Cavelcade Of Khorne
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
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.
Operatives
1. 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
Gifts Of KhorneBrass StampedeTear The VeilThe Blood Tally2. 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
Tear the VeilIcon of Endless SlaughterThe Blood TallyBrass Stampede3. 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
Tear the VeilThe Blood TallyBrass StampedeBrass Call of the Hunt4. Bloodletter
A 2
M 8"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hellblade (Rending) | 4 | 3+ | 3/5 |
Abilities
Warp BeaconThe Blood Tally5. Bloodletter
A 2
M 8"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hellblade (Rending) | 4 | 3+ | 3/5 |
Abilities
Warp BeaconThe Blood TallyInactive 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.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight 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.
Strategy Ploys
Strategy: 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.
Strategy: 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.
Strategy: 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.
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
Blood Offering
Firefight Ploy(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.
Furious Reposte
Firefight Ploy(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.
Boundless Rage
Firefight Ploy(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.
Blood for the Blood God!
Strategy Ploy(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.
Brass Armor of Khorne
Strategy Ploy(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.
Lure of the Arena
Strategy Ploy(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.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Plant Banner
SecurityReveal: 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.
Martyrs
SecurityReveal: 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.
Envoy
SecurityReveal: 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.