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===<span style="color:#8b0000;">Battle Traits</span>=== 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
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