Marks of Chaos: Khorne


Khorne--Chaos armour/Frenzy

The free Chaos armour is the best part of the Mark of Khorne, it is 4+ save magical armour that does not hinder movement, this combined with a Chaos steed/barding and shield will give the character a 1+ save! This makes the Khorne characters very difficult to kill--especially if you take my advice and give them a protective magic item as well. Note that because the Chaos armour is not removable the Khorne Lord cannot make use of the Sword of Destruction magic item.

With the new frenzy rules the Khorne characters have been substantially weakened, they now start the game with double attacks, but at the end of each round of combat that they fight in they must roll 2d6. If they roll over the total number of attacks they, have they suffer no ill effects. If they roll under the total number of attacks they lose one attack from their basic profile, which in effect means they lose two attacks. Khorne Lords with their 10 total attacks will be lucky not to drop to 6 total attacks after just two combat rounds.

Additionally, if a frenzied character (or unit for that matter) loses a round of combat then they lose frenzy. Note that this is much different from 4th ed, as you no longer have to be broken to lose frenzy, you just need to lose a round of combat. Another point about frenzy to be concerned about is the mandatory charge/pursue rules for frenzy. If your Khorne character (or unit with the Banner of Rage) is within charge distance of an enemy they must charge, there is no way out of it! Also, when the enemy breaks they must always pursue. This can be used by clever opponents to either set you up for a charge or to make you come into an area that you would much rather not go into. (the line of sight of a Helblaster volleygun, or a forest for example) So watch out for decoy units.

Another thing to be aware of is if your Khorne character is in a unit that is slower than he is, then your opponent can force the character to charge while leaving the protection of his unit behind because of the speed difference. This tactic can leave your character out in the open and very vulnerable to enemy war machines.

With the advent of 5th ed., Khorne characters have been weakened considerably. You need to be extremely careful in your deployment, and movement to be sure not to get caught in a mandatory charge that you don't want. You also need to be careful to pick your battles, a clever opponent will sacrifice low victory point units/characters/monsters to your Khorne Lord just to make him lose attacks so that he isn't as dangerous in the later stages of the game. Khorne characters can still be very destructive, they just require more careful play now.

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