thing that will stand a chance at all against that density of mortals is mass Chaos Warriors, though on average you will kill TWENTY ONE of them in one round of attacks i.e. they will make 140% of their points back. You're welcome.
** Just a note Bloodletters aren't great defensively, if you anticipate a lot of ranged think about investing in another Slaughterpriest or two to give them bronzed flesh. if you think your opponent fights fair then a blood warrior or Bloodreaver screen to take any enemy charges is a good idea. If you expect magic, take another unit of 30, in fact take 2 units of them anyway, there's really not much they aren't good against.
** If you're playing over 1000 points take the gore pilgrims for Khorne's sake and at 1500+ consider the Murderhost with some flesh hounds to give your Bloodletters a bit of movement at the games start, the hounds make a great screening unit too as well as being a source of unbinding and [[DISTRACTION CARNIFEX | generally being a pretty scary thing an opponent may choose to shoot instead of your actually scary guys]].
** While this was a viable strategy for years, 2.0 has made it very expensive to pull off. Most savvy foes will also deploy in such a way as to give you no good choices to charge, and the charge itself CAN fail even with all the additional "to charge" bonuses. This list is a good way to force your local meta to play smarter, making games closer and more enjoyable for both sides, but there is a point of diminishing returns. HOWEVER, going ABOVE 30 Bloodletters to multiple units has been shown to work in some cases. If the idea of hordes of Bloodletters is your thing and you want to keep up with other armies, you'll have to go big or go home.
 
* '''Summoning: ''' With 2.0 Khorne Summoning has very clearly overshadowed many of the other Blood Point options. The ability to summon in waves of Flesh Hounds and Bloodletters to grind down your opponent's army cannot be underestimated. It's also possible to summon a pretty obscene amount of Daemons per turn should you focus on the power. You'll have to sacrifice what makes Khorne armies so powerful to begin with, however: buffing prayers. Give your Gore Pilgrims Slaughterpriests Blood Sacrifice, grab a Warshrine and give it Blood Sacrifice as well, and give them some Bloodreavers or Chaos Spawn to toss into the pot. Why Spawn? Low point cost and low wounds plus mass Blood Sacrifice equals more Blood Points. BBBBALSDARGGH.
** Your goal with this list is simple but difficult: turn your mortal army into a hybrid army and then into a daemons army over the course of the battle. Every turn you'll be spamming Blood Sacrifice to pump up your Blood Points and spending them in the following Movement Phase. Even if you only get two Blood Points, spend them on either MSU Bloodletters or a Bloodmaster. Use your summons to either zone your opponent (Bloodletters, Bloodmasters, Flesh Hounds), reach out and touch them where they thought they were safe (Flesh Hounds have rerollable charges), or setup future summoning (Bloodmasters, Skullmasters).
** CAUTION: there are several traps involved in this strategy.
*** Blood Thrones and Bloodcrushers (and to a lesser extent Skull Cannons) are still not worthwhile even with summoning. Skull Cannons have situational utility with their large bases blocking backfield deep striking while they deal long range damage, but they are very, VERY hit or miss. Flesh Hounds can zone more space and move just as fast as Skull Cannons when they need to.
*** You will be tempted to save your Blood Points until a game comes when your opponent gets a double turn and your points hit 8 and start being wasted. Always spend your points asap!
*** Your MSU Bloodletters won't be moving other units off objectives or dealing many wounds on, well, anything. Save your small groups for objective holding or speed bumps. If you want to deal actual damage, you'll need the 20 man summon with a nearby Daemon Hero unit. Biting the bullet at 7 Blood Points for a big unit can make or break your games, so choose wisely!
*** Flesh Hounds, while able to spit out a high number of attacks, have no rend and only a Daemon save of 5+. They're not terrible at clearing weaker units if they get the jump on them, but even with 2 wounds each don't expect five of them to last very long. When it comes to your doggos, it's quantity over quality. Summoning MSU Flesh Hounds to overwhelm your opponent can be very effective as a pincer maneuver.


==Allied Armies==
==Allied Armies==


*'''Slaves to Darkness:''' Well, they do need to be mentioned. All of those charges bonuses are fun using Knights and Chariots.
*'''Beasts of Chaos:''' While all Beasts of Chaos can ally with Khorne, it's better to add 'em to your army under the Brass Despoilers Battalion (which is also part of the Khorne Allegiance) with a healthy dose of Doombull, Bullgors and Ghorgons. However, if you take Dragon Ogors, it might be beneficial to ally in a shaggoth
 
*'''Nurgle:'''
 
*'''Slaves to Darkness:''' Archaon is '''Daemon''', '''Mortal''', '''Khorne''', '''Monster''', '''Hero''', '''Scientist''', '''Philantropist''' and '''Playboy'''. Any StD able to choose a mark of Khorne will also be part of your main force. The Warshrine being a '''Totem''' will buff any nearby Bloodreaver while still buffing any Khorne-marked StD units with it's prayer. It will also get a Blood Blessing and be able to summon Judgements of Khorne. Adding a Bloodsecrator to a Khorne-marked StD army as an ally is also a worthy addition.
 
*'''One-Eyed Grunnok''': A Warstomper Mega-Gargant available to all Chaos factions. Recruit your own monstrous centerpiece at the cost of your entire allied points allowance. He’s a best used right in the heat of combat where he can throw enemies at each other and disrupt enemy formations. Re-rolls jump attacks of 1, plus enemies within 6" get -1 to hit if jump attacks were made earlier in the same phase.


*'''Daemons of Chaos:''' Since you can mark all those generic Daemons, you can add some helpful stuff do your army. Furies may not be worth much, but a Soulgrinder is the sort of thing that makes opponents rethink their whole strategy.


*'''Everchosen:''' Because fuck you, I'm Cheeos incarnate. Archaon is '''Daemon''', '''Mortal''', '''Khorne''', '''Monster''', '''Hero''', '''Scientist''', '''Philantropist''' and '''Playboy'''. He can benefit from any non-Bloodbound Allegiance Abilities for a Khorne army, alongside his Varanguard if he marks them. '''Bloodmarked Warband''' battalion says that its Allegiance is '''Everchosen''', but a battalion can still be part of any allegiance that all its units have on their own warscrolls, so until FAQ'd, you can use bonuses for them as well.


[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]
{{Age_of_Sigmar_Tactics}}

Latest revision as of 11:57, 19 June 2023

Grand Alliance Chaos
Blades of Khorne

BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!

Lore
Tactics
General Tactics

Blades of Khorne allows you to finally run a mixed mortal and daemonic army, as well as upgrading both sides with killy, new stuff.

Why Play Blades of Khorne?[edit]

Because you're tired of all this frilly magic nonsense running around the table. A purple sun? REALLY?! You also never saw a problem you didn't think could be solved by swinging an axe or sword at it.

The hordes of Khorne are great at shutting down magically inclined opponents while lopping off their heads. This army isn't braindead, however, and requires intelligent use of stacking auras, prayers, command abilities, and artifacts to actually be effective. With the 2.0 point increases across the board, it's now more important than ever to hone in on what makes Blades of Khorne so great.

PROS

  • Khorne cares not from where the blood flows. Your own units dying helps you in the long run.
  • Your prayers cannot be unbound.
  • Between Blood Points, Command Abilities, prayers, Judgements, relics, battalions and whatnot, Khorne's armies are surprisingly flexible and tactical now. They're still obsessed with close combat, of course, but can adapt to many opponents quite well.
  • Your army is tied with the Greenskins for the most fun thing that you can say while playing any kind of Warhammer: BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!

CONS

  • Only one real artillery unit in the Skull Cannon, which is worthless
  • Too much of a good thing can be a bad thing, and is here. You'll want every kind of hero in your army but won't have the space for them.
  • It's possible to be banned from a store for saying "BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!" too much.

What's changed in 2.0?

  • Heroes you previously wouldn't have taken have gotten significantly better. The 3 base command abilities can be used by all of your heroes, without them being your general. Your Exalted Deathbringers and Aspiring Deathbringers are a decent choice now!
  • Summoning no longer requires points from your army spent. Kill stuff, get Blood Tithe, summon more.
  • Arcane Shield was significantly nerfed...but Bronzed Flesh is still +1 to save rolls and can be used several times in a phase Not anymore, prayer from the Blood Blessing table can only be chanted once each turn.
  • Since GHB2017, you no longer need to worry about Bloodbound and Daemon allegiances. While your general still can affect what additional battlelines you can take, all you need is the Khorne tag!

Rulebooks[edit]

Faction rules and abilities: Battletome Blades of Khorne (2019)


Latest Matched play points: Blades of Khorne Errata

Core rules: here

Matched play rules, battleplans and expansions: General's Handbook 2022-23 Season 2, plus the battleplans from the Core Book.

Supplement all the above with any Errata and Designers' Commentary from the FAQs.

Allegiance Abilities[edit]

Battle Traits[edit]

If your army has a Blades of KHORNE allegiance and chose to take the Blades of KHORNE allegiance abilities, it has the following rules:

Legions of Chaos: The errata saw GW cribbing notes from the Cities of Sigmar, now you (and the other god-aligned armies) can take two Slaves of Darkness units out of every four so long as you give them the mark of KHORNE and one of every four units can be from Beasts of Chaos, granting them the keyword as well. In addition coalition units do not count towards the number of battleline in your army, but do count towards everything else (behemoth, leader, artillery, etc). Also cannot be army general. Predictably, Wizards and units bearing the marks of other gods are not allowed.

  • Congratulations, your army selection has effectively doubled between all the StD stuff that's now much easier to access and the beastmen.

Locus of Fury: You can re-roll hit rolls of 1 for attacks made by friendly Khorne Daemon units while they are wholly within 12" of any friendly Khorne Daemon Heroes, or wholly within 16" of any friendly Khorne Greater Daemons. A nice buff to your Khorne daemons. As with all other buffs, the unit creating the aura is considered to be inside it, so all of your Daemon Heroes innately reroll hits of 1.

Blood for the Blood God!: A KHORNE army generates Blood Tithe points during the course of each battle; the controlling player must keep a record of how many points their army accrues. One point is generated each time a unit belonging to either player is wiped out.

Unless stated otherwise in the rule for a reward, Blood Tithe points can be expended at the start of either player’s hero phase, but only once per phase. Pick one Blood Tithe reward that has a value equal to or less than your current number of Blood Tithe points and immediately resolves its effects. The latest errata (as of the 22 of July) removes the rule that makes you lose all unused Blood Tithe points when you use this ability. This is -a long overdue- buff to BoK since AOS now favors MSU. Feel free to summon small units of Bloodletters for 2 points (which will eventually die, netting you another point) to disrupt the enemy, while racking up points and summon a big fat Bloodthirster turn 4 for free, or pull out Apoplectic Frenzy more often.

This means that Khornate armies will tend do absolutely break the shit outta MSU armies, since they'll be gaining Blood Tithe points extremely quickly, butchering through some pesky ratmen, for example. This also means that low count armies, like Beastclaw Raiders, will be harder prey, given that they armies numbers are quite low.

  1. Bloody Exemplar: 1 Point. Gain a command point. IT JUST WORKS!
  2. Spelleater Curse: 2 Points. Choose this reward immediately after a WIZARD has cast a spell anywhere on the battlefield; it is automatically unbound. You may not choose this reward after having attempted to unbind the spell.
  3. Murderlust: 3 Points. Select a Khorne unit from your army; that unit can move as if it were the movement phase. If it is within 12" of an enemy model, it can either move as if it were the movement phase or charge as if it were the charge phase. Murderlust specifies a "normal move" which includes the option to retreat & run, effectively giving any of your units retreat, run, move, charge sequentially. Useful for Thirsters stuck in combats they can't win, and/or cycle charging Skullcrushers. Also, if you charge in hero phase, you can pile in even if you ran in your movement phase. When you run, then you cannot charge which in turn doesn't allow you to pile in but guess what, you already Charged in hero phase which means you are eligible to pile in. This trick can be used by any faction that can charge in hero phase(Iron jawz for example).
  4. Apoplectic Frenzy: 4 Points. Select a Khorne unit from your army that is within 3" of an enemy model; that unit can immediately pile in and attack as if it were the combat phase.
  5. Brass Skull Meteor: 5 Points. Pick a single unit anywhere on the battlefield; that unit immediately suffers D3 mortal wounds. In addition, roll a dice for each unit within 8" of the unit you picked; on a roll of 3 or more, the unit being rolled for suffers a mortal wound. If the roll is a 6, the unit takes D3 mortal wounds instead. You can launch this upon Skarbrand; he will heat up faster and if is already around a couple of enemies, they'll also have a chance to suffer residual damage. (Basically useless unless there's a 1 wound unit holding an objective in one of the few battleplans that you can't walk off a point and still hold it)
  6. Relentless Fury: 6 Points. Until your next hero phase, each time a KHORNE model in your army is slain in the combat phase, you can make a pile in move and then attack with the model before you remove it (use the lowest line on the damage table if it has one on its warscroll when resolving this attack).
  7. Crimson Rain: 7 Points. You may use this once per battle. Immediately after you use it, and every one of your hero phases afterwards, you may heal all friendly Khorne units on the battlefield D3. Have an army of big baddies? Keep them happy with a little spritz of blood!
  8. Slaughter Triumphant: 8 Points. You may use this once per battle. Affects all friendly Khorne units. Unmodified melee hit rolls of 6 count as 2 hits instead of 1. Congrats, you just gave everything in your army exploding dice. That block of 20 Bloodwarriors, those 40 Bloodreavers, that summoned unit of 20 Bloodletters, and don't forget your Bloodthirster. A very, very good choice, but you better make sure you've still got enough of an army to enjoy it.

Summon Daemons of Khorne: as of AOS2, wizards have all lost the ability to summon Daemons. Instead, at the END of your movement phase, you may use 2-8 (or 16) Blood Tithe points to summon from the list below. The new unit must be set up wholly within 12" of a Khorne Hero or Skull Altar, and 9" away from an enemy. The unit summoned cannot move or run this turn, but they may charge (a nine-inch charge isn't good odds without some aura support). Blood Tithe points no longer dissapear (and destroying summoned units give them back), so feel free to spam low cost units while still increasing your Blood Tithe count for an apocalyptic summon. Summoning is situational but can be just what you need late game to jump on an objective or cut off your opponent's movement. A Skullcannon can still fire as well, so quick-scoping a long-range target is possible.

  • 2 Blood Tithe: 1 Bloodmaster
  • 2 Blood Tithe: 5 Bloodletters
  • 3 Blood Tithe: 1 Skullmaster
  • 3 Blood Tithe: 5 Flesh Hounds
  • 4 Blood Tithe: 1 Blood Throne
  • 4 Blood Tithe: 10 Bloodletters
  • 5 Blood Tithe: 1 Skullcannon
  • 5 Blood Tithe: 3 Bloodcrushers
  • 6 Blood Tithe: 10 Flesh Hounds
  • 6 Blood Tithe: 15 Bloodletters
  • 7 Blood Tithe: 20 Bloodletters
  • 8 Blood Tithe: 1 Bloodthirster of Unfettered Fury
  • 8 Blood Tithe: 1 Bloodthirster of Insensate Rage
  • 8 Blood Tithe: 1 Wrath of Khorne Bloodthirster
  • 16 Blood Tithe: 1 EXALTED GREATER DAEMON OF KHORNE

Slaughterhosts[edit]

All Khorne units in your army gain this keyword. If a model already has a Slaughterhost keyword, it cannot gain another one, but this does not prevent other units in your army from having a different Slaughterhost keyword on other units. This does not mean you can use two Slaughterhost rulesets, it only means if a unit comes with a Slaughterhost keyword it is not prevented from being used in your army using another Slaughterhost keyword, they just can't benefit from any of the rules. There are four Slaughterhosts to choose from in the book and they are all bloody fantastic. Each comes with a keyword wide Ability and mandatory Command Ability, Command Trait, and Artifact of Power. It's an easy (see: free) way to get more good shit for your army, so there's really never a reason NOT to use one of them. NOTE: this doesn't give you a free random artifact; the artifacts in these must be the first artifact you give to your army.

Reapers of Vengeance (boy I sure do hate wizards and love daemons)

  • Ability - Devour the Craven: If any enemy units within 3 inches of any friendly Reapers of Vengeance fails a battleshock test, add D3 models that flee. Stacks well with a few other new battleshock altering abilities.
  • Command Ability - Leave None Alive: At the start of the combat phase, pick 1 friendly Reapers of Vengeance Daemon unit wholly within 8 inches of a friendly Daemon model with this command ability. After that unit has fought in the combat phase for the first time, if they are within 3" of an enemy unit, it can instantly pile in and attack again. (For those of you looking at Tyrants, since both rules happen "immediately after a unit fights for the first time" using this command ability will break the chain of Tyrants, as such, whichever you want to fight twice, use it at the end of the chain.)
  • Command Trait - Mage Eater: The general can attempt to unbind one spell in the enemy hero phase in the same manner as a Wizard. If your unmodified unbind roll is an 8, the spell is unbound AND the caster suffers D6 mortal wounds.
  • Artifact - Skullshard Mantle: Each time the bearer is affected by a spell or endless spell, roll a dice. If you do so, on a 2+ ignore the effects of that spell on the bearer. It doesn't just work on wounds.

The Bloodlords (boy I sure do hate Heros/Monsters and love punching them with my zipping Greater Daemon)

  • Ability - Slay the Mighty: You can reroll wound rolls of 1 for attacks made by friendly Bloodlords Daemon units that target a Hero or Monster.
  • Command Ability - First in His Sight: At the start of your hero phase, pick a friendly model with this command ability. You may heal 1 wound allocated to each friendly Bloodlords Daemon unit wholly within 16" of that model.
  • Command Trait - Slaughterer's Thirst: Add 4" to the Move characteristic of this general. Also, re-roll charge rolls for this general. Faster Bloodthirsters are always handy.
  • Artifact - Halo of Blood: The bearer fights at the start of the combat phase before the players pick any other unit to fight in that combat phase. Note: the player whose turn it is choosing who's "fight first" ability trumps the other. Note to the note: Actually not true, whoever's turn it is goes first with all of their 'fights at start of combat phase' units, then the other player fights with all of theirs, then it goes to standard alternating order.

The Goretide (GOTTA GO FAST!)

  • Ability - Tireless Conquerors: You may re-roll wound rolls of 1 for attacks made by melee weapons by friendly Goretide Moral units wholly within 12" of an objective marker.
  • Command Ability - Ever Onwards: During your movement phase, before you make a run move, you may use this ability on 1 friendly Goretide Bloodreaver or Goretide Blood Warrior unit wholly within 16" of a friendly model with this command ability. If you do so, that run roll is auto 6. In addition, that unit can run and charge this turn. Reavers kept their +1 run/charge banner, and you can still whip them for +3 run/charge, so this ability allows you to get a block of 40 across the field turn one, their **minimum** threat range becomes 19+2d6" (Base Move + Run bonuses (roll of 6+1+3) + Charge bonuses (2D6+1+3)
  • Command Trait - Hew the Foe: Add 1 to the Damage characteristic of this general's melee weapon. Your general is going to want to get in and stay in, so beefy bois like your Juggerlord or Mighty Lord are best.
  • Artifact - Thronebreaker's Torc: Ignore positive or negative modifiers when making saves for this model. Now that your Bloodsecrator can move, may be just what he needs to shrug off the volleys of fire coming his way.
  • Named Hero With Keyword: Korghos Khul

The Skullfiend Tribe (hunt their heroes, let lose your Khorgoraths)

  • Ability - Skull Hunters: You may re-roll hit rolls of 1 for attacks made by friendly Skullfiend Tribe Mortal units that are wholly within 12" of an enemy Hero.
  • Command Ability - For the Brass Citadel: At the start of the combat phase, you can pick 1 friendly model with this command ability. Until the end of the phase, re-roll all hits and wounds for attacks made by friendly Skullfiend Tribe Khorgorath units wholly within 10" of that model.
  • Command Trait - Master Decapitator: Get 2 Blood Tithe points when your general slays a Hero instead of 1.
  • Artifact - Crowncleaver: Pick one melee weapon, that weapon gets +2 attacks.

The Flayed (How do I like worshiping khorne but I don't like dying, also let loose your Skullcrushers)

  • Ability - Blood woken Runes: end of the combat phase, a Flayed Mortal unit save increases once by +1 for rest of game if they slay a Hero or Monster.
  • Command Ability - Wrathspeaker: at start of combat phase, a Flayed Mortal wholly within 12" of a Mortal Hero gain +1 to hit rolls if they charged this turn.
  • Command Trait - Vessel of Butchery: re-roll prayer rolls of 1 within 8"
  • Artifact - The Slaughterhelm: +2 charge rolls.

The Baleful Lords (all abord the Bloodthirsters train)

  • Ability - Unbound Slaughter: Baleful Lords Bloodthirsters can run & charge and take can have one more Behemoth in your list if they are all Bloodthirsters. Do I Hear 5 Bloodthirsters. (you still need Battlines but you can go cheap on it)
  • Command Ability -Frenzed Annilation: during combat, one Baleful Lords Bloodthirsters ignores wound table.
  • Command Trait - Thirst for carnage: +1 to charge rolls for Baleful Lords Bloodthirsters within 8".
  • Artifact - Black brass crown: +1 Save against attacks. Put this on Bloodsecrator, leave him in cover and watch him laugh at any shooting attempts your enemies might try or be an asshole and give this item to Exalted Bloodthirster, nobody wants to meet 20 wound monster with 3+ save.

A note regarding the above: Your general does not have to be from any of the above to take the general trait, but if he is than he MUST take it. That means no named heroes can be your general and get a keyword (Korghos Khul being the exception since he has the Goretide keyword). You MUST use the Slaughterhost's Artifact of Power (your general doesn't have to), and only that Slaughterhost's Hero can use it (so no giving your Goretide hero the Skullfiend Tribe's Artifact). The Slaughterhost's are clearly designed so that you take certain units (two being Daemon focuses and two being Mortal focused), but nothing's stopping you from mixing and matching.

  • Also: imagine Slaughterer's Thirst with Thermalrider's Cloak. Suddenly, your Juggerlord is moving 16" with Fly (or your Mighty Lord is moving 13" with Fly). There is A LOT of potential hidden in this book.

Command Traits[edit]

Much like the Disciples of Tzeentch Battletome, there are three tables to pick Command Traits from for you: Bloodbound, Daemons and Mortals. If you have a combination of those keywords, you can pick which table you take your Command Traits from, though 1-3 are copy-pasted on all three tables.

A BLOODBOUND General of an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities can choose one of the following Command Traits:

  1. Arch-slaughterer: You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill bigger threats and worthy prey.
  2. Unrivalled Battlelust: If your general is within 12" of an enemy unit (but not within 3" of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy.
  3. Slaughterborn: Re-roll all of your general’s failed melee hit rolls. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power.
  4. Mark of the Cannibal: If your general slays one or more enemy models in the combat phase, they heal 1 wound at the end of the phase. This is a nice bonus, given that your heroes have already have a healthy number of wounds, pretty good if you are expecting to get lots of focus from the enemy.
  5. Bloodsworn: KHORNE MORTAL units from your army wholly within 16" of your general can use your general’s Bravery characteristic in place of their own when making battleshock tests. Now a lot more impressive with the lose of table-wide battleshock immunity. Giving your Bloodreavers and Blood Warriors Bravery 9 could be the difference between losing the unit or staying alive another turn.
  6. Disciple of Khorne: Add 2 to the Attacks characteristic of all melee weapons wielded by your general (but not any weapons used by their mount if they have one). If your general has multiple weapons this makes them even scarier.

A DAEMON General of an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities can choose one of the following Command Traits:

  1. Arch-slaughterer: You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill the bigger threats and the worthy preys.
  2. Unrivalled Battlelust: If your general is within 12" of an enemy unit (but not within 3" of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy.
  3. Slaughterborn: Re-roll all of your general’s failed melee hit rolls. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power.
  4. Rage Unchained: Add 1 to the Attacks characteristic of all melee weapons wielded by your general. Neat!
  5. Aspect of Death: Each time an enemy unit within 8" of your general fails a battleshock test, D3 additional model flees from the unit. All around a good bonus.
  6. Devastating Blow: Any unmodified wound rolls of 6 for attacks made by your general (not their mount) in the combat phase inflict a number of mortal wounds equal to the weapon’s Damage characteristic instead of being resolved normally. The closest thing Daemon Generals have to a must pick, given that they already have a scary damage characteristic.

A MORTAL General of an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities can choose one of the following Command Traits:

  1. Arch-slaughterer: You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill bigger threats and worthy prey.
  2. Unrivalled Battlelust: If your general is within 12" of an enemy unit (but not within 3" of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy.
  3. Slaughterborn: Re-roll all of your general’s failed melee hit rolls. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power.
  4. Hungry for Glory: You can reroll all hit and wound rolls of 1 for your general when attacking enemy HEROES or MONSTERS. Pretty good, pretty powerful. With the proper support, your general will be a potent hero buster and monster hunter... given that there are plenty of them on your enemy's side.
  5. Berserker Lord: Roll a dice each time your general suffers an unsaved wound or mortal wound; on a roll of 5 or 6, the wound or mortal wound is ignored. A save after the save. These things have always been pretty damn handy, just ask to any Chaos Warrior with Runeshields. Now that it is always active, this is a much better trait to take.
  6. Violent Urgency: You can reroll failed charge rolls for your general and any KHORNE units from your army that are wholly within 12" of him at the start of the charge phase. Actually a strong trait for almost any mortal general, putting out charges is always good, and guys like Knights, Chariots and Skullcrushers, who have bonuses for charging, already love this trait.

Artefacts[edit]

Murderous Artefacts[edit]

One KHORNE MORTAL HERO in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one KHORNE MORTAL HERO for every battalion selected, can choose one of the following Murderous Artefacts (weapons of mounts can't be upgraded this way):

  1. Heart Seeker: Pick one of the bearer's melee weapons. You can re-roll wound rolls for attacks made with this weapon.
  2. Collar of Contempt: The bearer can attempt to unbind one spell in each enemy hero phase in the same manner as a wizard. In addition, you can attempt to dispel one endless spell in your hero phase.
  3. Blood Drinker: Pick one of this HERO’s melee weapons to be a Blood Drinker. At the end of any combat phase in which the bearer inflicts any unsaved wounds or mortal wounds with this weapon, they immediately heal D3 wounds lost earlier in the battle. Additional sustain is always great, especially for your general.
  4. Gorecleaver: Pick one of this HERO’s melee weapons to be a Gorecleaver. Attacks from Gorecleaver inflict an additional -1 Rend (for example, a weapon with a Rend characteristic of -1 becomes -2 instead). In addition, any wound rolls of 6 made with this weapon inflict double damage. Two words: Lord of Chaos. (On foot, to be specific, so make it five). His Reaperblade is powerful and reliable, now imagine it with an additional -1 Rend. Now imagine it Slaughterborn or Hungry for Glory. Now imagine it scoring a 6 To Wound or two. Or imagine it with Reaperblade's special attack. If Khorne smiles upon you, you could slay some of the mightiest monsters and heroes, potentially landing a 12 damage attack with -2 Rend, or even scoring a hit with 12 Mortal Wounds, making Khorne so proud of you. This is just such a good upgrade for your Chaos Lord. Not a must pick but, damn, the potential damage it can make is just incredible. Heroes with strong weapons and/or Rend also make great users for this.
  5. The Crimson Plate: You can re-roll save rolls of 1 for the bearer. Good enough. Yeah, not much more to say. (Apart from you know, how a bloodsecrator in cover with this has a re-rollable 2+ save but I can't imagine why you'd want that).
  6. Blood Rune: You generate one additional Blood Tithe point each time the bearer of a Blood Rune slays an enemy HERO or Monster. Not as reliable as anything else on this list. While Blood Tithe points are good, you have to properly manage your hero, and make him hunt specifically for heroes or monster, which are not exactly the backbone of almost any army. Is not bad, just... is not the stronger pick on this list.

Banners of Khorne[edit]

Make your Bloodsecrators even stronger now. Laughs and skulls ensured. And now that he can move, run, and jump, these might deserve a second look. One KHORNE BLOODBOUND HERO bearing a TOTEM (to make it short: Bloodsecrator) can be given one of the following banners of Khorne. These banners confer an additional ability on the TOTEM - they do not replace any existing abilities:

  1. Banner of Rage: You can re-roll hit rolls of 1 in the combat phase for any KHORNE models from your army that are wholly within 12" of the bearer. If you have used a Bloodsecrator, you know how this is starting to feel overpowered.
  2. Banner of Wrath: In the combat phase (every combat phase, so twice per battle round), roll a dice for each enemy unit within 8" of the bearer. On a roll of 4 or more, the unit being rolled for suffers D3 mortal wounds. Now that your bannerman can run up and get into the mix with everyone else, this banner can actually be used to full effect.
  3. Banner of Blood: You can re-roll failed charge rolls for any KHORNE units from your army that are wholly within 12" of the bearer when the charge roll is made. Khorne-marked cavalry absolutely love this, but charging is always good for a melee heavy army. Also note that this is when any charge is made, so if you're charging in yours (or your opponent's) hero phase, this still works.

Trophies of War[edit]

One KHORNE BLOODBOUND HERO in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one KHORNE BLOODBOUND HERO for every battalion selected, can choose one of the following Trophies of War (weapons of mounts can't be upgraded this way):

  1. Skull-helm of Khorne: Subtract 2 from the Bravery of enemy units within 8 inches of the bearer. Has some potential in lists that leverage battleshock.
  2. Blood-forged Armour: 5+ against mortal wounds. That's not so bad but there's better artifacts in here.
  3. The Brazen Rune: Roll a dice each time the bearer suffers any unsaved wounds or mortal wounds as the result of a spell; on a roll of 2 or more, the wound or mortal wound being rolled for is ignored. Once per game, you can try to unbind a spell or dispel an endless spell (no longer breaks afterwards). Now forces you to try to unbind instead of being automatic, but also doesn't break on use. Very good now.
  4. The Blade of Endless Bloodshed: Pick one of this HERO’s melee weapons to be a Blade of Endless Bloodshed. Increase the weapon's rend by 1. Why take this over the Gorecleaver, the world may never know.
  5. Mark of the Destroyer: Pick 1 of the bearer's melee weapons. Add 2 Attacks to it. Faaaantastic!
  6. Talisman of Burning Blood: Add 1 to any run rolls you make for the bearer and any KHORNE units from your army that is wholly within 12" of them at the start of the movement phase. In addition, add 1 to any charge rolls you make for the bearer and any KHORNE units from your army that is wholly within 12" of them at the start of the charge phase. I guess you have seen the tendency. Successful charges are always good. Improving your charges are never a wrong choice.

Daemonic Weapons[edit]

One KHORNE DAEMON HERO in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one KHORNE DAEMON HERO for every battalion selected, can choose one of the following Daemonic Weapons (weapons of mounts can't be upgraded this way):

  1. A’rgath, the King of Blades: Pick one of this HERO’s melee weapons to be A’rgath, the King of Blades. When attacking Heroes, change the Hit of this weapon to 2+. Doesn't prevent the enemy from further modifying the hit, but on big unwieldy axes this is a godsend.
  2. Deathdealer: Pick one of this HERO’s melee weapons to be a Deathdealer. Add 1 to the Rend characteristic of this weapon. A good pick, considering Daemon heroes already have a strong damage output.
  3. Khartoth the Bloodhunger: At the start of the combat phase, roll a die. On a 4+, the bearer fights before anyone else. Doesn't let you fight twice, but allows you to hit before other units, which can be vital in some situations. Also, using a fight twice command ability can be used right after this goes into effect, meaning you could potentially wipe out anything before it has a chance to blink.
  4. Hellfire Blade: Pick one of the bearer’s melee weapons to be the Hellfire Blade. Unmodified wound rolls of a 6 with this weapon cause a mortal wound in addition to their normal damage. Quite a nice buff. Simple, yet effective.
  5. Harvester of Skulls: Pick one of this HERO’s melee weapons to be a Harvester of Skulls. Add 1 to the Attacks characteristic of this weapon. Another good pick. You couldn't go wrong with this.
  6. Foe’s Bane: Pick one of this HERO’s melee weapons to be a Behemoth’s Bane. Once per turn, you can re-roll 1 failed hit roll or 1 failed wound roll for an attack made with this weapon. A mulligan that could mean the difference between whiffing and annihilating.

Daemonic Adorments[edit]

One KHORNE DAEMON HERO in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one KHORNE DAEMON HERO for every battalion selected, can choose one of the following Daemonic Adorments:

  1. The Crimson Crown: Once per battle round, the bearer can use a command ability on their warscroll without a command point being spent. With how amazing our command abilities are now, this is a strong contender.
  2. Armour of Scorn: Each time the bearer suffers a wound or mortal wound, roll a dice; on a roll of 6, the wound or mortal wound is ignored. Add 2 to this roll if the wound or mortal wound was suffered as a result of a spell. A save after the save is always good, and obviously this will shine against heavily magic armies.
  3. Mark of the Bloodreaper: Re-roll save rolls of 1. Sometimes it's what you need.
  4. Collar of Khorne: The bearer can attempt to unbind one spell in each enemy hero phase in the same manner as a wizard. Also, you may attempt to unbind one endless spell at the start of your hero phase. Khornate Daemons HATE shitty wizards. You should know it by now. Also you should know by now that while this Adorment is certainly great, it also depends on how many of those pesky nerds are on the enemy site.
  5. Crimson Soulstone: The bearer immediately heals D3 wounds lost earlier in the battle each time they slay an enemy HERO or Monster in melee. This has gotten a lot better because you can use it any phase and it happens per unit slain, so killing multiple monsters or heroes in a single phase has the potential to fully heal you.
  6. Mark of the Slayer: You can re-roll hit rolls of 1 for melee weapons for the bearer and all KHORNE units wholly within 12" of them at the start of the combat phase. This allows your daemon hero to bestow re-rolls on your mortal units. A daemon prince in a mixed army comes to mind.

Blood Blessings of Khorne[edit]

Every PRIEST in a Blades of KHORNE army (Slaughterpriests and Khorne-marked Chaos Warshrines, which sound pretty sweet) gains an additional prayer which can be used in addition to their other abilities in the hero phase, in the same vein as spells for other armies wizard (except that this isn't for pussies). Every KHORNE PRIEST can know a different blessing. Turns out, you were the test bed for the more universal priest rules that AOS 3.0 would be bringing onboard! Shame that all your unique prayers only cast on a 4.

  • Strictly RAW, Slaughterpriests are able to chant one of their Warscroll prayers, a Blood Blessing, AND a Judgement all during the same turn, giving you an effective tier3 wizard that can't be unbound, for 100pts. Bent.
  1. Bronzed Flesh: Casts on a 4. Pick a KHORNE unit from your army that is wholly within 16" of the PRIEST and which is visible to them. You can add 1 to the save rolls of the unit you picked until the start of your next hero phase. This is effectively Mystic Shield With the nerf to Mystic Shield, our Priests now make our eager-to-die units harder to kill. This is best used with a Khorne-marked Chaos Warshrine to make your (Mortal) Battleline incredibly tanky in combination with its 6+ ward save.
  2. Blood Sacrifice: Casts on a 4. Pick either a KHORNE unit from your army that is wholly within 8" of the PRIEST. The unit you picked immediately suffers D3 mortal wounds, but you gain 1 Blood Tithe point. Note that you could make some audacious shenanigans and use it on Skarbrand to heat him up quicker. Take a CHAOS SPAWN or two (They're dirt cheap at 50 points) and watch your Blood Tithe skyrocket.
  3. Resanguination: Casts on a 4. Pick a KHORNE HERO from your army that is wholly within 16" of the PRIEST and which is visible to them. The model you picked immediately heals D3 wounds lost earlier in the battle. Excellent, because one of the traditional weaknesses of Khorne armies has been that they can do a lot of damage, but can't take it; it's superb with Bloodthirsters or heroes with powerful artifacts. Still, "Priests know that a man killed will bleed for a moment; a man who keeps killing will shed blood for a lifetime". This can lend to cheeky trick like keeping the very mentioned above Warshrine alive for longer.
  4. Brazen Fury: Casts on a 4. Pick a KHORNE unit from your army that is wholly within 16" of the PRIEST and which is visible to them. The unit that you picked does not have to take battleshock tests until your next hero phase. We've lost our table-wide battleshock immunity from the Bloodsecrator, so this should see more use. Imagine buffing up your 40 Goretide Bloodreavers before launching them into the enemy lines.
  5. Killing Frenzy: Casts on a 4. Pick a KHORNE unit from your army that is wholly within 16" of the PRIEST. Add 1 to the hit rolls of the unit you picked until your next hero phase. Yes, the same as the Command Ability of some heroes. Yes, this blessing is better than almost every spell any other army gets, and can't be unbound. This is Khorne's concept of fairness.
  6. Spellbane Hex: Casts on a 4. You may dispel 1 endless spell. Now actually useful, but you're not going to let those spells go off anyways, right?

Evocations *Judgements of Khorne*[edit]

Turns out that this was but the forebear to the Evocations that AOS 3.0 would introduce, meaning you got priestly endless spells before they were even called that.

One Priest cannot attempt to summon more than one Judgement per turn, and if you fail to summon a Judgement, you may not retry to summon THAT Judgement that turn. You also cannot summon the same Judgement multiple times onto the battlefield (so no flinging tons of axes). Unfortunately, these Evocations are much more temporary than in last edition, with one being essentially a one-and-done shot while the others essentially vanish once they have accomplished their stated purpose.

  • Hexgorger Skulls (CV 3+, 40 pts): To quote an old man, "MAGIC MUST DEFEAT MAGIC!". This Judgment is one set of skulls that can move up to 8" in your hero phase (and immediately after being summoned). The skulls must stay within 6" of one another. All Wizards have to take -2 to casting rolls when within 12" of either skull. If they have a spell result of 8 while within 8" of either skull, the spell is immediately destroyed, wiped from the caster's memory, and all wizards within 12" of the skulls take d6 mortal wounds before the Judgment is removed from play. These two work in best tandem, so keep them close together!
  • Bleeding Icon (CV 4+, 40pts): What's more terrifying than seeing the Blood God's Icon? One that flies around and can shatter units by making them run like bitches. May move up to 8" in your hero phase (and immediately after being summoned). On top of that, this thing's made to ruin morale; Any non-Khorne units that fail battleshock within 3" of this icon need to roll a die: a 1-5 adds +d3 casualties to the unit while a 6 adds a whopping +d6 casualties before vanishing (Khorne units are immune to this effect). A lot weaker than before, but its focus is a bit clearer now as a horde-breaker.
  • Wrath-Axe (CV 4+, 60pts): Pure, unadulterated aggression made manifest. May move up to eight inches in your hero phase (and immediately after being summoned). This thing deals d3 mortal wounds on any unit it passes over on a 2+ and then deals d6 mortal wounds on a 2+ against a nearby unit once it vanishes, refusing to elaborate any further as to why it came. In this way you can treat the axe as a sort of artillery, spat out by a very angry priest and then rips through the army.

Warscrolls[edit]

Daemons, Bloodbound, and Mortals, oh my! Updated warscrolls for your Daemons and Bloodbound can be found in your Blades of Khorne (2019) book, while you'll need to seek out the Mortals since Slaves to Darkness don't have a book quite yet. Generally speaking, Daemon heroes benefit Daemon units, and this is true for Bloodbound and Mortals too, so if you're looking to make a balanced list you should focus in on one of the three subfactions. This isn't always the case and exceptions have been pointed out below. Splashing in a few Bloodbound in a Daemons list can be useful, as can Mortals in a Bloodbound list. There are a TON of combinations of units, abilities, warlord traits, and artifacts, so pay close attention to the keywords of units and abilities when putting together your list.

Leaders[edit]

You can take up to six leaders in a 2k points list. This is the hardest section for most players to fill out because we have a lot of very good leaders to choose from.

Named Characters[edit]

Named Characters are unique, so you cannot take duplicates of them. They're usually very powerful force multipliers or selfish beat-sticks.

Daemon[edit]
  • Skarbrand: (380pts. DAEMON, GREATER DAEMON, BLOODTHIRSTER, MONSTER, Behemoth)The angriest of Khorne's Bloodthirsters, unlike most big monster in AoS Skarbrand gets more killy the more he gets hurt or if he hasn't attacked in the last battle round. Big Red comes with a respectable 14 wounds, 8" move and 4+ save but lacks the flying ability of other Bloodthirster's due to Khorne beating his ass. Skarbrand's axes will blend all but the largest heroes, Slaughter rolls from 5 to 9 dice with a 4+/3+/-2/3 profile and if Carnage hits, Skarbrand rolls a dice. If he beats the number listed on his total damage table (a 1+ if he has taken 13+ wounds) the target takes 8 mortal wounds but on a roll of a 6 he can put out 16 mortal wounds (Yes you read that right 16.) SKARBRAND HATES HORDES!!! . Skarbrand does lack a command ability, but who cares when you get to blend hydras? Unlike all other BT's Skarbrand cannot be summoned. Also consider a Bloodsecrator and Wrathmongers boosting carnage up to three attacks. If you keep him out of combat for one turn he deals instant 24-48 mortal wounds!
  • Skulltaker: (120pts. DAEMON, BLOODLETTER, HERO, HERALD OF KHORNE) Khorne's favorite Bloodletter has survived the transition to AoS quite well. He shares the 5 wound/5"/10 Bravery/4+ save as a normal herald, the Cloak of Skulls allows Skulltaker to re-roll all failed saving throws, and his weapon the Slayer Sword packs 3 attacks at 3+/3+/-1/3, though any roll of 6 to hit deals three mortal wounds ON TOP of its regular damage, like Bloodletters do now. In combat with heroes Skulltaker gets to re-roll all hit and wound rolls, almost guaranteeing another prize for the skull throne and as a bonus, Skulltaker triggers the Locus of Fury for your other Khorne daemons. Cannot be summoned, so if you want him, you need to actually take him in your army. His Command Ability is not that spectacular, but may be useful sometimes. Is now getting an amazing updated model as well!
    • This guy is mediocre against hordes, but he's the best non-Monster duelist in all of Age of Sigmar, period *Sound of an Akhelian King laughing* Three attacks may not seem a lot, but you can re-roll ALL of them, failed or not, so you should always re-roll the hits trying to fish for that magical six. You have an almost guaranteed 3-6 wounds each fight phase, which will kill the vast majority of Heros out there, meaning any decent opponent will try to hide them from you. Use this to your advantage playing Skulltaker as an area denial/permanent threat against your opponents' buffers. Even if he doesn't take any skulls home, he may very well take the game for you!
    • P.S. He's not a named Hero anymore. Give the boy a sword!
  • Karanak: (140pts. DAEMON, FLESH HOUND)When he is placed you choose an enemy hero: he always rerolls every failed hit and wound roll against him and, in the hero phase, if he is within 8" of his quarry, he instantly summons an unit of 5 Flesh Hounds, making him cost-effectively 40pts, assuming he makes it up the board before dying. This may be a little awkward as it must be set up wholly within 8" of Karanak but more than 9" from the enemy. He can also unbind and dispels spells and when he does it the caster suffers d3 mortal wounds.

  • Mazarall the Butcher, Daemon Prince of Khorne: (Forge World 340pts DAEMON, MONSTER,) Another surprise monster, another Khorne addition for AoS...as if there aren't enough already. Has the basic trappings, 12 wounds with a 3+ save (making him arguably tankier than your Bloodthirsters). His shield gives him the ability to unbind 1 spell/turn. His movement, axe's rend, and shield's attacks all decline as he gets hurt. His axe also gains more attacks the more it kills, meaning that the sooner he gets into combat the scarier he'll be. Charging also makes him deadly, as he gets to roll a d6 for any enemy next to him in combat and deals d3 mortal wounds on a 4+. His Command Ability allows a single Khorne unit to re-roll wound rolls of 1. Not too bad. But being a named character hurts because it means you can't supplement him with relics or command abilities, a shame. NOTE: He is currently not listed as being a leader in match play, so he acts like Karanak.
Bloodbound[edit]
  • Skarr Bloodwrath: (100pts)The End Times dude is back and he's real killy. Unusually for a Hero, named heroes, in particular, Skarr does not buff your army at all and is at his best against hordes of weak infantry by doing pretty much what the Stormcast Decimators wish they could do. He has five attacks with the cool statline of 2+/3+/-1/D1. While this seems underwhelming when compared to most other melee heroes, he does have the awesome trick of being able to exchange his attack count with the number of models in his range, which is 3", the absolute maximum for melee weapons. Now you see 30 Plague Monks, now you don't. However, even with a fixed attack count of 5, he's no hero or monster killer. Keep him to murder the small stuff, let your Mighty Lord take care of the mighty foes. Also, Skarr has a chance to come back from the dead at the end of any turn in which at least 8 models were killed, so he feels most at home in big games where 8 deaths per turn is nothing special. If that's ensured, simply throw him at the opponent in wild abandon, he'll be back anyway. Best case, he murders the faces off 7 dudes, gets killed and then you already have 8 kills together. Don't forget that whenever he's slain he'll generate a point of blood tithe. If you don't have any good horde targets just throw him in whatever area you need him and reap the rewards.
    • Some interesting changes in the Battletome update. No longer dependent on models killed, but instead resurrects on 8+ from 2D6. It also benefits from extra attacks now, as the number of models becomes his attack characteristic. Finally, he gained an interesting command ability with Wrathmongers that gives them the ability of Bloodwarriors to attack when slain (not dependent on phase).
  • Valkia the Bloody: (140pts) Your own goddamn Valkyrie, which is kind of ironic with Sigmar now being Odin and all. Either way, Valkia grants rerolls to Battleshock in a big bubble, but with a twist: If you reroll and models still flee afterward, you lose another D3 models on top. If you lost so many models that even on a 1 someone flees, it might be in your best interest to not use the reroll, but it can save your ass. Valkia is also pretty good in combat, especially when charging, as her spear gains D3 damage when doing so, putting her at 6 attacks with 3+/3+/-2/D3, a profile most monsters will feel insecure over (especially your awful awful Khorgorath). Between her 3+ save and her awesome shield, she's also pretty tanky so long as you keep her away from Mortal Wounds. In other words, good as a backfield assassin, but will struggle to handle more than 5-10 model units of most factions, the weight of dice cuts through a 3+ quite easily in practice.
  • Scyla Anfingrimm:(100pts) a High number of wounds, two great attacks as well as 2D6 okay attacks onto which he adds 1 for every wound he suffered. He can also unbind spells like a Wizard, moves as fast as Skullcrushers and has an awesome rule that allows better pile-in moves. Only problem? He only has a 5+ save and no Command Ability. Oh, and 8 Wounds can be problematic in wound-counting systems, as it's rather a lot for less survivability than a Mighty Lord of Khorne. Interestingly, Scyla actually lost the Hero keyword, though he's still unique still a Monster and still takes up a Leader spot.
    • Donkey Kong is a unique combination of abilities, best sent against something that can't kill him easily like dedicated ranged to let him survive a turn and get riled up. Because of how his bestial leap works, he can effectively run and extend his threat range for a reliable 8" automatic pseudo-charge. Use "at the double for" 22" of guaranteed melee threat range.
  • Korghos Khul:(180pts) You can take your Mighty Lord of Khorne as Korgos Khul (the lord from the basic set that always fights with Vandus Hammerhand and all that). He's exactly like a Mighty Lord but has two additional abilities. Favoured of Khorne lets him re-roll all failed hit rolls (because he and his dog, Grizzlemaw, HATE EVERYTHING!) and Aqshy's Bane allows him to pile in up to 8" and attack as long as he's within 8" of an enemy unit. Let that sink in: it's like he has a 13" Move (5+8) More importantly, there's no restriction on running/retreating and then piling in giving him effective run & charge, as well as retreat & charge. Also, his pet Fleshhound Grizzlemaw has the same attack profile as a lord of Khorne's fleshhound except he has an additional -1 rend on his attacks, so he is better against armour. In addition, a change-up in the new Battletome his Command ability is now unique. Where before it gave a reroll to charge (just like the Mighty Lord of Khorne) now it allows all friendly Goretide units re-roll hit rolls of 1. But there's more: he still has the Axe that instakills anything it wounds on 5+. Coupled with his re-rolls to hit, and because the instakill happens at the end of the phase where he wounds, that means each turn you have 2/3 chance of killing anything! Well, some things have saves-after-the-save that makes the two wounds a turn more difficult, but most of those Monsters your opponent has that cost him 300 or more points will get a no-return ticket to the Realm of Khorne! This means that your opponent will either keep his expensive guys out of reach from Korghos, or he'll try to kill him in one shot. Both outcomes are great because they force the hand of your opponent and lets you make him play your game.
    • Do note though: His command ability now specifically only affects Goretide Khorne units. So if your taking him in an army lacking any Goretide he essentially has no unique command ability. In cases like that unless you just want to use him as a beatstick character you might be better off just taking a regular Mighty Lord of Khorne and just give him an artefact and command ability to make up for his fewer rules. Individual choice of course.
    • Always make the attacks with Grizzlemaw first, since the Axe of Khorne specifically states a model that took wounds from that attack survives, you kill it on a 5+. If you wound a model, then kill it with your dog, you've wasted your chance at using your instakill. Whereas if you wound it with your dog, kill it with the axe, damage spills onto a second model, you can attempt to instant kill that one too.
  • Vorgaroth The Scarred & Skalok The Skull Host of Khorne (Forge World):(1200pts. MONSTER, Behemoth) Who says only Nurgle Maggotkin can have all the fun with tanky models? Forgworld's most recent Unique Dragon & Rider and they are a true Titan you would build a list around. This has 30 WOUNDS (even Nagash and the Glottkin will feel inadequate about that) with a 3+ save, with the potential to make 32 attacks with rend and damage higher than 1, in addition to its other abilities. The pair will massacre anything they set their focus on, especially in conjunction with some Blades of Khorne buffs (hello Bloodsecrator or Warshrine). VORGAROTH can kill a model in any friendly unit to make them Fearless but also if any models flee you lose d3 more models. SKALOK can recover wounds by eating a friendly if she rolls under their wound Characteristic. Wizards subtract 3 from rolls when they are near this model. VORGAROTH and SKALOK are a giant blender, Recommended to start in reserve using their Eternal Hunt rule to avoid first turn shooting, then deploy them near the usual Bloodbound Support to turn your blender into a blood Hurricane.
    • Hilariously powerful in melee, but effectively useless in a game based entirely on objectives, a great collection piece, but it will lose every single game vs a semi decent opponent.
Other[edit]

  • Skaarac the Bloodborn, Greater Khorgorath of Khorne (Forge World): (420pts, Monster, Behemoth)The first AoS creation by Forge World, this is a massive snowflake Khorgorath (although curiously no Khorogorath keyword). It comes with a hearty 16 wounds and can kill with its boiling hot blood, massive hooves, and brutal blades. This latter weapon starts with a whopping 8 attacks at 3+/3+/-2/2. Which is pretty dang scary. If it kills any models in the combat phase it heals D3 wounds. It also has two 12" aura effects: -2 to casting rolls, and -1 to enemy Bravery. When he dies, he explodes, causing every enemy model within 3" takes a Mortal Wound on a 4+ (rolling per model). His command ability allows Khorne Monsters to reroll charges if they're wholly within 12".

Generic Leaders[edit]

Daemon[edit]
  • Bloodthirster of Unfettered Fury: (270pts. Monster, Behemoth) The first of the non-unique Bloodthirsters it shares the same 14 wounds, 4+ save, 10 Bravery, flying and slowly decreasing movement as all the other Bloodthirsters, this one packs a Lash of Khorne and a Mighty Axe of Khorne. The Lash can put out respectable damage at range 12" and can prevent a unit from withdrawing from combat. The Mighty Axe lives up to the name dealing 6 attacks that start at 3+/2+/-2/D3 with the wound roll going down to 3+ at 4 wounds suffered and 4+ at 10 wounds suffered. The Fury Thirster comes with an aura that can damage enemies within an 8" bubble, and his command ability allows Khorne Daemons wholly within a 16" bubble to pile in 6" instead of 3". Good stats and a good hero slayer, the Bloodthirster of Unfettered Fury wants to be in the center of your battleline to dictate how and when combat occurs. Can be summoned by any Khorne hero, but like the other two, it takes a full 8 Blood Tithe points.
    • Seems underwhelming on a first read, but 6" pile in gives you a reliable counter to Always Fights First shenanigans, along with effective run/retreat and "charge" so long as you end that move within 6".
    • Modeling/strategy tip: you can assembly the Bloodthirster as either of its three variants with the bits included in the box. You can magnetize the arms/weapons with not too much work (use green stuff to fill the gaps) so you can swap them and use the same model as each of its variants, and deploy one or another against different opponents. Be aware, though, that the points cost of each variant is different.
  • Bloodthirster of Insensate Rage: (270pts. Monster, Behemoth) The second Bloodthirster trades the Lash and Axe for a single great axe with the ability to deal mortal wounds in an 8" bubble on wound rolls of 6 or more. It packs fewer attacks, starting at 5 and dropping down to 4 at 7 wounds suffered and 3 at 13 wounds suffered, but the attacks always have a 4+/2+/-2/D6 profile and if you charge, you get to re-roll 1's to hit which you get anyway, because he's a Greater Daemon and gives off a Locus of Fury aura. His command bubble is 16" (8x2, noticing a pattern here?) and gives 'Khorne Daemons the ability to re-roll charge distances. Useful to help ensure you get the alpha strike. Try giving him the Ar'gath, the King of Blades artefact so he hits heroes on a 2+! If your LGS is Friendly, and don't have any guys who always says what you see is what you get (WYSIWYT "rule") then you shouldn't have any problem with building your Bloodthirster as you like and just say what loadout it's running.
  • Wrath of Khorne Bloodthirster: (300pts. Monster, Behemoth) The last of the Bloodthirster trio, he keeps the mighty axe of the Unfettered Fury BT but trades the lash in for a bloodflail and a 8" breath weapon that deals D3 mortal wounds to a unit in range on a 2+. The flail makes a single attack at 12" with a 3+/3+/-1 profile but deals a whopping 6 damage, which goes down to 3 than D3 as you get more wounded. The Wrath BT is made for hunting down heroes and monsters, as he re-rolls ANY hit rolls against them. Khorne's hatred of sorcery also allows this BT to make one unbinding attempt with a +2 bonus which is pretty nifty for fucking with wizards, and now may also attempt to dispel an endless spell. Instead of the bubble of the other two 'Thirsters, the Wrath BT's Command Ability targets a single Khorne Daemon unit wholly within 16" and grants it the ability to reroll all hit rolls for the combat phase you use it in.

  • Exalted Greater Daemon of Khorne (Forge World): (540pts. Monster, Behemoth) Special rules commemorating the re-release of the super-big FW Thirster. It gets jacked to 20 WOUNDS and a 4+ save armed with the same gear the Unfettered Fury Thirster gets. In fact, he gets all the same rules as the Unfettered Fury, just now with a shitton, more wounds. (Edit: the AoE that causes mortal wounds goes off on a 5+ rather than a 6+ on his guy). Really, save yourself the money and don't buy it just to use these rules.
    • Can be summoned for 16 Blood Tithe points. If your army includes an Exalted Greater Daemon of Khorne, the maximum number of Blood Tithe Points you can have is 16 instead of 8.
    • He also has two more additional attacks than Unfettered Fury and teh axe does a straight up 3 damage instead of D3. Give him the gear to cause additional attacks and automatic mortal wounds on a roll of a 6 and watch your opponent cry. The tears (and blood) will flow even more so if you bring a couple priests to give it a 3 up armor save and heal D3 wounds a turn...
  • Bloodmaster, Herald of Khorne: (80pts) A Herald on foot, at first glance a pretty cheap standard hero making 4 3+/3+/-1/1 attacks with the usual 6's to hit cause mortal wounds deal. His true usefulness is triggering your Locus of Fury and with his 'The Blood Must Flow' special rule you can get some attacks in with him first then pile in with your bloodletters.
    • Note the Blood Must Flow rule uses Bloodletter as a keyword meaning it works on any model with that keyword. Now look down the warscroll and see Bloodmasters have the Bloodletter keyword (as indeed do all Bloodletter heroes, including Skulltaker) meaning if you take multiple of these guys they can proc each other. Worth remembering if you ever have two of them within 8" especially since your second Bloodmaster can still use his Blood Must Flow ability too.
  • Skullmaster, Herald of Khorne: (120pts) A Herald on a juggernaut, 40 points extra compared to the Bloodmaster gets you 3 juggernaut attacks (3+/3+/-/1) +3" move and +1 wound. Of debatable use. He can keep up with your bloodcrushers to proc their loci but so could a Bloodthirster or Khorne Dameon Prince. He loses the Blood Must Flow Ability and swaps it for the bloodcrusher's faux hammer of wrath rule meaning he doesn't actually do anything to buff your army and he is simply not strong enough to be considered a worthwhile close combat hero.
    • Can make Bloodcrushers Battleline if you make him the General, why you would though is a bigger question (since Bloodcrushers kind of suck compared to Skullcrushers, and there are way better options for a General).
  • Herald of Khorne on Blood Throne: (120pts) A Herald on a chariot, same points as a Skullmaster swaps your three juggernaut attacks for two Bloodletter crew attacks (4+/3+/-1/1 6's cause mortal wounds) and the chariots gnashing maw attack (4+/3+/-1/D3 restores D3 wounds for each wound caused) and +1 wound. While the Skullmaster swapped the Blood Must Flow rule for the standard bloodcrusher rules, the skull throne swaps them for a range buff for the generic command abilities. While the battleshock test one is useless for daemons, you can have an easier time making the units who need charge rerolls get it. And you're more survivable than before, so the Blood Throne might be useful now. Emphasis on might.
    • The 3.0 FAQ has granted the throne the Totem rule, which expands the range of their command abilities considerably. Another might, in this case, might be useful in covering your ass with your bloodletter buddies.
  • Daemon Prince: A 12" Flying Melee fighter, Always fighting before everyone else. With their CA they can rush forward and slow enemy within 18" by halving their run & charge rolls, making it harder to charge first or run away. Strictly speaking, that is straight up one of the best CA in the game, even though Khorne is an army that needs to get in combat as quickly as possible, watching your opponent struggle to move around the board and capture objectives all while watching that unit of Kurnoth Hunters fail the 6" charge to massacre your Bloodsecrator is precious. The DP does his best work as a General in the Goretide to screw with enemy movement while your 'reavers run everywhere and he gets that +1 damage on all his weapons with Hew the Foe. He also works in an all out Brass Stampede army to make sure your Skullcrushers get that charge. He comes with a weapon choice of an Axe hitting with a 3/3/-2/2 or a sword that has a 4/3/-1/d3 attack profile and does 2 MW on a 6, if you put Dimensional Blade on his claw (3 attacks with 3/3/ - /2), suddenly you have two high rend attacks on 3's and 3's (just saying). Oh yeah, he also gets +1 to hit on the charge. So basically you get a fast daemon that with a little tweaking can become a massive beatstick with one of the best CA in the game... for 210 points (and he's only $41 on GW's website...) He can smack your opponent in the face before anything else in your mortal army can or you can fly him after lines are met to crush your opponents throat in (or sneak him between enemy lines to slap Nagash in the face) the possibilities are as endless as the rivers of gore he will surely create.
Bloodbound[edit]
  • Mighty Lord of Khorne: (140pts) The Mightiest of Khorne Lords (we assume), your standard Lord of Khorne has a dog friend to accompany him on the battlefield. The Flesh Hound he takes along with him is all well and good with 4 3+/4+ attacks (Even more if the blood is flowing). The real feature here is the Lord's Axe, which has a possibility to rip a hole in the fabric of reality to suck in a victim after they take an unsaved wound (Watch Nagash go POOF!). That means all you need to do is Inflict one wound on your opponent's Lord-Celestant and roll a 5+ to send one of Sigmar's finest to the Realm of Khorne himself. You might not be able to pull this off in every skirmish, but the look on your opponents face when you do is well worth the price of admission. Stormcast Eternals will be giving your Mighty Lord of Khorne a wider berth after witnessing that once or twice. And do not underestimate his Command Ability: vastly improving the charge of three MORTAL KHORNE units within 24" AND himself can make or break many a game, and is less of a one-time thing than you may think. You should also consider the incredible gift of his Flesh Hound's collar, which lets him unbind spells like a Wizard once per hero phase. You know how with Wizards you have to do a careful dance of positioning to make sure they're close enough to the other Wizard to unbind but far enough not to get ripped to shreds? Charge him right into the fray, unbind spells and smashing puny casters in the face. Between him and the Bloodsecrator, they put a hamper on casters.
  • Lord of Khorne on Juggernaut: (160pts) Oh heck yes. 8 goddamn Wounds with a 3+ save to make for a tough motherfucker, even more so since he's got a 5+ save against magic bullshit. Then he's got some great melee capability, especially with all the buffs this army's got going and finally he has a Command Ability that grants up to 3 Mortal Khorne units +1 to Wound in melee so long as they charged this turn. Pick Valkia and Skarr Bloodwrath and watch the enemy lines shrink to nothing.
  • Bloodsecrator: (120pts) This guy is the meat and potatoes of your forces: A Bloodsecrator can stand in the back of your forces and wave his giant honking banner around to boost your infantry to unimaginable amounts of damage. Just by being within 12" of the Bloodreavers they gain an extra attack, but activating Rage of Khorne brings them up to three attacks each. And if the blood is already flowing? A group of twenty of these crazed cultists is going from 21 attacks to a grand total of 61 attacks!!! in just one combat phase. And on top of all that, he also fucks with enemy casting. Just send the Rage of Khorne coursing through your forces and watch your lowly knife-wielders turn into full-on berserkers that will gladly throw down their lives in the service of the Blood God. Does a Bloodsecrator even have attacks? Who cares. He can't move for a turn? Good thing you have more than enough Bloodreavers for a blood-soaked daisy-chain all the way to your back line. Does he have a Save? Yes, actually. 3+ even, making him pretty tanky. Now shut up and open another portal.
    • Something else to consider: The Bloodsecrator targets KHORNE units with his ability, not MORTAL KHORNE. You know how the only negative thing about Bloodletters, the lesser Daemons of Khorne is the fact that they only attack once and Khorne Daemons dish out no buff to increase that? Good thing your Bloodsecrator very much does. Now your Bloodletters can swing their scary swords with twice the attacks...so why do I want Bloodreavers again?
    • The Crimson Plate on this guy in cover gives him a 2+ Re-Rollable save. Nuff said.
  • Exalted Deathbringer: (80pts.) Not so much a general as a trusted lieutenant, Command notwithstanding. Unless you're fighting a magic-heavy army (and I mean, very heavy) then you should always take the Ruinous Axe & Skullgouger, as it's basically the best thing about him, letting him deal a rather disturbing amount of damage by simply passing his safe, or the or Impaling Spear that on unmodified 6's to wound dealing D3 mortal wounds on top of his normal damage . Keeping him near a Khorne general gets him +2 attacks. These guys won big as second in command killers while also keeping your marauders from running away.
  • Aspiring Deathbringer: (80pts) An Exalted Hero with slightly weaker weapons but increase Battleshock casualties and His Command Ability also makes other MORTAL KHORNE units wholly within 12" of him gain a +1 attack, which makes every deadlier. Taking him to boost Khorns DPS even further.
    • Alternate Take: Bloodstoker is better in combat and doesn't need command points to use his ability Or get an Exalted Deathbringer with exceedingly better weapons and the invulnerability to battleshock trait that just became way more useful. Unless you're running a list that is going purely for jacking up attack characteristics, there are better options and this model can be used to still represent one of those.
    • On Second Thought: Khorne's methods are a game of capitalizing strength. This is the hero you bring to make a morale phase into a serious problem, always active but usefulness depends on the enemy. On the other hand for the price of a command point suddenly that extra attack to both his weapons and Mortal Khorne 12" around him can make a significant difference.
  • Slaughterpriest: (100pts.) This guy's not meant for killy but a profane cheerleader, adding to Khorne's Heroic buff squad. You use him to unbind magic (because Khorne hates magic) and knows 1 prayer + a prayer force an enemy to run towards your nearest unit by 3-6" (one of the better tactical pryers despite appearances). Remember the Lash of Submission from 40k? Yeah, it's just like that, but even meaner. He's how you funnel your enemies to a battle they can't win if they suck at fighting or bang up a big guy.
  • Skullgrinder: (80pts.) You know Age of Sigmar hasn't lost the Warhammer touch when you see that the sacred smith doesn't attack with his hammer, but HIS ANVIL. He swings it so hard he gets 2 3+/2+/-1/3 attacks. Yes, that's damage 3, not D3. He also adds +1 Bravery to other Mortal Khorne units within 12", which won't make your Bloodreavers brave or anything, but it might help your Blood Warriors and Skullreapers a bit. He's also got this neat special rule where, if he kills an enemy Hero or Monster, he gives all Mortal Khorne units within 8" the ability to roll 2 wound rolls if they get a 4+ on their Hit rolls for the rest of the game. Get him a few bonus attacks and that Hero/Monster kill is either assured or your opponent will be running the hell away from your Skullgrinder, both of which are great outcomes. Note: Skullgrinder's ability doesn't just apply to close combat attacks, team him up with some Marauder Horsemen with Javelins to give your opponent a nasty surprise!
    • Got nerfbuffed from the battletome update. He's completely lost the ability to give extra hits after slaying a hero, that ability graduated somewhat to the new 8 Blood Tithe point cost Slaughter Triumphant. In return, he's gained an extra attack, and the ability to bitchslap any single Hero/Monster within 2" with D3 Mortal wounds on a 2+.
  • Bloodstoker: (80pts.) Need a little more rage in your blood? Have the Bloodstoker whip your other guys into shape. Most people seem to focus on the fact that he lets the unit he whipped reroll Wound rolls, but his other buff is actually much more potent. +3 to run and charge helps you out A LOT with getting your guys into melee, especially if you picked the otherwise painfully slow Skullreapers. And every turn you're in melee is a turn you're winning, so him getting you there faster is wonderful. That said, don't discount the rerolls and do remember that he targets MORTAL KHORNE. Also, the guy himself is actually a decent fighter by virtue of having two weapons and thus profiting doubly from all your attack buffs and can actually use his whip to fight from the second row, even behind big models like Wrathmongers. And when you think you've had enough fun whipping shirtless guys around you can always throw the Bloodstoker to the wolves in order to keep the blood flowing.
    • Do you like chaos Chariots? Great, because the Bloodstoker does, too. They will outpace him but applying will add 3 more dice to its impact hit, letting it deal more mortal wounds on top of rerolling to wound.
Slave to Darkness[edit]
  • Chaos Lord: He is a big brute, putting out a lot of killing with ether weapon option. He is good for other mortal Slave to Darkness as his CA let a unit swing twice during combat and Khorne does have many Melee buffs.
  • Lord on Daemonic Mount: Your budget (for a Slaves to Darkness character) mounted Lord. With the new update, cursed warhammer now has the potential of mortal wounds on 6s to hit, with the added bonus of healing d3 wounds for killing whelps with your big mallet. Also great for other Slaves to Darkness units as his command ability only affects the mounted options, but provides a re roll to their charge and +1 to hit. Combined with Killing Frenzy to ensure all your swings get a chance to kill.
  • Chaos Lord on Karkadrak: The new mounted lord has arrived, and he rode in style as a fully plastic kit. Wow does this character scream build around. Movement 9", 9 wounds and the always welcomed 3+ save, this lord on battle lizard loves keeping up with his fellow cavalry and bring nothing short of utter destruction. Without any adages, this character boasts no less than 13(!) attacks across 4 profiles, has mortal wound potential both on the charge and with his sword, and can heal with his attacks with his big axe. Sporting classic mortal wound protection that Slaves to Darkness units are spoiled with, and the same command ability as his horse riding brethren, he is an excellent pick for a Slaves focused army. Pair him with some Chaos Knights or Chariots and reap all the skulls you can.
  • Chaos Lord on Manticore: The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist, and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice. The Manticore is no slouch itself in addition to rerolling Hit against Monsters for its Claws and Jaws attacks. His Command Ability allows a unit of Chaos Warriors wholly within 18" to reroll charge and Battleshock rolls.
  • Exalted Hero of Chaos: A shit Aspiring Deathbringer with D6 3+/3+/-1/1 attacks and can fight twice. He gets a +1 to hit vs Characters and Monsters and if he somehow kills one he heals D3 wounds. Yeah probably don't?
Beasts Of Chaos[edit]

Must be included in a Brass Despoilers battalion.

  • Beastlord: (90pts) Although slower and will reach battle a turn after the other gors, he is a stong fighter and grant lets other Brayherd wholly within 18" re-roll all wound rolls if he kills something, giving you another re-roll the turn after using the Brass Despoilers.
  • Doombull: (100pts) Fast moving 7" of monstrous beef wielding a big axe that deals mortal wound and inspires slightly smaller monstrous beef to wound better.

Troops[edit]

Battleline[edit]

You're going to need at least three units of Battleline in a 2k points list. These are often the core of your army that dictate how you'll build the rest of your list out.

  • Bloodletters: (Daemon, Min:10, Max:30, 110/300pts) Your standard choppy Khorne daemon, min unit size 10 and coming in with MV 5, a 5+ save and the Bravery 10 all daemons share. The Hellblades they wield are 4+/3+/-1/1 which are pretty great for infantry, but they only make a single attack each. The unique ability this unit has is that unmodified rolls of 6 to hit are automatic mortal wounds, but you continue the attack sequence on that attack. They have the standard array of musicians, standard bearers and champions with the champ gaining a second attack, the musician forcing your opponent to re-roll battleshock test of 1 within 6" and two banner options: The first allows you to add D6 bloodletters to the unit every time you roll a 1 on a battleshock test the other grants you +1 to any charge rolls you make every time the unit slays a Hero. As a unit can carry multiple banners there's no reason not to take both. Remember, the Locus of Fury lets them reroll hit results of 1 if a Daemon Hero of Khorne is within 12" (16" for a Bloodthirster) which is almost needed due to the low number of attacks Bloodletters get. If you take a blob of 20 or more, they get a plus one bonus to hit, so it may be worth taking a few large units rather than multiple small ones.
    • The nerf to Bloodletter's Mortal Wound melee attacks is a large blow to the Bloodletter Bomb, effectively killing it once and for all. Bloodletter hordes are still scary and when buffed can remove other unis, but they are now an accompaniment unit and not your entire army. One unit in your army shouldn't be bearing the entire load; diversify!
    • For summoning lists: units of 20 Bloodletters are still a very valuable summon because, even unbuffed, they are a force to be reckoned with. A late-game blob suddenly encroaching on an objective can turn the tides of battle very quickly.
  • Flesh Hounds: (Daemon, Min:5, Max:20, 100pts) Now Battleline all the time! For nearly double the price of a bloodletter, you get a 2 wounds little beast with an 8" move (which is pretty fast for Khorne) and 4 (3+/4+/-/1) attacks, an unconditional re-roll on their charge range, and their pack leader barks an 8" 2+/4+/-/1 missile attack. In addition, they can unbind spells, getting a +1 to this if they have 10+ models. These guys are pretty damn killy, recommended to bring one or two to grab objectives and deal with pesky magic.


  • Blood Warriors: (Bloodbound, Min:5, Max:30, 100/520pts) A band of Chaos Warriors with a Khorne-approved coating of blood and the ability to attack before going down. They're normally equipped with Goreaxes (Chaos Hand Weapons with a Gorecoat that grant rerolls of 1s to Hit if a model has two axes), though many of them can also take a Gorefist so that save rolls of 6 now cause mortal wounds back to the enemy (a big improvement from the last battletome). Which one you take is up to you really. Mortal wounds is always nice, than again hitting better is always good (especially since they have the potential to attack twice) since these guys don't exactly pack the biggest punch. One per ten can also grab a Goreglaive, which is a Goreaxe that Wounds on 3+, -1 to rend and causes 2 damage. Also, as with the Stormcasts, thanks to the wording, you can give that Goreglaive to your champion, who gets an additional swing with any weapon he wields. Updated warscroll gives Champion +1 attack to Goreaxes specifically, so not anymore.
    • Honestly as cool as Khorne Themed Chaos Warriors are...the sad truth is they are awfully expensive for their damage output. The fact that they can only have 1 weapon per TEN models really sucks (despite the fact that they are taken in 5 min increments). And they are often outcompeted by Bloodletters and Bloodreavers in the damage department. Especially when reavers are backed by a Totem (they'll die like flies but they're cheap as chips). However, what truly redeems this unit is that these guys are the closest thing a Khorne army is going to get to a shield wall. With a 4+ save a and two wounds these guys make excellent objective holders and charge breakers for holding the line. Your other choices are just too fragile to really whether the enemy attacks (sure Khorne wants things to die but sometimes you need a unit to hold the line and the objectives without crumbling instantly). The change-up to gore-fists only made them even better in this role as attacking them will likely lead to a bunch of mortal wounds back to you along with any slain models getting some attacks back before they die.
    • TL;DR: In essence leave the foreguard killing to the reavers and bloodletters, take Blood Warriors to hold objectives, escort characters and deter enemy counter-charges as they are basically designed to take a frontal assault to the face and laugh it off.
  • Bloodreavers: (Bloodbound, Min:10, Max:40, 70/240pts) These guys are essentially Khornate Marauders who are too manly to wear armor (but now they have a 6+ Save, Khorne be praised!). Their leader gets another attack, and you can add an Icon Bearer (Adding +1 to their Bravery) and/or a Musician (+1" To Run and Charge), both of which are very useful bonuses you should always take. As for weapons, you could either run with the Reaver Blades (which re-roll hit rolls of 1) or take the Meatripper Axe and gain -1 Rend (probably the better option, which is, of course, the reason the guys in the Starter Set come with the other one). They also gain an extra attack if they are 12" from a unit which has the Chaos Totem keywords (Bloodsecrator and Chaos Warshrine being the most practical examples, though a Beastmen BSB would work too, just for shits and giggles You can no longer take the Wargor battle standard bearer).
    • Pro-tip: If you have a Warshrine dedicated to Khorne, take Meatripper Axes, because the Warshrine's prayer grants you full reroll to Hit (The Warshrine only buffs a Mortal Slaves to Darkness unit and gives it +1 to Hit if it's Khorne as well), add the bonus for having a Chaos Totem around and you still get the better Rend from the Axes.
    • These Dudes stand out as your *cheapest* source of Blood Tithe at 70 points/10W, 6+. They combo well in a 40-strong blob. But definitely consider the MSU approach for screening, speedbumps, and the sweet, sweet Blood Tithe.
  • Chaos Warriors: (Slave to Darkness, Min:5, Max: 30, 100pts.)without support, they have better protection, Hitting, Run & Charge, hoarding in hordes, and protection against mortal wounds. If you have more support STD then BLOODBOUND in your list, take Chaos Warriors
  • Chaos Marauders: (Slave to Darkness, Min:20, Max: 40, 150pts.) without the BLOODBOUND Support goons, Marauders hordes beat Bloodreavers as they have better armour, hit harders when in hordes, and their charge distance is aways 8+".
Beasts Of Chaos[edit]

Must be included in a Brass Despoilers battalion.

  • Gors: (min:10, Max:30, 70/200pts) Not as much DPS as other marauders but they have claim ground faster with their 7 +2d6+1" Run & Charge and their shield grant them a 4+Sv in melee, make cheap sacrificial chaff to stall as the rest of the army make their way.

Cavalry[edit]

Your fast attack units. Sometimes you need something that can jet across the board at high speeds with a blade swinging.

  • Bloodcrushers: (Daemon, Conditional Battleline:Skullmaster is your General, Min:3, Max:12, 120pts) Bloodletters on mounts, gain 3/3+/3+/-/1 juggernaut attacks, +3" movement, 3 wounds and a 4+ save. They have a faux "Hammer of Wrath" attack: when they charge, on a 2+ they cause a mortal wound on an enemy unit within 1", or D3 mortal wounds if this unit has more than 6 models - but this roll is done per charging Bloodcrusher and mis be resolved after each models charge movement, and each one can pick a different eligible target unit.
  • Remember, wounds are resolved at the end of the charge phase for you "hammer or Wrath" ability but rolled after each individual bloodcrusher is moved your opponent my try to take away models to make your other crushers have a harder time with there charge movement. Just keep track of how man MW were inflicted untill the end of the phase/charge movement.
  • A little math hammer 6 charging in has a potential to do 18 mortal wounds!! This is before combat also since the ability is in the charge phase. Charge and weaken down your opponent with MW then clean up with attacks. (I recommend taking squads of 6 it's hard to pass up the D3 MW even if they are expensive)
  • Mighty Skullcrushers: (Bloodbound, Optional Battleline: Lord of Khorne on Juggernaut general, Min:3, Max:12, 160pts.) Your cavalry. Their mounts as much damage than the riders, striking pretty much with the same profile as a Skullreaper. Do however remember that despite being Cavalry, your Skullcrushers aren't all that fast, moving only 8". The riders themselves have either the same weapon profile or with more Rend but worse Hit rolls. Your choice really. Their banner grant +2 Bravery. They have a faux "Hammer of Wrath" attack: when they charge, on a 2+ they cause a mortal wound on an enemy unit within 1", or D3 mortal wounds if this unit has more than 5 models - but this roll is done per charging Skullcrusher, and each one can pick a different eligible target unit.
    • Quick modeling tip: After the reboxing, Skullcrushers now come in boxes of 6, but their Warscroll still specifies that they come in units of 3+, so you can comfortably take one of those six and make him into a Juggerlord, which would normally be a resin model that costs an arm and a leg. (Though you'd have to pay for a full unit of 6 if you used them in matched...)
  • Chaos Knights: (Slave to Darkness Min:5, Max:20 180pts.) Cavalry on Horses? In my Khorne army? It's more likely than you think! They're 2" faster than Skullcrushers, 3 wounds and have the same 5+ mortal wound save as Warriors. Two weapon options, Enscrolled Weapons (Now wounding on 3s and have rend -1!!) or Lances (2x 4+/3+/-/1) that upgrade to 4+/3+/-2/2 on the turn they charge. These guys suffer from some identity issues honestly and it's hard to see a place for them when Mighty Skullcrushers point for point are better offensively and defensively. With the new kit coming in from the start collecting, the Chaos Knight champion now has the optional Cursed Flail, bringing d6 attacks with the same stats as the lance. Probably not the best option, but can provide some bonus swings into some lighter units and it certainly looks sick!!
    • Actually on a second glance Lance/Glaive Chaos Knights do scary damage. Skullcrushers may be better in a prolonged fight, but 5-10 chaos knights on a charge with even one of the many buffs khorne has can do a lot of work. The fact that there are at least 5 models is also important if you say give them a +1 attack buff from the Aspiring Deathrbinger (don't forget it also affects mounts!). That's 10 more attacks!
  • Chaos Marauder Horsemen: (Slave to Darkness Min:5, Max:30 90pts.) Much lighter Cavalry and one of your few ranged attack options in the army. 12" move (4 more than Juggernaut Cav) 5+ save and 2 wounds each. They can have the same flail or axe as marauders on foot but the best option is their javelins giving them 2 4+/3+/-/1 ranged attacks each. They shoot and charge on a turn they retreated. A nice cheap skirmisher and objective grabber in an army saturated with heavy cav.
  • Chaos Chariots: (Slave to Darkness Min:1, Max:3 120pts.) 12" move and a once per game Run & Charge mean these are pretty nippy, especially compared to other Khorne stuff. It's decent enough at taking out enemy heroes with its charge MW and greatblade and, with the flail, it can potentially pack a bit more punch but only on a lucky roll so it is probably not worth it.
  • Chaos Gorebeast Chariot: (Slave to Darkness Min:1, Max:1 150pts.) Slower than the Chaos Chariots but a killer mount. With 9" move it'll keep pace with your skullcrushers. If you roll a high charge range the gorebeast hit harders. Very good at things like Swordmasters. I'd still take the greatblade too since you're better off with the rend.
  • Varanguard: (Min:3, Max:12, 300pts) Super Warriors lent out by Archaon. They are giant chaos knights with 5 wounds 3+ armour and ignore magic on a 5+, able to Fight twice once per game and get +1 to hit if you have Archaon. Each model can be armed with an Ensorcelled Weapon for consistency, Fellspear for better charge damage, or Daemonforged Blade can more inflict Damage and MW with good RNG.
Beasts Of Chaos[edit]

Must be included in a Brass Despoilers battalion.

  • Dragon Ogors: (Min:3, Max:12 140pts.) Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight's horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Although you can't take a shaggoth in Blades of Khorne, you still reroll 1s to hit for the battalion.
    • Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1" weapons won't be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks).
  • Centigors: (Min:5 Max:20 80pts.)The fastest unit you have, 15+d6" of movement and still able to charge is ludicrous fast, nothing is unreachable. They may not nearly have the same punch as other cavalry, but they will reach anything turn one. Use them as a roadblock while your slower, tougher units get on the objective.
  • Tuskgor Chariots:(Min:1 Max:4 60/200pts.) an incredibly cheap chariot, only coming the closest to having the same effectiveness as a seeker chariot the turn it charges a ten man+ hoard of order guys.

Elite Infantry[edit]

Your expensive, specialized, heavy-duty troops that make your opponent sweat when they see them approaching. They aren't the fastest units you've got (in fact they're some of the slowest) so you'll have to be a lot smarter with these on the board than your other, cheaper units.

  • Skullreapers: (Bloodbound, Min:5 Max:20 180pts.) Pretty cool. Stat-wise they're pretty decent, with a Wound and a point of Bravery over Blood Warriors along. Their weapons (4x 3+/3+/-/D1, unmodified 6's to hit inflict mortal wounds in addition to their normal damage) And this gets even better when combined with their now modified Trail of Skulls ability. Now much more simplified from the previous battletome (where you had to keep a tally of total models you killed) now it is just a straight reroll to hit when your opponents unit has 5 or more models, meaning more chances for mortal wounds. Additionally, the champion gets another weapon on top that's pretty powerful but only gets one swing. They also have a reasonable chance of inflicting mortal wounds if they die in combat. These are your elite infantry. They're powerful and can lead your charges. Get a Bloodsecrator nearby and watch everything around them melt.
  • Wrathmongers: (Bloodbound, Min:5 Max:20 140pts.) The angry cheerleaders can infect other people with their RAGE. In-game terms, every Khorne model wholly within 8" of them gets an extra attack with all their weapons but this doesn't affect the Wrathmongers. Offensive wise they have 4 good melee attacks that get better on the charge. Also, their Blood Fury ability can Deal mortal wounds when they die to get a little more damage. A unit of five gives you a pretty massive radius. They also gained an interesting synergy with Skarr Bloodwrath, being able to attack upon death similar to a Blood Warrior.
  • Chaos Chosen: (Slave to Darkness, Min:5 Max:20 140pts.) Chaos Warriors with some really good axes. 3 attacks each 3+/3+/-1/1 that cause additional mortal wounds on a hit roll of six and if they slay a model SLAVES TO DARKNESS wholly within 12" re-roll failed wounds. Not to be sniffed at, especially with a Bloodstoker to give them re-rolls to wound and if you're running anything they can buff. These guys pack a big punch for their price essentially being your equivalents to Stormcast paladins, only 60 points cheaper a unit.

Beasts[edit]

A mix between fast and elite, these units are unique in nature and utility.

  • Khorgorath: (Bloodbound, Min:1 Max:6 100pts.) "Somewhat underwhelming," said nobody ever. Khorgoraths are actually one of the punchiest units available to Blades of Khorne at a rock bottom price. It has two unique traits: it heals a wound when it removes a model in the combat phase, and it reduces bravery in an area when it deals damage. Though they may seem tailor made for removing smaller foes with their five attacks rending with damage two, but they're also great at killing multi-wound models and shaving off wounds from larger monsters as well. Because of their great statline they really don't need buff support to function well, but this also means anything you give them fires them up even more. They're also one of the only monsters in the game where up to five can be taken in a single unit. They also become even better in a Skulltake Battalion.
    • Khorgoraths are one of those units where it's best to take more over less. Individual models will hurt other units badly, but a unit of 3+ are a steamroller. In smaller games you can get away with a single model, but if you're playing 2k you should experiment with slotting these in as your hammer.
  • Chaos Spawn: (Slave to Darkness, Min:1 Max:6 50pts.) That Which Must Not Be Named. Not actually terrible anymore, though far from reliable. A Move of 2D6" makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save to make for pretty hardy models.
    • While unreliable in almost every single aspect of their horrible existence, they do make a cheap, weak Blood Sacrifice target!
Beasts Of Chaos[edit]

Must be included in a Brass Despoilers battalion.

  • Bestigors: (Min:10 Max:30 120/300pts.) Elite Gors in heavy armour and more anti hoard killy.
  • Bullgors: (Min:3 Max:12 140pts.) Get the same Bloodgreed rule as the Doombull, а weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and +1 Bravery for each enemy unit within 12" from them.
    • Other than that, they're fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer.

Behemoths[edit]

The big boys. The mad lads. The "you can only take up to four of them in a 2k list" fellas. More expensive than a beast, more powerful than an elite, just the right amount of blood for the blood god.

  • Slaughterbrute of Khorne: (Monster, Behemoth, 170pts) They bind to one Slaves to Darkness HERO. Clocking it at just under the cost of two Khorgoraths, the Slaughterbrute can dish out almost exactly the same amount of wounds as them in melee combat. The Brute's weakness is its 4+ save and 12 wounds, but its degenerating profile is actually very forgiving. It stays fast and killy until you shave off a good 8 wounds! Just be aware your big boy in red is not a shock trooper and will need an escort to the enemy lines. however, the Slaughterbrute is truly Bloodsecrator's best friend. The Slaugtherbrute is at its most dangerous inside the Bloodsecrator area of effect.
    • Too bad he lacks very good rend. Seriously he doesn't have access to Rend -2 despite his huge size and his JAWS are rend-less!
  • Chaos War Mammoth: (Slaves to Darkness, 320pts)This monster has 22 wounds! Although it's only packing a 4+ save. All of his attacks cause at least D3 wounds, making it an exceptional monster-killer when at full strength. Its real strength lies in supporting a Marauder charge, however - as well as imposing -2 to any Battleshock tests to any unfortunate unit that gets charged, the Mammoth can also help Marauder or Marauder Horsemen get in a little extra movement and increase their damage output in combat. Wounding and even killing this thing just makes it cause more damage. If you're playing with a big Chaos horde then there's no finer feeling than running this guy into the enemy's biggest and toughest-looking infantry blob, although expect a few dirty looks for doing so. Keep in mind that he doesn't like magic missiles or war machine fire, however.
  • Gigantic Chaos Spawn: A strong but unreliable monster burdened with random movement, random attacks, and regeneration. He can put out a fair amount of damage with a mix of its tongues and maws, and has 12 wounds and has a good chance to regenerate and possibly gain more wounds each turn. It's worth remembering that he can be given any Chaos God as a keyword, which opens up amusing possibilities like running a Khornate Spawn alongside a Bloodsecrator.
  • Chaos Warshrine: (Totem, Priest, Behemoth, 170pts) If you play with caps on Heroes, this is a huge advantage. What it does is pretty cool, too. First, it has an Aura that grants Mortal Slaves to Darkness an additional 6+ save after their normal save. It Can also pray for buffs to Mortal STD units. There is one buff for Undivided and every God. The Undivided buff is the best by default, granting rerolls of To Hit and To Wound. However, the God-specific buffs can be cast on whatever you want, but get better if you cast it on a unit of the same God. The favor of Khorne allows reroll changes, but if the unit it's used on a Khorne mark, you can also reroll all To Hit rolls. And yes, this does mean a Shrine can bless units of rival Gods, just for shits and giggles. Also of note is the fact that this thing can easily hold its own in combat with a monster-like profile and a bunch of strong attacks. Awful Rend, yes, but they plow through low armour tarpits like nobody's business. The model is a Priest and can cast Khorne prayers inaction to its own.
  • Soul Grinder: (Daemon, Behemoth, 210pts) Ever wanted a beast that can throw ranged shots AND be great in melee? This daemon might be for you. Same price as a Daemon Prince but with less special abilities. It makes up for it by giving you a boatload of attacks for very good damage. Two ranged attack profiles, one at 20" and six at 16", the 20" does flat 3 damage the rest do 1 damage. CC has six attacks for 1 damage each, 1 attack -2 Rend for D6 damage, and either: two attacks -2 Rend flat 3 damage, OR 4 attacks -1 Rend D3 damage. Big, ugly, and killy, he fills the hammer role. The biggest downside for it is the mostly 4+ to hit. And since it is a Daemon, it can't benefit from CSL Demonic Power spell or the Warshrine. But at 16 wounds and a 4+ save, you can probably find a spot in the army.

Beasts Of Chaos[edit]

Must be included in a Brass Despoilers battalion.

  • Cygor: (140pts) Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster healing a wound for himself. He can also reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.
  • Ghorgon: (160pts.)Same Blood Frenzy as Doombull and Bullgors, but deals d3 mortal wounds on an unmodified 6. Also, he can slay a specific model within 1" after he makes all his attack if he rolls a dice equal or greater than its wounds characteristic, do remember that it's a model so you can chomp on any leader or musician you can get your grubby hands on. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die.

Artillery[edit]

You can take up to four of these in a 2k list. There's nothing more to say about this section. Its got Skull Cannons. They got buffed in 2.0, so you may start seeing (or even using/summoning) them!

  • Skull Cannon: (Deamon, Min:1 Max:3 130pts) This is an interesting unit: it's a cannon that can do significant damage at the range but has a melee statline with special rules that make it look as though it's made for close combat. In truth, it's a hybrid unit made to do both. Starting off with the basics, the Skull Cannon is a 7 wound model that has a single shooting attack 30"/1/3+/3+/-2/D6; however, when shooting at units of +10 the Skull Cannon adds +1 to its hit rolls, making it hit on a +2. Moving on to its melee profile, it has the standard Hellblades with 2/+4/+3/-1/D1 with hit rolls of 6 or more causing a mortal wound. In addition, it has a single Gnashing Maw attack 1/+4/+3/-1/D3. Pretty mediocre, until you read its special rules: its melee rule Grind their Bones, Seize their Skulls allows the cannon to make an additional shot at the end of the combat phase if it killed any models with its close combat attacks. Furthermore, due to the strange rule set for AoS, you can still use ranged weapons in the shooting phase even if you are locked in combat. This essentially means that you can fire the cannon, charge, eat their skulls, and fire additional shots with your skull cannon while continuing to do so in subsequent turns.
    • Hilariously, a nearby unit of Wrathmongers makes your Bloodletter crew shoot twice as fast, meaning that you can get up to 6 cannon shots per model per turn (4 in your Battle Round, 2 in your opponent's).
    • They stopped that nonsense with an FAQ (wrathmongers are for melee only).....despite the WRITER OF THE BOOK saying it was 100% intentional. It's almost like GW doesn't want people to spend money on 4 skullcannons!

Terrain[edit]

  • Skull Altar: Ironically, it lacks the amount of skulls one would expect. You may place one of these down, for free, anywhere in your deployment territory to benefit from its two abilities. First is to let Khorne Priests re-roll any prayer rolls while wholly within 8" of the altar. The second is that it forces wizards within 16" take -1 to cast. Best of all? It's free, so it's worth taking just for the area of casting denial even if you're not running Slaughterpriests. Even if you do, they (or any hero with less than 8 wounds) is able to hide inside the altar. Recently been upgraded to also allow a hero garrisonned inside it to summon Judgements like a priest, benefiting from the reroll, very handy for demons-only warbands.
    • It can also be used when summoning units with Blood Title points - they can arrive near the altar instead of near one of your heroes, if that helps.
      • Take a lesson from the way Beasts of Chaos are running their Herdstone and put this bad boy a little up the table to maximize its radius.

Normal Battalions[edit]

Battalions were smacked with a point increase in 2017 and smacked again for good measure in 2018. If you plan to take one, go all in to make the most of it.

Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.

But, hey, battalions are now FREE.

Daemons of Khorne Battalions[edit]

Murderhost (160pts min. 600pt.)
1 Bloodletter hero, 3-7 Bloodletters, Crushers, Hounds, or Cannons

Change in new version - only adds 2 to run and change rolls while within 16" of the Bloodletter Hero. For sure less impactful.

Bloodthunder Stampede (140pts. min. 730pt.)
1 Skullmaster, 3-7 Bloodcrushers

Hard nerf in the new version, but still pretty good - Makes the Murderous charge and Slaughterous charge abilities automatically go off, instead of on a 2+. And I bought all those expensive bloodcrushers..

Council of Blood (min. 930pt.)
3-8 Bloodthirsters (including Skarbrand and the Exalted Greater Daemon)

HARD NERF - Now Called Tyrants of blood - Just allows your Bloodthirsters to attack in succession. Like still pretty powerful, but not even close to the wrecktastic voyage that was the previous version.

Whoever wrote the above is legitimately clueless about the fundamentals of AoS matched play, Tyrants of Blood is immeasurably better than Council ever was. Always fights first and/or fight twice with 1,000+ points of Bloodthirsters, is far better run & charge (which you can still effectively get anyway with the Unfettered Fury command ability, along with retreat & "charge")

Blood Hunt (120pts. min. 880pt.)
Karanak and WoK Bloodthirster, 3-8 Bloodcrushers or Flesh Hounds

Adds 1 to wound rolls to attacks targeting Hero units. Nerfs for the Nerf god

Gorethunder Cohort (120pts. min. 680pt.)
Herald of Khorne on Blood Throne, 3-8 Skull Cannons

Re-roll hit rolls for all cannons wholly within 12" of the throne.

Blood Host of Khorne (120pts. min. 1080pt.)
Bloodthirster (any), 7+ any other Khorne Daemon Hero (except Karanak for some reason) or unit

Re-roll charge rolls while within 16" of your Bloodthirster. Get the F in there.

Charnel Host (140pts. min. 900pt.)
Bloodmaster, Bloodthirster of Unfettered Fury, 3-8 Bloodletters(any)

Re-roll wound rolls of 1 while within 16" of the Bloodthirster.

Skullseeker Host (120pts. min. 930pt.)
Bloodmaster, Bloodthirster of Insensate Rage, 1-3 Skull Cannons, 2-5 Bloodcrushers

Re-roll ALL wound fails that target a Monster. Big ass skulls for the big ass skull throne.

Khorne Bloodbound Battalions[edit]

The battalions in Khorne Bloodbound have been replaced with the below. This means the old battalions are no longer legal. Sorry, Bloodstorm! Most of our battalions are around 700 points minimum, so once again be sure to make the most of them if you're going to take any! While the battalions themselves have gone down in points, some of the mandatory units have had their points values raised, so keep that in mind. NOW ALL UPDATED

Gore Pilgrims (140pts. min. 630pt.)
Bloodsecrator, 2-3 Slaughterpriests, 1-2 Blood Warriors, 1-2 Bloodreavers

The battalion to end all battalions got jumped by GW in an alley and had its knees broken. Now it only adds 8" to the range of the Bloodsecrator's abilities while they're within 8" of one or more Slaughterpriests. No more cumulative range bonuses, no more re-rolls to prayers from the battalion. While its effects are easy to re-create, you no longer need the Gore Pilgrims for it. Still a good battalion, even if it's no longer the auto-take it used to be.

Bloodforged (120pts. min. 580pt.)
Skullgrinder, 1-3 Blood Warriors, 2-4 Wrathmongers

Finally, something I like. After a Wrathmonger has attacked, if its wholely within 8" of the Skullgrinder, it can make a 2nd pile in and attack, before the other player. WHAAAAAAAAAA.

The Gorechosen (110pts. min. 750pt.)
Exalted Deathbringer, 7 from the following: Aspiring Deathbringer, Bloodstoker, Bloodsecrator, Skullgrinder, Slaughterpriest

Not actually legal in 2k games, this battalion lets you pay a premium to add +1 to hit (while within 12 inches of another unit from the battalion) and +1 attack to every unit within it. Ideally you would take front-line Heroes to get the most from the battalion. Useful in larger games, useless any other time.

Brass Stampede (140pts. min. 780pt.)
Lord of Khorne on Juggernaut, 3-7 Mighty Skullcrushers

A pricey battalion that adds more killing power to your already deadly cavalry units. Now it makes it so their Murderous Charge and Slaughterous Charge rules automatically occur.

Dark Feast (110pts. min. 500pt.)
Bloodstoker, Slaughterpriest, 3-6 Bloodreavers

Adds 1 to attack characteristic of all Bloodreavers within 16" of a Slaugherpriest . Hordes of little dudes flowing across the field.

Skulltake (140pts. min. 680pt.)
Bloodstoker, 0-2 Blood Warriors or Bloodreavers, 1-2 Khorgoraths, 2-3 Skullreapers

Unmodified wound rolls of 6 deal an extra damage while within 12' of the Bloodstoker. Churn em out!

Slaughterborn (170pts. min. 710pt.)
Exalted Deathbringer, 2-4 Skullreapers, 1-3 Blood Warriors

Worsens rend received in melee by 1. Solid battalion for boosting the defense of your army and can fit all your battleline.

Red Headsmen (120pts. min. 580pt.)
Aspiring Deathbringer, Skullgrinder, 3-6 Blood Warriors

No more flavor involved, and I really enjoyed that "worthy foe" thing. Heroes and Monsters killed by this battalion grant double blood points. I like that.

BloodMAD Warband (160pts. min. 910pt.)
Aspiring Deathbringer, Bloodsecrator, 1 Skullreapers, 1-2 Bloodreavers, 3 Blood Warriors

NERFBAT NEW VERSION - Add 1 to all attack characteristics if they charged in the same turn. Still, okay, but just not the same.

Goreblade Warband (140pts. min. 600pt.) (Open Play Only)
Bloodsecrator, Bloodstoker, Mighty Lord or Khul, Blood Warriors, Bloodreavers, Khorgorath

You can re-roll charge rolls for the Goreblade Warband if any of its units made a successful charge in the same phase. If any units are wiped out during the combat phase, you can add 1 to the Attacks characteristic of all melee weapons used by the Goreblade Warband for the remainder of that combat phase. Its restricted to Open Play and contains the starter set units only.

Beastman Battalion [edit]

Brass Despoilers (190 p) (Min: 620.pt. Max: 10770.pt.)

1-4 combination of Beastlord and Doombull; 3-8 combination of Bestigors, Bullgors, and Gors; 0-8 combination of Centigors, Dragon Ogors, or Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.

Confirmed by FAQ, that it can be taken in a Blades of Khorne army. Give all units in this Battalion the Khorne keyword and grants them re-roll hit rolls of 1 if the unit is wholly within 9" another unit from this Battalion. Also once per battle, during the hero phase, you can extend the re-roll ability to also include all failed wound rolls until the next hero phase. the only way to get Khorne Beastmen. Gors grant chaff that covers more ground than traditional Barbarians. Tuskgor Chariots and Centigors provide speed. Cygors help with anti-magic while Ghorgons dish out a lot of damage.

The Key to this battalion is to take advantage of min sized units of Bestigors as chaff destroyers (5-6 attacks on the charge!), or Bullgors with their BF Axes for the high rend attacks that Khorne can buff (and lacks in it's non-Heroes). The Doombull is also a great choice. Watch out though, as a lot of buffs that work on Mortals and/or Daemons will not work on the Beastmen.


Slaves to Darkness Battalion[edit]

Bloodmarked Warband (180pts, Min 990pt.)

1 Mortal Slaves to Darkness Khorne Hero, 8 Mortal Slaves to Darkness Khorne units

If a hero from this battalion slays any models during the combat phase, you can pick a unit from this battalion wholly within 12" of said hero. That unit gains +1 attack until your next hero phase. A unit cannot benefit from this more than once per battle round. This can range in terms of usability, so choose carefully. However, this can stack quite well with the Bloodsecrator and turn some normal units into absolute blenders. If you want to use this, go all in. Marauders, Knights, and Characters will benefit the most from this.

Super Battalions[edit]

Battalions OF battalions. Adds additional bonuses for an additional point cost. 2.0 slapped these with increased points, making them harder to take in a balanced list.

Daemons of Khorne Super Battalions[edit]

Don't expect to take any of these in a normal sized game. The bonuses make them pretty great, but the point cost puts them in a realm beyond any rational point limit.

Blood Legion (min. 3090pt.)
1 Blood Host of Khorne, 3-7 other Daemon of Khorne Battalions excluding the Blood Host

The MEGA battalion of Khorne Daemons should only be considered if you're playing a 5k+ points game, and even then you may want to first consider what life choices you made to be playing such a game. You get two bonuses: first, if any units are wiped out in the combat phase, all units in the super battalion get +1 attack, and second, you gain a Blood Tithe point at the start of each of your hero phases. Hey, there are worst ways to spend an entire weekend... All units with the Decapitating Blow ability trigger it on unmodified hit rolls of 5+ rather than 6...... Woot de doodle dandy for min 3090pt it's not really worth your time or money, unless you realllly love you some khorne demons.

Mortal Khorne Super Battalions[edit]

2 out of 3 of these may be taken in a 2k game, but only 1 has any real potential by itself.

Bloodbound Warhorde (min. 3770pt.)
1 Mighty Lord or Juggerlord or Skarr Bloodwrath, Korghos or Valkia, 1 Gorechosen, 1 Bloodbound Warband, 3-7 other battalions

For this absolutely insane abomination you get one Blood Tithe pointanytime your Slaughterpriests or Mighty Lord unbind a spell. Additionally, any unit from the super battalion can unbind spells. To top it all off, you get +1 attack in the combat phase if a unit has been wiped out for everyone in your super battalion. A super battalion for the collector looking to use his entire collection. each of your turns.

Tactics[edit]

Maim, Kill, Burn! Maim, Kill Burn!! That's all!

Actually it isn't, as the Bloodbound are actually a pretty engaging army (Khorne is the biggest nerd of the pantheon, what did you expect?). The Khorne Bloodbound are an army that specialize in very powerful hero's that either buff your already strong melee units or murder the enemy. Specifically, what makes this army unique is the amount of synergy that your army works within.

Sure, your basic strategy is very simple: Charge in as fast as possible, as soon as possible and inflict as much damage as possible. If you simply toss Bloodreavers at your opponent they will die as even Skeletons fight better than unsupported Bloodreavers. They rely heavily on keyword synergy and need to work extremely well together in order to fight at peak efficiency. And in order to do that you need your Heroes.

A good rule of thumb is to use at least 1 but no more than 2 Heroes per 25 Wounds. Start off with the Bloodsecrator. He's just about the best force multiplier you have (some might argue that he's the best non-special character force multiplier in the game) and add 20 Bloodreavers. Then, add two Heroes of your choice, one of them with a unique Command Ability, like the Mighty Lord or better yet, the Khorne Exalted Hero, who's bound to get a new name soonish like the "Lord of Plagues" did. Then, add Skullreapers. If you want to keep sticking with Blood Warriors, get a box, assemble five of them as Blood Warriors and add them to the ones from the starter box, then use spare parts to convert the other five into MOAR Skullreapers. As far as Heroes go, the Exalted Deathbringer is great regardless of whether he's your general or not but in different ways, the new Slaughterpriest is about the closest to ranged capability you have and pretty killy for a Priest and the Skullgrinder gets disturbingly powerful with all those attack buffs you've got going.

Even more important is that you use the right heroes with the right units: The Bloodstoker was pretty much made to boost Skullreapers with Daemon Weapons. The Juggerlord works better for Skullreapers with non-Daemon Weapons and for Blood Warriors. The Warshrine is best for Wrathmongers and Bloodreavers with Meatripper Axes. Everything with a bonus to attack numbers works best on Skullcrushers. The Bloodsecrator works well with everything, but best with Bloodreavers of all flavors. The Skullgrinder works best with units that Hit on 4+ and no better, specifically with Wrathmongers and Daemon Weapon Skullreapers. Mighty Lord, Exalted Deathbringer and Slaughterpriest are somewhat out of the loop, supporting everything equally and fitting absolutely everywhere, though the Deathbringer's only real use is as a beatstick, as his Bravery-conferring is infinitely worse than the Bloodsecrator's flat-out ignoring of Battleshock.

As soon as you add Battalion rules, things get real crazy, as you suddenly have to add questions like "do I let my Bloodstoker get killed off in order to get some bonus attacks from "Khorne Cares Not From Whence The Blood Flows"?" to your list of considerations, in addition to the standard gaggle of "which unit needs to attack when it order to deal the most damage to what?".

Age of Sigmar's real meat lies in combat, so an army specializing in combat is no less complex than one that can also pepper the enemy with arrows.

  • The Khornemower: <This is out of date info but interesting to see how it used to work anyway> Units of 30 letters are offensively one of the best units in the game right now. All you need is a Slaughterpriest who knows killing frenzy, a Bloodsecrator and a Daemon hero of your choice (like you weren't taking them anyway). 61 Attacks hitting on 2's re-rolling 1's causing mortal wounds on a FOUR to hit. (mortal wounds caused by decapitating blow only happen on a unmodified 6 plus). For 270 points. On average you will kill Nagash or Archaon in one round of attacks and they HAVE saves vs mortal wounds. The only thing that will stand a chance at all against that density of mortals is mass Chaos Warriors, though on average you will kill TWENTY ONE of them in one round of attacks i.e. they will make 140% of their points back. You're welcome.
    • Just a note Bloodletters aren't great defensively, if you anticipate a lot of ranged think about investing in another Slaughterpriest or two to give them bronzed flesh. if you think your opponent fights fair then a blood warrior or Bloodreaver screen to take any enemy charges is a good idea. If you expect magic, take another unit of 30, in fact take 2 units of them anyway, there's really not much they aren't good against.
    • If you're playing over 1000 points take the gore pilgrims for Khorne's sake and at 1500+ consider the Murderhost with some flesh hounds to give your Bloodletters a bit of movement at the games start, the hounds make a great screening unit too as well as being a source of unbinding and generally being a pretty scary thing an opponent may choose to shoot instead of your actually scary guys.
    • While this was a viable strategy for years, 2.0 has made it very expensive to pull off. Most savvy foes will also deploy in such a way as to give you no good choices to charge, and the charge itself CAN fail even with all the additional "to charge" bonuses. This list is a good way to force your local meta to play smarter, making games closer and more enjoyable for both sides, but there is a point of diminishing returns. HOWEVER, going ABOVE 30 Bloodletters to multiple units has been shown to work in some cases. If the idea of hordes of Bloodletters is your thing and you want to keep up with other armies, you'll have to go big or go home.
  • Summoning: With 2.0 Khorne Summoning has very clearly overshadowed many of the other Blood Point options. The ability to summon in waves of Flesh Hounds and Bloodletters to grind down your opponent's army cannot be underestimated. It's also possible to summon a pretty obscene amount of Daemons per turn should you focus on the power. You'll have to sacrifice what makes Khorne armies so powerful to begin with, however: buffing prayers. Give your Gore Pilgrims Slaughterpriests Blood Sacrifice, grab a Warshrine and give it Blood Sacrifice as well, and give them some Bloodreavers or Chaos Spawn to toss into the pot. Why Spawn? Low point cost and low wounds plus mass Blood Sacrifice equals more Blood Points. BBBBALSDARGGH.
    • Your goal with this list is simple but difficult: turn your mortal army into a hybrid army and then into a daemons army over the course of the battle. Every turn you'll be spamming Blood Sacrifice to pump up your Blood Points and spending them in the following Movement Phase. Even if you only get two Blood Points, spend them on either MSU Bloodletters or a Bloodmaster. Use your summons to either zone your opponent (Bloodletters, Bloodmasters, Flesh Hounds), reach out and touch them where they thought they were safe (Flesh Hounds have rerollable charges), or setup future summoning (Bloodmasters, Skullmasters).
    • CAUTION: there are several traps involved in this strategy.
      • Blood Thrones and Bloodcrushers (and to a lesser extent Skull Cannons) are still not worthwhile even with summoning. Skull Cannons have situational utility with their large bases blocking backfield deep striking while they deal long range damage, but they are very, VERY hit or miss. Flesh Hounds can zone more space and move just as fast as Skull Cannons when they need to.
      • You will be tempted to save your Blood Points until a game comes when your opponent gets a double turn and your points hit 8 and start being wasted. Always spend your points asap!
      • Your MSU Bloodletters won't be moving other units off objectives or dealing many wounds on, well, anything. Save your small groups for objective holding or speed bumps. If you want to deal actual damage, you'll need the 20 man summon with a nearby Daemon Hero unit. Biting the bullet at 7 Blood Points for a big unit can make or break your games, so choose wisely!
      • Flesh Hounds, while able to spit out a high number of attacks, have no rend and only a Daemon save of 5+. They're not terrible at clearing weaker units if they get the jump on them, but even with 2 wounds each don't expect five of them to last very long. When it comes to your doggos, it's quantity over quality. Summoning MSU Flesh Hounds to overwhelm your opponent can be very effective as a pincer maneuver.

Allied Armies[edit]

  • Beasts of Chaos: While all Beasts of Chaos can ally with Khorne, it's better to add 'em to your army under the Brass Despoilers Battalion (which is also part of the Khorne Allegiance) with a healthy dose of Doombull, Bullgors and Ghorgons. However, if you take Dragon Ogors, it might be beneficial to ally in a shaggoth
  • Nurgle:
  • Slaves to Darkness: Archaon is Daemon, Mortal, Khorne, Monster, Hero, Scientist, Philantropist and Playboy. Any StD able to choose a mark of Khorne will also be part of your main force. The Warshrine being a Totem will buff any nearby Bloodreaver while still buffing any Khorne-marked StD units with it's prayer. It will also get a Blood Blessing and be able to summon Judgements of Khorne. Adding a Bloodsecrator to a Khorne-marked StD army as an ally is also a worthy addition.
  • One-Eyed Grunnok: A Warstomper Mega-Gargant available to all Chaos factions. Recruit your own monstrous centerpiece at the cost of your entire allied points allowance. He’s a best used right in the heat of combat where he can throw enemies at each other and disrupt enemy formations. Re-rolls jump attacks of 1, plus enemies within 6" get -1 to hit if jump attacks were made earlier in the same phase.



Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
Others