Cavelcade Of Khorne

Homebrew by dylanedwards926

“When the veil thins, they do not march—they stampede. The Cavalcade does not seek tactical conquest or territory. They are an engine of accelerating slaughter, sent into the tightest corridors of the mortal world to shatter defenses, trample bone into powder, and ensure that the blood flows without pause.”

100% positive
Composition

1 SKULLMASTER 1 ICON BEARER 1 MUSICIAN 2 BLOODLETTER VANGUARD

Common Abilities and Options

Brass Stampede:
When completing a charge roll a D6, on a 5+ inflict 1D3 mortal wounds

The Blood Tally:
FACTION RULE: THE BLOOD TALLY

Khorne cares not from whence the blood flows, only that it flows without cease. Every severed limb, every shattered armor plate, and every dying scream is a prayer answered in blood. As the battlefield turns into a slaughterhouse, the sheer volume of offerings thins the veil, filling your daemonic horde with a blinding, intoxicating fury that hardens their brass armor and sharpens their hellblades to a razor edge.

Managing the Tally During the battle, you must maintain a collective Blood Tally resource pool.Your pool starts the game at 0 Blood Points.The maximum number of Blood Points your team can hold at any time is 8.

Earning Blood Points You must instantly add 1 Blood Point to your Blood Tally whenever any of the following events occur on the killzone:

  • An enemy operative is incapacitated.
  • A friendly operative is incapacitated (Khorne welcomes all sacrifices).
  • A friendly Rider operative retains a Critical Hit during a Melee combat sequence.

The Tiers of Slaughter As the Blood Tally rises, your team collectively unlocks permanent, passive combat enhancements. Your team operates at the highest Tier they have reached based on your current Blood Points:

💀 Tier 1 (0–2 Blood Points): Standard Rage The daemons fight with their baseline, transactional hatred. No extra bonuses are applied.

💀 Tier 2 (3–5 Blood Points): Unstoppable Furor The air grows heavy with the smell of copper, and the Juggernauts begin to violently paw the ground. Effect: Each time a friendly Rider operative fights in combat, the first normal hit you resolve inflicts +1 additional damage to the target.

💀 Tier 3 (6+ Blood Points): The Murder-Gorge The battlefield is completely slick with gore. The daemons have entered a state of pure, transcendent butcher-madness where every swing is a decapitating blow. Effect: Add 1 to both the Normal and Critical Damage stats of all melee weapons carried by friendly Khorne operatives.

Tear the Veil:
FACTION RULE: TEAR THE VEIL The material realm is a fragile cage, and the scent of spilled blood is the key that unlocks it. While the foot-soldiers of the Blood God must walk the physical earth to draw first blood, the heavy shock cavalry wait in the raging currents of the Empyrean, listening for the screams that will anchor them to reality.

During the Set Up Operatives step of mission instructions: You must deploy your two Bloodletter Vanguard operatives onto the battlefield normally.Your three Bloodcrusher Rider operatives (including your Skullmaster) do not deploy on the battlefield. Instead, place them to one side; they are considered to be Waiting in the Warp.

Materialization Step At the start of the Firefight Phase of Turning Point 2 or Turning Point 3, before any player activates an operative, you may materialize your riders.One by one, choose a friendly Rider operative waiting in the warp and deploy them onto the battlefield. They must be placed according to the following restrictions:Wholly within 6" of a living friendly Bloodletter Vanguard operative.More than 1" away from any enemy operatives.If all friendly Bloodletter Vanguard operatives have been incapacitated before Turning Point 2, the psychic anchor is broken. Your riders must instead materialize wholly within 3" of your own drop zone board edge.

Unstoppable Momentum Operatives that deploy via Tear the Veil are bursting with the kinetic energy of the warp. During the Turning Point in which they materialize, they gain the following benefits:They may perform a Charge action even if they have already performed a Move or Dash action during that phase.Their first Melee attack in their subsequent activation gains the Relentless special rule as they crash into the mortal line

Skullmaster
A 4
M 10"
S 3+
W 24
Weapons
ATK
HIT
DMG
Blade of Blood (Lethal 5+)
5
3+
4/6
Juggernaut's Bladed Horn (Ceaseless, Piercing 1)
6
4+
3/5
Abilities
Brass StampedeGifts Of KhorneTear The VeilThe Blood Tally

Gifts Of Khorne: At the start of the turning point, choose 2 gifts of Khorne for this Operative

Crown of Brass: Friendly riders within 6" can reroll defense dice against shooting attacks.

Decapitating Strike: The Blade of Blood gains the Severe rule.

Stoke the Rage: Unique 1 AP Action. Instantly add 2 points to your team's collective Blood Tally.

Tear The Veil: FACTION RULE: TEAR THE VEIL The material realm is a fragile cage, and the scent of spilled blood is the key that unlocks it. While the foot-soldiers of the Blood God must walk the physical earth to draw first blood, the heavy shock cavalry wait in the raging currents of the Empyrean, listening for the screams that will anchor them to reality.

During the Set Up Operatives step of mission instructions: You must deploy your two Bloodletter Vanguard operatives onto the battlefield normally.Your three Bloodcrusher Rider operatives (including your Skullmaster) do not deploy on the battlefield. Instead, place them to one side; they are considered to be Waiting in the Warp.

Materialization Step At the start of the Firefight Phase of Turning Point 2 or Turning Point 3, before any player activates an operative, you may materialize your riders.One by one, choose a friendly Rider operative waiting in the warp and deploy them onto the battlefield. They must be placed according to the following restrictions:Wholly within 6" of a living friendly Bloodletter Vanguard operative.More than 1" away from any enemy operatives.If all friendly Bloodletter Vanguard operatives have been incapacitated before Turning Point 2, the psychic anchor is broken. Your riders must instead materialize wholly within 3" of your own drop zone board edge.

Unstoppable Momentum Operatives that deploy via Tear the Veil are bursting with the kinetic energy of the warp. During the Turning Point in which they materialize, they gain the following benefits:They may perform a Charge action even if they have already performed a Move or Dash action during that phase.Their first Melee attack in their subsequent activation gains the Relentless special rule as they crash into the mortal line

75Khorne Daemon, Mounted,
Icon Bearer
A 4
M 10"
S 3+
W 24
Weapons
ATK
HIT
DMG
Juggernaut's Bladed Horn (Ceaseless, Piercing 1(on charge))
4
4+
3/5
Hellblade (Rending)
4
3+
4/5
Abilities
Brass StampedeIcon of Endless SlaughterTear the VeilThe Blood Tally

Icon of Endless Slaughter: Gore-Slicked Reality (Aura): Friendly Bloodletter Vanguard operatives within 6" of this operative add +1" to their Charge distance.

Claim the Field: While this operative is within 3" of an objective marker, it counts as three operatives for the purpose of controlling that objective

75Bloodcrusher, Chaos Daemon, Mounted
Horn Blower
A 4
M 10"
S 3+
W 24
Weapons
ATK
HIT
DMG
Hellblade (Rending)
4
3+
4/5
Juggernaut's Bladed Horn (Ceaseless, piercing 1 (on charge))
6
4+
3/5
Abilities
Brass Call of the HuntBrass StampedeTear the VeilThe Blood Tally

Brass Call of the Hunt: Bellow of Khorne (1 AP): Once per turning point, this operative can sound its horn. Choose one of the following effects to last until the end of the Turning Point:Stoke the Charge: Friendly Khorne operatives can perform a Dash action for 0 AP if it ends closer to an enemy operative.

Deafening Echo: Enemy operatives within 8" of this operative suffer a -1 penalty to their APL stat when they activate, as the terrifying noise paralyzes their communication.

75Bloodcrusher, Chaos Daemon, Mounted
Bloodletter
A 2
M 8"
S 5+
W 7
Weapons
ATK
HIT
DMG
Hellblade (Rending)
4
3+
3/5
Abilities
The Blood TallyWarp Beacon

Warp Beacon: Forward Deployment: During setup, your 2 Bloodletters can deploy up to 3" outside your standard drop zone, hiding behind heavy terrain.

Warp Beacon: Your 3 Bloodcrusher riders start the game in the Warp. On Turning Point 2, when a rider deploys, they can materialize anywhere within 6" of a living Bloodletter, letting you drop your heavy cavalry directly into the enemy's flanks.

32Chaos Daemon, Khorne, Scout
Equipment

Brass Collar of Khorne:
Bloodletter Vanguard operative only.The operative wears a heavy, spiked collar forged from brass taken from the foot of the Skull Throne. It hums with an anti-psychic resonance that grounds reality.

Effect: Enemy operatives within 🔲 (3") of this operative cannot use psychic abilities, unique ploys, or actions with the Magic/Psychic keyword. Furthermore, this operative gains a 4+ Invulnerable Save against any shooting attacks that originate from an enemy weapon with the Indirect or Blast rules.


Phial of Daemonic Blood:
Max 1 per team. Any operative. A glass vial containing the boiling, pressurized blood of a Greater Daemon. If shattered, it coats the user in a volatile, burning shield.

Effect: The first time this operative is reduced to 0 Wounds, roll a D6. On a 4+, it is not incapacitated. Instead, it remains on the battlefield with 1 Wound remaining, and the enemy operative that struck the blow instantly suffers 2 Mortal Wounds from the splashing daemonic ichor.


Banner of the Blood God:
Bloodcrusher Icon Bearer operative only. This minor standard is soaked in the essence of a thousand slaughterhouses, causing the local gravity of the warp to shift violently around the bearer.

Effect: Once per battle, when this operative performs the Gore-Slicked Reality aura ability, you can double its range from 6" to 12" until the end of that Turning Point.


Gore drenched Trophy:
Bloodcrusher Rider operative only. Severed heads and shattered armor plates hang from the Juggernaut’s mechanical flank, radiating an aura of pure, paralyzing terror.

Effect: Enemy operatives must subtract 1 from their Weapon Skill and Ballistic Skill stats (to a maximum of 5+) while they are within Engagement Range of this operative.


Hellblade Sharpener:
Bloodletter Vanguard operative only.The operative carries a whetstone dipped in sacrificial blood, honing their blade to an impossible, soul-cutting edge.

Effect: Select one Hellblade carried by this operative. For the duration of the battle, that weapon gains the Lethal 5+ special rule.


Ploys

Firefight - Blood Offering:
(1 CP or 1 Blood Point)As a foot scout falls, their sudden banishment rips open a temporary tear in reality.

Trigger: A friendly Bloodletter Vanguard operative is incapacitated.

Effect: Immediately add +2 points to your team's Blood Tally. Additionally, choose one friendly Rider operative currently waiting in the Warp. You may immediately deploy that rider onto the battlefield within 3" of the spot where the Bloodletter was destroyed.


Firefight - Furious Reposte:
(1 CP or 2 Blood Points)Khorne cares not from whence the blood flows, but he demands immediate vengeance.

Trigger: An enemy operative strikes a friendly Khorne operative in close combat.

Effect: Before the enemy resolves their damage, roll a D6. On a 4+, your operative immediately inflicts 2 Mortal Wounds on the attacker as the brass armor spikes or the daemon's acidic blood splashes back at them.


Firefight - Boundless Rage:
(1 CP or 2 Blood Points)A Khorne daemon does not tire; a kill only resets their momentum.

Trigger: A friendly Rider operative incapacitates an enemy operative in close combat during its activation.

Effect: If that friendly rider has actions remaining, it can immediately perform a free 3" Dash action, even if it has already moved or dashed this turn, allowing it to lock another target in engagement range.


Strategic - Blood for the Blood God!:
(1 CP or 2 Blood Points)The scent of spilled blood drives the Juggernauts into a frenzy.

Effect: Until the end of the turning point, each time a friendly Rider operative performs a Charge action, it can add +1" to its movement distance. Furthermore, its Juggernaut Bladed Horns gain the Relentless special rule for the duration of that combat.


Strategic - Brass Armor of Khorne:
(1 CP or 2 Blood Points)The heavy collars and plates forged in the furnaces of the Citadel of Brass harden against enemy fire.

Effect: Until the end of the turning point, each time a shooting attack is allocated to a friendly Rider operative, you can re-roll one of your defense dice.


Strategic - Lure of the Arena:
(1 CP or 3 Blood Points)The daemons project an aura of bloodlust that forces enemies to stand and fight.

Effect: Until the end of the turning point, enemy operatives cannot perform a Fall Back action while they are within the Engagement Range of a friendly Rider operative.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.