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=====<span style="color:#8b0000;">Named</span>===== *'''Skulltaker:''' They took his Khorne damned Juggernaut option away, but Skulltaker is still pretty beastly. He moves 1 inch faster than other infantry, has a 3+/5++, and rerolls everything when fighting a character. His aura lets nearby {{W40kKeyword|Bloodletters Core}} units within 8" add 1 to hit (no longer includes other heralds, including himself, as of 9E), and his weapon is Strength User, AP -3, D3, on 6+ to wound boosted to D3+3 damage. Get him into combat and he'll lop heads off with ease, a double bonus as each kill also boosts the range of his auras by 3" to a maximum of 12". A pretty nice support character with a very specific focus that is overshadowed by more generalist Princes with Skullreaver and Skullmasters. *'''Karanak:''' Still a character-hunter who can deny 2 psychic powers per turn. You call out an enemy character at the start of the game and for the rest of the game, when Karanak is fighting against that character, his attacks now deal 2 Mortal Wounds instead of S6 AP-2 D2, meaning that everything will be targeting him. Fortunately, he can also give a re-roll 1s to wound aura to his fellow Flesh Hounds that will re-roll all wounds if they attack a psyker. *'''Uraka the Warfiend<sup>Forge World</sup>:''' Uraka the Warfiend now gives a re-roll hits of 1 for Khorne Deamon with 6", but also he buffs HIMSELF when he kills things. He defiantly likes to make a synergy bubble with a herald. He's certainly not a pushover with a 5+/4+ save and 6 attacks, a decent short-range attack, and may attempt to deny 1 enemy psychic power a turn. He does get to killing after slaying 8 models for +1 to movement, Strength, and Attack. As the new codex has stripped the Heralds of the good Loci, you're not going to be getting those kills as easily as you used to. *'''Skarbrand:''' Remains the utter frothing berserker he ever has been, utterly immune to any psychic power while sadly unable to bock for you. Note that as his wounds reach certain thresholds, his attacks actually INCREASE - so what he loses inaccuracy, he compensates for with sheer undiluted RAGE. This partially solves the main problem that you'd have with a base thirster with the big axe. Still - you're going to have to play him very cleverly, otherwise, you can expect him to get wrecked by anti-tank weapons before he reaches the enemy's front lines. He does have a ranged attack that acts like the Thirster's Hellfire, however, so he can surprise a foe cocky enough to charge him with an Overwatch shot. **Rather than the basic aura given to most Thirsters, Skarbrand's is a bit less discriminating on who benefits from it. See, now every unit within 6" gets a spare attack and auto-passes morale checks - both things that are awesome for your Bloodletters, but not for whoever you're planning on killing with the big guy, especially if they're kitted out to kill him in particular. It also forces anyone in range to roll 3d6 when falling back, preventing them if the roll exceeds the unit's Leadership, which can prove troublesome on a bad combat turn. '''Samus<sup>Legends</sup>:''' Samus, Daemon Prince of the Ruinstorm is as Khorne as it gets. A decent number of attacks that wound more often on infantry. Psykers nearby get minus 1 from their power rolls. Friendly units summoning near him get to reroll the summon. Anything not Khorne near him subtracts 1 from their LD. He's a big red rat and he's ANGRY.
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