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=====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. *'''[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.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. {{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... *'''[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. *'''[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). *'''[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. * '''[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.
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