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====<span style="color:#8b0000;">Stratagems</span>==== *'''Banner of Blood (1CP):''' One {{W40kKeyword|Khorne Icon}} unit can roll 3d6 when making a charge, dropping the lowest. This version makes the focus on reliability clearer and as an added bonus, this isn't restricted to once per game. *'''Brass Stampede (1CP):''' When a {{W40kKeyword|Khorne Cavalry}} or {{W40kKeyword|Khorne Vehicle}} finishes a charge move, roll a d6 for each model in your unit. One enemy unit within 1" takes d3 MW on a 6+ or d3+3 MW on a 9. As you can tell, this has become a lot less viable, especially for anything smaller than a vehicle since that roll only adds +3 when charging with the Skull Cannon or Throne of Skulls. This is especially shitty because this reduces the effectiveness on big bads. *'''Frenetic Bloodlust (1/2CP):''' Use at the start of any fight phase. A {{W40kKeyword|Bloodletters Core}} unit can either move 6" towards the nearest enemy if they're not engaged or pile in if they're engaged with any enemies. A far cry from 8E's version, but mobility is equally as vital, especially at the beginning. Costs 2 CP for a normal move, otherwise it's 1 CP. *'''Glorious Decapitation (2 CP):''' If one of your characters murders an enemy character in melee, they gain a new 6" aura that lets fellow daemons of Khorne deal a mortal wound on a natural 6 to wound, adding a bit of extra punch to your forces. *'''Relics of the Brass Citadel (1 CP):''' Typical "more relics" strat. *'''Contempt for Sorcery (1 CP):''' If an enemy psyker casts within 12" of a Khorne unit, roll a d6, adding +1 if there are flesh hounds within 12" of the psyker. On a 4+, that power is blocked.
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