Daemons of Khorne Abilities
Daemons of Khorne Abilities
Daemons of Khorne Abilities
Summoned forth from the Realm of Chaos by supreme acts of butchery, the Daemons of Khorne are avatars of
merciless slaughter with brazen skin and vicious, flesh-tearing fangs. Their only drive is to ensure that a river of
blood flows eternally to the throne of their dreadful master – a task they carry out with unbridled aggression.
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DAEMONS OF KHORNE BLOODSEEKERS
SKU LLMASTER ,
285 B L O OD L ETTER 80
HERALD OF KHORNE
1 5 4 3/5 1 4 4 1/4
6 5 35 4 3 10
BLO ODMASTER ,
165 FL ES H H O U N D 185
HERALD OF KHORNE
1 5 4 2/5 1 4 4 2/4
4 4 20 8 4 20
1 5 4 2/4 1 5 4 2/5
4 3 15 8 4 25
1 5 4 2/5 1 4 4 2/4
6 4 30 6 4 25
B lo o d m a s te r, He r a ld o f Kh o r n e G o r e Ho u n d
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BLADES OF KHORNE:
BLOODBOUND
The cannibal hordes of the Khorne Bloodbound have left a gore-splattered trail of devastation across the Mortal
Realms. Flesh scored with runes and spittle flying from their mouths, they charge into battle without thought of
strategy or subtlety, tearing their foes limb from limb and piling their skulls high in honour of the Blood God.
[Double] Gorefist: Pick a visible enemy [Double] Bloodbind: Pick a visible enemy
fighter within 1" of this fighter and roll a fighter within 8" of this fighter. That
dice. On a roll of 3+, allocate 3 damage enemy fighter makes a bonus move action
points to that fighter. directly towards this fighter, as if they were
jumping, a number of inches equal to the
[Double] Lashing Bone Tentacles: Pick value of this ability. When doing so, they
a visible enemy fighter within 6" of this can move away from enemy fighters within
fighter and roll 2 dice. For each roll of 4-5, 1" at the start of that move action.
allocate 1 damage point to that fighter. For
each roll of 6, allocate a number of damage
points to that fighter equal to the value of [Triple] Lord of Skulls: A fighter can only
this ability. use this ability if an enemy fighter has
been taken down by an attack action made
[Triple] Murderous Charge: Until the end by them this activation. Until the end
of this fighter’s activation, the next time of the battle round, add 1 to the Attacks
this fighter finishes a move action within characteristic of melee attack actions made
1" of an enemy fighter, pick a visible enemy by visible friendly fighters while they are
fighter within 1" of this fighter. Allocate a within 6" of this fighter.
number of damage points to that fighter
equal to the value of this ability.
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KHORNE BLOODBOUND WRATHBANDS
ASPIR ING S L AUG HTE R P R I E ST
DEAT H BRINGE R 165 W ITH B L O O D BATHE D A XE 195
1 4 4 2/4 2 3 4 3/5
4 5 25 4 4 30
2 3 4 3/6 1 4 4 2/4
4 4 28 3 3 4 1/4 4 4 30
E XALTE D D EAT H BR I N G ER
WITH RUI N O U S AX E 185 B L O OD S ECRATOR 160
1 4 4 3/5 1 3 4 2/5
4 4 28 4 5 25
MI GHTY L ORD
SKU LL GR IND E R 180 OF K H ORN E 215
2 2 5 3/6 1 5 4 2/5
4 5 28 4 5 32
Ex a l te d De a t h b r i n ge r S la u g h te r p r ie s t Aspir ing
with Ruinous Axe w i t h B lo o d b a t h e d A x e De a t h b r i n ge r
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MIGHTY L OR D OF K H OR N E
O N J UGG ER N AUT 280 S K U L L S EEK ER 160
1 5 4 2/6 1 4 4 2/4
6 6 38 4 4 25
3 3 4 1/4 1 4 4 2/4
1 4 4 2/4 4 4 25 4 4 20
B L O OD REAV ER
SKU LLH U NTE R 260 CHI EFTAI N 120
1 5 4 2/5 1 5 3 2/4
6 6 35 5 3 15
2 6 4 2/4
4 4 25
B lo o ds to k e r Mig h t y L o r d o f Kh o r n e Wr a t h m a s te r
o n Ju gge r n a u t
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B LO O DR E AV E R W IT H
RE AV ER B L AD E S 65 W RATHM ON GER 140
1 4 3 1/3 2 5 4 1/4
5 3 10 4 4 20
B LO O DR E AV E R W IT H
M E ATR I P P E R AX E 65 K H ORGORATH 205
1 3 4 1/3 1 3 5 4/8
5 3 10 4 4 30
1 3 4 2/4 1 4 4 2/5
4 4 15 6 6 30
1 4 4 2/4 2 3 5 2/6
4 4 15 6 6 30
BLOOD WARRIOR
WITH GOREGLAIVE 110 FLESH HOUND 180
1 3 5 2/5 1 4 4 2/4
4 4 15 8 4 20
SKU LL R E A P E R 130
1 4 4 2/4
4 4 20
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DISCIPLES OF TZEENTCH:
DAEMONS
The Daemons of Tzeentch are as bizarre and unpredictable as the god from whom they were spawned. Capering
across the battlefield in a riot of colour and magic, they overwhelm their foes with sizzling spell-bolts, lashing
talons and gouts of blistering wyrdflame, exulting as their hapless victims are consumed by the fires of change.
[Reaction] Twist of Fate: A fighter can [Double] Blue Fire: Pick a visible enemy
make this reaction after they are targeted fighter within 9" of this fighter and roll
by an attack action but before the hit rolls 2 dice. For each roll of 4-5, allocate 1
are made. Pick one of the hit rolls, and damage point to that fighter. For each
change the value of one of your [doubles] roll of 6, allocate a number of damage
to that value. points to that fighter equal to the value of
this ability.
[Reaction] Split: A fighter can make this [Triple] Master of Destiny: Until the end
reaction when they are targeted by an of the battle round, add the value of this
attack action, after the damage is totalled ability to the value of other abilities (to a
but before it is allocated to this fighter. Set maximum of 6) used by friendly fighters
up 2 new fighters with the Disciples of within 12" of this fighter.
Tzeentch: Daemons ( ) faction runemark
and the Warrior ( ) runemark on the
battlefield within 3" of this fighter. Then, [Triple] Pink Fire: Pick a visible enemy
this fighter is taken down. In a campaign fighter within 9" of this fighter and roll 9
battle, do not make an injury roll for dice. For each roll of 4+, allocate 1 damage
this fighter. point to that fighter.
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DAEMONS OF TZEENTCH FATETWISTER BANDS
FLUX MASTE R WITH S CREAMER OF
STAFF OF CH A NGE 240 TZ EEN TCH 210
2 3 4 2/5 12 3 25 12 3 18
1 4 4 2/4 12 3 25 1 3 3 1/4 4 3 12
C H A NG E CAST E R W IT H
STA F F O F C H AN G E 160 B LU E H ORROR 90
2 2 4 2/5 4 3 20 1 3 3 1/3 4 3 8
C H A NG E CAST E R W IT H B RI MSTON E
RITU A L DAG G E R 160 H ORRORS 65
1 3 4 2/4 4 3 20 1 3 3 1/2 4 3 6
I RIDES CE NT FL AMER OF
H O RROR 170 TZ EEN TCH 165
1 4 3 2/4 4 3 16 1 2 3 2/4 8 3 15
EXALTED FL AMER
PYRO CASTE R 205 OF TZ EEN TCH 220
1 2 3 2/4 8 3 20 1 2 3 2/4 8 3 25
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DISCIPLES OF TZEENTCH:
ARCANITES
From the shadows of civilisation, the Arcanite cabals weave sinister plots and twist the strands of fate according
to the desires of their master, Tzeentch. When called to war, throngs of sorcerous cultists fight alongside trilling
beastkin and mutated mortal champions, stoking the flames of change through their arcane mastery.
[Triple] Guided by the Past: Add the [Quad] Lord of Fate: Until the end of
value of this ability to the damage points the battle round, add 1 to the Attacks
allocated to enemy fighters by each hit characteristic of melee attack actions made
and critical hit from the next melee by visible friendly fighters while they are
attack action made by this fighter in this within 9" of this fighter.
activation that targets an enemy fighter
that has activated this battle round.
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TZEENTCH ARCANITE COVENS
MAG I STE R ON DIS C GAU NT S U MM ONE R ON
O F T ZE E NTCH 245 D I S C O F TZE E NTCH 255
1 4 4 2/4 10 4 25 1 4 4 2/4 10 4 28
1 3 4 1/4 4 3 20 1 3 4 1/4 4 3 22
T ZAANGOR CU RS EL I N G,
S HAM AN 250 EY E OF TZ EEN TCH 205
1 4 4 2/4 10 4 28 2 4 4 2/5 4 5 28
O G ROID
T HAU M ATU RGE 225
3-15 2 3 3/6
2 4 5 2/5 4 4 32
C u r s e l i n g , E y e o f T z e e n tc h G a u n t S u m m o n e r o f T z e e n tc h Tzaangor Shaman
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EN L I GHTEN ED
FAT EM ASTE R 255 AV I ARCH 200
2 4 4 2/5 2 5 4 2/4
10 4 25 5 4 22
2 2 3 1/4 4 4 15 10 4 26
5 4 20 1 4 4 2/4 10 4 22
S k y f i r e Av ia r c h E n lig h te n e d Av ia r c h o n T z a a n g o r E n lig h te n e d o n
D is c o f T z e e n tc h D is c o f T z e e n tc h
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TZA A N G O R W IT H PAI R KAI RI C AC O LY TE WITH
O F S AVAG E B L AD E S 75 PAI RE D CU RSE D BLAD E S 90
5 3 15 1 4 3 1/3 4 3 10
5 4 15 1 2 3 1/3 4 4 10
TZAANGOR WITH K AI RI C AC O LY TE
SAVAGE GREATBLADE 105 WITH V U L CHARC 90
5 3 15 1 3 3 1/3 4 3 10
1 4 3 1/4 2 4 4 2/4
5 3 15 5 4 18
1 3 3 1/3 4 4 10 10 4 22
2 2 3 1/4 4 4 10 1 4 4 2/4 10 4 18
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MAGGOTKIN OF NURGLE:
DAEMONS
The daemons of Nurgle trudge to battle amidst the sounds of gloomy droning, buzzing flies and clanging bells.
From the lowliest Nurgling to the lolloping Beasts of Nurgle, they are frightening propositions in battle, for they
are nearly impossible to slay and even the merest scratch from their pestilent weapons can prove fatal.
S p o il p ox S c r i ve n e r
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DAEMONS OF NURGLE BEFOULED BANDS
POX B RINGE R 130 B EAST OF N U RGL E 150
1 4 4 2/5 3 4 20 4 4 30
2 2 5 3/5 1 4 4 2/4
3 4 22 6 4 30
S LO P P ITY
130 N U RGL I N GS 105
B ILEPIP E R
1 3 4 2/4 1 6 3 1/3
4 4 20 5 3 20
PLAG UE R ID D E N 90
1 4 3 2/4
3 4 15
1 5 4 2/4
6 4 35
PLAG UE BE AR E R 50
1 3 3 1/4
3 4 10
S lo p p i t y B ile p i p e r
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MAGGOTKIN OF NURGLE:
ROTBRINGERS
Only the foulest warriors can hope to gain the pestilent favour of Nurgle. Their bodies are swollen and distended by
ravaging plagues; their weapons are covered in disease-ridden filth that can slay a warrior as surely as any poison.
They advance into battle at a slow but unstoppable pace, chortling as they spread their Grandfather’s gifts.
R o t b r i n ge r S o r c e r e r L o r d o f Pla g u e s
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NURGLE ROTBRINGERS GALLOWBANDS
P UTR I D B L I G HTK I N G W ITH
LO RD OF P LAGUE S 170 B L I G HTE D W E A P O N 110
1 3 5 3/5 1 3 4 2/4
3 4 32 3 4 25
1 3 4 2/5 1 2 4 2/4
3 5 32 3 5 25
2 4 5 3/5 2 4 4 1/4
6 4 42 3 4 25
2 3 3 1/4 3 3 22 3 4 25
2 4 4 2/4 2 4 5 2/5
6 4 25 6 4 38
1 3 4 2/5
3 4 30
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