Allegiance: Khorne

Mighty Lord Of Khorne (120)

- General
- Trait: Violent Urgency

Bloodstoker (80)

- Artefact: Talisman of Burning Blood

Bloodsecrator (140)

- Artefact: The Brazen Rune

Slaughterpriest (100)

- Blood Blessing: Killing Frenzy

Slaughterpriest with Hackblade and Wrathhammer (100)

- Blood Blessing: Killing Frenzy

Slaughterpriest (100)

- Blood Blessing: Killing Frenzy

5 x Blood Warriors (100)

- Goreaxes

40 x Bloodreavers (240)

- Reaver Blades

20 x Bloodreavers (140)

- Meatripper Axes

1 x Chaos Warshrine (160)

- Mark of Chaos: Khorne

- Blood Blessing: Killing Frenzy

10 x Skullreapers (340)

- Daemonblades
- 2x Soultearers

5 x Wrathmongers (180)

Gore Pilgrims (200)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 161


Eighty-seven frothing loonies of the Skullfiend Tribe looking for skulls and we don’t really care if they’re ours.

I wanted to go all in on mortals and priests and this is the end result.

Allegience Ability

Blood Tithe

Khorne armies generate a Blood Tithe point every time a unit belonging to either player is wiped out. The most points you can have is eight, after that any further points are wasted. Additionally whenever you spend Blood Tithe points any remaining points you may have are lost. There are two ways and times you can spend Blood Tithe points.

You can spend Blood Tithe points in either players hero phase for various effects on the Blood Tithe table. I find spending two on Spelleater Curse to automatically unbind one spell cast anywhere on the board especially useful to stop a key opponent spell. As Khorne has no wizards to unbind an endless spell once it is on the table this can be a lifesaver, stopping one before it gets on the board. Three points will get you Murderlust which allows a Khorne unit from your army to either move or charge as if it was the respective phase. Eight points allows you to summon any Khorne daemon unit onto the board anywhere more than nine inches from any enemy unit.

You can also spend Blood Tithe to summon daemons at the end of the movement phase. You can summon multiple units if you have the points but any unit must be set up wholly with twelve inches of a Khorne hero and more than nine inches from any enemy unit. Being able to summon small Bloodletter units for two points or Flesh Hounds for three points to grab objectives or harass the enemies flank or rear can be a game changer.

Artefacts, Command Traits & Abilities


The Brazen Rune: Allows a once per game automatic unbind of an enemy spell. Until used this way it allows my Bloodsecrator a 2+ ignore wounds or mortal wounds from spells, given the target he usually every extra save helps. Ever since Lord Kroak on a Spellwind Vortex pulled my army apart in AOS version one this has been an auto include in my army.

Talisman of Burning Blood: Adds 1 to any run or charge rolls of any unit within eight inches of my Bloodstoker. Anything that helps my footsloggers move is a good thing.

Command Traits

Violent Urgency: Re-rolling failed charges for my general and any unit within eight inches of him. Again I prefer to buff many units rather than just the hero.

Command Abilities

Gorelord: Picking up to three Mortal Khorne units within twenty four inches of my general, those units and my general get to roll three dice and pick the highest two for charge rolls until my next hero phase.


Mighty Lord of Khorne

I love his command ability and the threat of killing anything on a 5+ after wounding gives me another options against opponents that ignore mass wounds like Morathi and Stonehorns. It should also hopefully prey on their minds and act as a Bully unit.


Acting as a totem to my sixty Bloodreavers, opening a thirty six inch aura buff (Portal of Skulls) to add an attack to Khorne units and causing a re-roll of successfully cast spells in the same radius, what’s not to love? It’s the ultimate Force Multiplier.


I’m able to pray to either snipe characters or units within sixteen inches with 1d6 mortal wounds with Blood Boil , or Blood Bind enemy units within sixteen inches to run towards my nearest unit with all three Slaughterpriests.

They also add 1 to the hit roll of a unit within sixteen inches with the killing frenzy blessing. More hits equals more skulls and a lot of my units have a lot of attacks but 4+ hit rolls so this is incredibly useful.


Adding three inches to run and charge rolls for one unit again adds mobility to my footslogging horde. That same unit can also re-roll wound rolls of 1 which is important for the Skullreapers in particular.



Other Units

Chaos Warshrine

It gives me a more mobile and survivable totem for my Bloodreavers. It provides a 6+ damage prevention roll to nearby mortal units. It has a prayer to provide a re-roll of misses for a unit within sixteen inches. Finally it has the Priest keyword which means I have another killing frenzy blessing to bestow.


Cheap chaff unit which can be buffed to buggery. Gains an extra attack if within twelve inches of a totem, hopefully another attack from the portal of skulls gives them a total of three attacks each. Their Hornblower adding one to their run and charge rolls and with a base move of six they can form a big screen or move to grab objectives.

Blood Warriors

A tax unit I have to take to get the Gore Pilgrims battalion. 


My main purpose for these is as a bully unit as when any model in the unit dies in the combat phase I can then control an enemy unit within two inches and make them attack themselves or another friendly model. It should help against monsters or things riding monsters.


My beatstick unit. They cause a mortal wound on a hit roll of 6+ in addition to any other damage. With four killing frenzies in my army this should happen a bit. If they roll a 1 for their wound roll they suffer the mortal wound instead which is where the buff from the Bloodstoker comes in handy.


Gore Pilgrims

This battalion is almost an auto include in any Blades of Khorne army. It adds six inches to the Portal of Skulls normal aura of eighteen inches, for each nearby Slaughterpriest when opened. It also allows the Slaughterpriests to re-roll their prayers and blessings which normally succeed on a 4+. 



Khorne needs no puny allies

Magic, Endless & Realm Spells

Khorne doesn’t believe in magic. Prayers and Blessings don’t count.

In-Game Guide

Option one

Charge headlong at the enemy, buffing the hell out of whichever units will hit. It doesn’t matter if you die as you’ll just replace your mortal units with summoned Daemons. This is my usual play style and is very effective in my hands but hopefully the Workbook will help me plan better.

Option two

I’ve been experimenting with a more defensive style using the Bloodreavers as chaff and concentrating my attacks, it seems more effective but I’m too impatient.


Option three

Somebody please tell me what to do, it’s why I’ve written this.

Honest Goblin