Editing
Sorcerers of Khorne
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Lore of Khorne (Warhammer Fantasy)=== Chaos Sorcerers and Sorcerer Lords may take a Mark of Khorne for 10pts. The restriction on Daemon Princes of Khorne not being able to take wizard levels is removed. A Sorcerer or Daemon Prince with the Mark of Khorne uses spells from either the Lore of Fire or the Lore of Khorne. If the player isn't using the rules for three varieties of Bloodthirster then Bloodthirsters may take up to 4 Wizard levels for 35pts each and a Herald of Khorne may be upgraded to a Wizard (Level 1) for 35pts. Bloodthirsters and Heralds of Khorne use spells from either the Lore of Fire or the Lore of Khorne. Kill! (Warriors of Chaos Lore Attribute): ''Khorne is the Embodiment of Anger and he blesses all who kill with his strength and rage.'' When a spell from the Lore of Khorne is successfully cast, roll a D6, plus one D6 for each model augmented or hexed by the spell (if any). For each result of a 6 rolled, the Wizard's Strength and Attacks are increased by 1 until the start of his next magic phase. Born of Violence (Daemons of Chaos Lore Attribute): When a Daemon casts a spell from the Lore of Khorne that causes one or more unsaved wounds, choose a unit of Bloodletters or Flesh Hounds within 12" of the caster and roll a D6 for each wound caused. If it is a unit of Bloodletters, add 1 model to the unit for each result of 5 or 6. If it is a unit of Flesh Hounds, add 1 model to the unit for each result of 6. Models are added one at a time to the back rank. If the back rank is full at any point, or the unit has a single rank of at least 5 models, the next model starts a new back rank. Models that cannot be placed (because there isn't enough room, or you do not have sufficient models) are lost. Models created in this way have no upgrades and do not award additional victory points. Bloodlust (Signature Spell; cast on a 5+): The sorcerer controls the blood of those near him, causing it to boil and froth with rage. Remains in play. Bloodlust is an augment spell cast upon a unit within 6" of the sorcerer. That unit gains the Frenzy special rule. If it already has the Frenzy special rule, then it gains the Hatred special rule. Alternatively the sorcerer may choose to extend the range of this spell to 12". If he does so, the casting value is increased to 7+. # Blood Rain (Cast on a 5+): The sorcerer causes the blood from one of the pools nearby to crystallize into spikes and rise into the air before flinging those spikes at the opponent. Blood Rain is a magic missile with a range of 12" and causes 2D6 Strength 3 hits. Alternatively, the sorcerer may increase the number of hits to 3D6; if he does so, the casting value is increased to 10+. # Shadow Blood (Cast on a 7+): The Sorcerer opens wounds on his palms and while uttering an ancient incantation, his blood bursts from the wounds. It is a more potent poison than that of any serpent and bursts into flames upon contact with anything. Shadowblood is a magic missile with a range of 24β. When cast, the caster must declare how many wounds he is using to boost the effects of the spell. The spell causes D6 Strength 5 hits with the Flaming Attacks special rule plus an extra D6 for each wound the caster expends. In addition, a unit suffering one or more wounds from this spell must immediately take a Panic test. # Blood Rush (Cast on a 7+): The sorcerer tempts his fellow khornates with the scent of blood. Remains in play. Blood Haste is an augment spell cast upon a unit within 6" of the sorcerer. That unit gains the Swiftstride and Devastating Charge special rules. Alternatively the sorcerer may choose to extend the range of this spell to 12". If he does so, the casting value is increased to 9+. # The Hounds of Tindalos (Cast on a 8+): Before Karanak was Khorne's favored, Tindalos held its position. Tindalos's end came when it was given an impossible task: take the skulls of 888 warlords within the same number of minutes. Tindalos made the task possible by splitting its essence into thousands of disembodied maws. When the task was done, Tindalos found that it could not pull itself back together. Remains in play. The Hounds of Tindalos is a hex spell cast upon a unit within 12" of the sorcerer. That unit must roll 3D6 when taking Break, Terror and Panic tests and discard the lowest die. In addition, for each point any Break, Terror or Panic test is failed by, the unit suffers a S5 hit. Alternatively all Break, Terror and Panic tests must take a 3D6 roll without discarding the lowest dice. If this is done, the casting value is increased to 12+. # Sorcerer's Hypocrisy (Cast on a 10+): Blood flows from the ground back into the bodies of the sorcerer's allies. Khorne will be angered by this and requires that those who have regained their blood pay him back. Sorcerer's Hypocrisy is an augment spell with a range of 24". The target unit instantly recovers D3+1 wounds worth of models slain earlier in the battle (cavalry counts as two models). The wounds in the unit are regained in a strict order: first, the champion is resurrected, then the musician (standard bearers are never resurrected - if the bearer been slain, the banner is gone for good), displacing rank-and-file models as required; rank-and-file models with multiple wounds (including command figures) are healed to their starting value; finally, any remaining wounds resurrect rank and file models (in the case of multiple wound rank and file models, the first resurrected model must be healed fully before the next can be healed, and so on). These models are added to the front rank until it reaches at least five models - additional models can then be added to the front or rear rank. If the unit already has more than one rank, models can only be added to the rear rank. For every wound restored the player controlling the sorcerer loses 10 victory points. # Exsanguinate (Cast on a 12+): The sorcerer rips the blood out of an enemy. Exsanguinate is a direct damage spell with a range of 12". A single character in the targeted unit must pass a Toughness test or be slain with no armour saves allowed. If the Toughness test (and Ward Save if applicable) is failed, then make the same test on another model in the target's unit. Keep doing this until one model passes the test or there are no models left to slay. This spell does not work on undead without the Vampiric special rule. Wrath of Khorne (End Times Spell; Cast on a 25+): The Sorceror calls down a Brass Skull to strike his foes. Wrath of Khorne is a direct damage spell. Place the Large Round template anywhere within 30" of the Sorceror. The template is treated as a Stone Thrower shot that does not scatter. [[category:Chaos]] [[Category:Warhammer Fantasy]] [[Category:Warhammer 40,000]] [[Category:Warriors of Chaos]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information