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New Roster (1001pts)

Codex: Khorne Daemonkin (Chaos KD Blood Host Detachment) (1001pts)

Core (731pts)

Slaughtercult (731pts)
Blood Sacrifice, Boon of Khorne, Chosen of Khorne

Bloodletters (85pts)
Upgrade one Bloodletter to Bloodreaper (5pts)
Blood for the Blood God!, Daemon of Khorne, Deep Strike, Fearless, Skulls for the Skull Throne!

8x Bloodletters (80pts)
8x Hellblade

Bloodletters (85pts)
Upgrade one Bloodletter to Bloodreaper (5pts)
Blood for the Blood God!, Daemon of Khorne, Deep Strike, Fearless, Skulls for the Skull Throne!

8x Bloodletters (80pts)
8x Hellblade

Chaos Cultists (59pts)


Blood for the Blood God!, Mark of Khorne

Cultist Champion (17pts)


Autogun (1pts), Close Combat Weapon, Improvised Armour
Skulls for the Skull Throne!

7x Cultists (42pts)
7x Close Combat Weapon, 7x Improvised Armour

Chaos Cultists (59pts)


Blood for the Blood God!, Mark of Khorne

Cultist Champion (17pts)


Autogun (1pts), Close Combat Weapon, Improvised Armour
Skulls for the Skull Throne!

7x Cultists (42pts)
7x Close Combat Weapon, 7x Improvised Armour

Chaos Lord (258pts)


Combi-Bolter (3pts), Frag Grenades, Juggernaut of Khorne (45pts), Kor'lath, The Axe of Ruin (60pts), Krak Grenades, Sigil
of Corruption (25pts), The Blood-forged Armour (50pts)
Blood for the Blood God!, Caged Fury, Decapitating Blow, Fearless, Independent Character, Mark of Khorne, Skulls for the
Skull Throne!

Possessed (185pts)
Blood for the Blood God!, Daemon of Khorne, Fearless, Fleet, Mark of Khorne, Vessels of Chaos

Chaos Rhino (35pts)


Combi-bolter, Searchlight, Smoke Launchers
Access Points: Rhino, Blood for the Blood God!, Fire points: Rhino, Repair, Transport Capacity: Rhino

4x Possessed (120pts)
4x Close Combat Weapon, 4x Power Armour

Possessed Champion (30pts)


Close Combat Weapon, Power Armour
Skulls for the Skull Throne!

Name Unit Type WS BS S T W I A Ld Save


Bloodletters Infantry 5 5 4 3 1 4 1 7 6+/5++

Bloodreaper Infantry (Character) 5 5 4 3 1 4 2 7 6+/5++

Chaos Cultists Infantry 3 3 3 3 1 3 1 7 6+

Chaos Lord (Sigil of Corruption, Juggernaut of


Cavalry 6 5 4 5 4 5 4 10 3+/4++
Khorne)

Cultist Champion Infantry (Character) 3 3 3 3 1 3 2 8 6+

Possessed Infantry 4 4 5 4 1 4 2 9 3+/5++

Possessed Champion Infantry (Character) 4 4 5 4 1 4 2 9 3+/5++

Name BS Front Side Rear HP Type

Chaos
4 11 11 10 3 Vehicle (Tank)
Rhino

Name Description

Improvised
Confers a 6+ Armour save.
Armour

Juggernaut of
Changes unit type to Cavalry. Confers +1 Toughness, +1 Attacks and +1 Wounds
Khorne

Power Armour Confers a 3+ Armour save

Night fighting only. It can illuminate a target it has fired at. Illuminates itself in the process (illuminated units
Searchlight
loses Night Fighting benefits)

Sigil of
Confers a 4+ Invunerable save.
Corruption

Once per game, instead of shooting or flat out movements/running, the vehicle can activate smoke
Smoke
launchers. May not fire its weapons that turn but recieves a 5+ cover save until next player turn.
Launchers
Unaffected by weapon destroyed, crew shaken and crew stunned results.

The Blood-
Confers a 3+ Armour save, Feel no Pain and Eternal Warrior.
forged Armour

Name Range Strength AP Type

Assault Grenades 8" 3 - Assault 1, Blast

Autogun 24" 3 - Rapid Fire

Autopistol 12" 3 - Pistol

Close Combat Weapon - User - Meele

Combi-Bolter 24" 4 5 Rapid Fire, Twin-linked

Hellblade - User 3 Melee

Kor'lath, The Axe of


- User 2 Melee, Caged Fury, Decapitating Blow, Specialist Weapon
Ruin

Krak Grenades 8"/ - 6 4 Assault 1/ -

Auxiliary (270pts)

Gorepack (270pts)
Move through Cover, Preferred Enemy (Psykers), Run them to Ground!

Chaos Bikers (84pts)


Blood for the Blood God!, Mark of Khorne

Biker Champion (40pts)


Bolt Pistol, Chainaxe (8pts), Chaos Bike, Frag Grenades, Krak Grenades, Power Armour, Twin-Linked Boltgun
Skulls for the Skull Throne!

2x Bikers (44pts)
2x Bolt Pistol, 2x Chaos Bike, 2x Close Combat Weapon, 2x Frag Grenades, 2x Krak Grenades, 2x Power Armour, 2x
Twin-Linked Boltgun
Chaos Bikers (106pts)
Blood for the Blood God!, Mark of Khorne

Biker Champion (62pts)


Axe of Khorne (30pts), Bolt Pistol, Chaos Bike, Frag Grenades, Krak Grenades, Power Armour, Twin-Linked Boltgun
Decapitating Blow, Skulls for the Skull Throne!

2x Bikers (44pts)
2x Bolt Pistol, 2x Chaos Bike, 2x Close Combat Weapon, 2x Frag Grenades, 2x Krak Grenades, 2x Power Armour, 2x
Twin-Linked Boltgun

Flesh Hounds (80pts)


Blood for the Blood God!, Daemon of Khorne, Deep Strike, Fearless, Scout

5x Flesh Hounds (80pts)


5x Collar of Khorne

Name Unit Type WS BS S T W I A Ld Save

Biker
Bike (Character) 4 4 4 5 1 4 2 9 3+
Champion

Bikers Bike 4 4 4 5 1 4 1 8 3+

Flesh Hounds Beasts 5 0 4 4 2 4 2 7 6+/5++

Name Description

Chaos Bike Models with this item change their unit type to Bike.

Collar of
A Unit containing 1 or more collar of Khorne adds +2 to all Deny the Witch rolls.
Khorne

Power Armour Confers a 3+ Armour save

Name Range Strength AP Type

Assault Grenades 8" 3 - Assault 1, Blast

Axe of Khorne - User 2 Melee, Decapitating Blow, Specialist Weapon

Bolt Pistol 12" 4 5 Pistol

Boltgun 24" 4 5 Rapid Fire

Chainaxe - User 4 Melee

Close Combat
- User - Meele
Weapon

Krak Grenades 8"/ - 6 4 Assault 1/ -

Roster Rules
Blood Frenzy (Chaos KD Blood Host Detachment): At the beginning of your turn, before deciding to spend blood tithe points, you
automatically generate an additional Blood Tithe.
Chosen of Khorne (Chaos KD Blood Host Detachment): If this detachment is your primary detachment, you may re-roll the result of the
Warlord traits in Codex: Khorne Daemonkin.

Selection Rules
Access Points: Rhino: 2 Side access points, 1 Rear access point.
Blood for the Blood God!: A Khorne Daemonkin army generates Blood Tithe points that the player keeps track of (up to a max of 8 Tithes).
These Blood Tithes are earned by:

1. A unit containing this rule either being completely destroyed, or completely destroying an enemy unit.
2. A Character with this rule is either slain, or slays an enemy character in a challenge.

At the start of the player turn, the player may choose to spend the Blood Tithes (Blood Tithe chart is found in Codex: Khorne Daemonkin). The
remaining Blood Tithes are then lost as part of the purchase. The player may still continue to harvest Tithe after all purchases.
Blood Sacrifice: If a cultist unit fails a morale check, you can choose to remove the remaining models as casualties.
Boon of Khorne: When you choose a Blood Tithe result on the table, select a second Tithe (that is both under 4 Tithe's and under the original
Tithe reward) and that Tithe is applied as well. The second Tithe affects all units in the formation and lasts until end of turn.
Caged Fury: When the bearer reaches 0 wounds or is removed as a casualty, you may Summon a Bloodthister of Unfettered Fury within 6" of
it before removing the model. At the end of the Controlling players turn, the Bloodthirster loses D3 wounds automatically, with only Invunerable
saves allowed against these wounds.
Chosen of Khorne: If this formation is the Primary detachment, you may re-roll the result of the Warlord Traits table.
Daemon of Khorne: Confers Furious charge, Daemon and Hatred (Slaanesh) to its models. Hammer of Wrath from chariots are resolved at
Strength 7.
Decapitating Blow: Any to-wound roll of a 6 inflicted by this weapon causes Instant Death.
Deep Strike
Fearless
Fire points: Rhino: Two models can fire from the top hatch.
Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge
ranges (such as a single D6 from a charge range roll, for example).
Independent Character
Mark of Khorne: Confers Rage and Counter-attack to the model.
Move through Cover: A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult
terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and
picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.
Preferred Enemy (Psykers)
Repair: If a Chaos Rhino is Immobilised, then in subsequent turns it may attempt to repair itself instead of shooting. To make the attempt, roll
a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful repair does not restore a Hull Point.
Run them to Ground!: Flesh hounds in this formation have Hammer of Wrath. Chaos bikers have shred on their Hammer of Wrath attacks.
Scout
Skulls for the Skull Throne!: Model must issue and accept challenges. If multiple models have this rule then the controlling player chooses.
Transport Capacity: Rhino: Can carry 10 models. Cannot carry Bulky, Very Bulky or Extremely Bulky models.
Vessels of Chaos: At the start of each fight sub-phase, roll a D3 on the mutation table provided in Codex: Khorne Daemonkin for each friendly
Possessed unit locked in combat. The unit (and all models in it,) recieves the corresponding result until the end of the Game Turn.

D3 / Mutation
1 Strength of the Damned: The Possessed re-roll all failed To Wound rolls.
2 Vorpal Claws: The Possessed s Melee weapons are AP3.
3 Supernatural Speed: The Possessed gain +1 Attack and +1 Initiative.

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