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===Blood Tithe=== Khorne cares not about whom the blood flows from, only that it does. Any time a unit is destroyed, you gain a Tithe Point (+1 if the unit was a {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, or {{W40kKeyword|Vehicle}}, +1 more if it was {{W40kKeyword|Titanic}}, both of these only trigger '''once per phase'''). It doesn't matter if it was your unit or the enemy's or what turn it took place, all that matters is that they're dead. You can then spend those Tithe Points for armywide buffs. *'''Spiteful Nullification (2 BTP):''' For the rest of the battle, all units gain a 5+++ against mortal wounds. *'''Rage-Fuelled Invigoration (3 BTP):''' All units gain +1 to charge. For the entire battle. Awesome. **Your dudes are often killy enough to deal with the enemy units, but getting into combat can be the real problem to solve. Well, here's a solution. *'''Wrathful Devotion (4 BTP):''' 6+++ feel no pain save. Best used to counter mass damage 1 attacks, but it's not bad against damage 2 weapons for your 2 wound berzerkers. *'''Warp Blades (4 BTP):''' Improve AP of all your melee attacks by 1. *'''Savage Guidance (5 BTP):''' +1 to hit rolls in melee. Great for countering minus one to hit armies like Harlequins. *'''Martial Excellence (5 BTP):''' 6's to hit in melee grant an additional hit. *'''Total Carnage (6 BTP):''' All units now auto-wound an a natural 6 to hit for the rest of the battle. **Great to overcome high toughness units like knights. **If combined with exploding 6's to hit, every time a 6 to hit happens: only one hit auto wounds. *'''Reborn in Blood (6 BTP):''' Allows you to resurrect Angron with 8 wounds and then deep-strike him wherever you want. 6 points costs daunting, but considering that him dying at all gives you 2 points in itself and you might find it a little more convenient to work around...as long as you didn't blow it on the rest of the army. **This gets proportionally better the higher percentage of points Angron takes up. Meaning that's this is better in 1000 point games.
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