Host of Khorne
Requirements: Your Warlord must have the Mark of Khorne or Daemon of Khorne special rule. All units must either be Khorne-aligned or Undivided. All vehicles are considered Khorne-aligned for the purposes of Warpstorm, Icons etc. No model in the army may have a Psychic Mastery level greater than 1.
Any units spawned by a Portalglyph or 'Summoned from the Warp’ Warpstorm result must be Bloodletters.
Warlord table:
Blood for the Blood God: The Warlord gains the Rampage special rule.
Skulls for the skull throne: When the Warlord kills an enemy IC or MC in close combat, you may roll twice on the Boon table and choose either result if a Chaos Marine. Chaos Daemons immediately recieve a free Lesser Reward instead.
To the slaughter!: The Warlord and all units within 6” may redeploy as per the Scout special rule. This does not grant Outflank.
Death incarnate: The Warlord’s melee weapons have the Instant Death rule
Witchbane: If the Warlord passes a roll to Deny the Witch, the casting psyker immediately suffers Perils of the Warp
From whence the blood flows: The Warlord gains +1 Attack and
FNP when he suffers his first wound
Khorne Berzerkers become a Troops Choice, regardless of Warlord choice or Primary/Secondary detachment
Helbrutes, Maulerfiends, Forgefiends and Defilers may take the Mark of Khorne for 5pts. A Helbrute with this Mark will always roll Blood Frenzy when resolving a Crazed result.
Butchers Nails are available as an upgrade for Chosen, Possessed, Terminators, Mutilators, Bikers, Raptors or Havocs that bear the Mark of Khorne.
These grant Fearless, Furious Charge and +1WS for +4pts/model on top of the usual Mark effects.
Chosen with Butchers Nails can take Juggernauts for +25pts each.
Havocs with Butchers Nails gain Preferred Enemy when shooting with Autocannons or Heavy Bolters.
Any model with Butchers Nails can take a Chainaxe for +3pts in addition to any existing equipment.
Daemons may Deep-Strike onto a friendly Icon of Wrath as though it were an Icon of Chaos.
Bloodthirsters may purchase a Locus at the same prices as a Herald of Khorne.
A Herald of Khorne may purchase an Icon of Chaos for 15pts. This may be further upgraded to a Banner of Blood for an additional 10pts.
Gifts of Khorne: These are available to any character with access to either Chaos Rewards (
CSM) or an Exalted Gift (CD). These are allowed on top of the 50pt Reward limit.
Collar of Khorne: 10pts. The bearer benefits from
2 to all Deny the Witch rolls
Blessings of the Blood God: 10pts. The bearer gains a 2 Invulnerable save against any weapon with the Force property.
Unholy Might: 15pts. The bearer gains
1 Strength. This is included for the purposes of Strength Tests, Vector Strike etc.
Obsidian Armour: 25pts. 3 Armour save. Any unit in combat with the bearer immediately loses the effects of any Blessings or Maledictions, and cannot attempt to manifest Psychic Powers.
Chaos Marines only:
Berzerker’s Glaive: 40pts. S+1, AP3, Melee, Daemon Weapon, Two-Handed, Bloodgruel. For every wound inflicted in close combat, roll a D6. On a 5+ the wielder regains a lost wound.
Butchers Nails: 15pts.
Chaos Daemons gain a new Hellforged Artefact as an option when rolling for Exalted Gifts:
Standard of Dark Insanity: 30pts. May only be taken by a Herald of Khorne with an Icon. At the beginning of every enemy shooting phase, every enemy unit within 12” of the Herald must take a Ld test. If this test is failed, the unit must forfeit any shooting and declare a charge against the closest visible enemy in their subsequent assault phase.
Khorne Ascendant: If Daemons are the primary detachment, the standard Warpstorm table is replaced with Khorne’s own.
2: The Storm Abates
3: The Dark Prince Thirsts
4: Warp Ebb
5: Dreadskull bombardment: Roll a D6 for every unengaged enemy unit on the table. On the roll of a 6, they immediately recieve a Soul Blaze counter. Models charging such affected units do not suffer the Initiative penalty for charging through cover.
6: Khorne’s Wrath
7: The Warp is calm
8: Khorne’s Wrath
9: Bloodrain: Any enemy Flying Monstrous Creatures must immediately take a Grounding check. All friendly units may reroll charge distances in the subsequent assault phase.
10: Warp Surge
11: Release the Hounds: Roll a D6 for every enemy character on the table. On the roll of a 6, they are immediately the target of 4 attacks resolved at WS7, S5, AP-. Look out Sir! may not be taken against these attacks.
12: Summoned from the Warp.