★ Khorne ★
QTY | Position | Cost | MA | ST | AG | PA | AV | Skills & Traits | Pri | Sec |
---|---|---|---|---|---|---|---|---|---|---|
Bloodborn Marauder Linemen | 50k | 6 | 3 | 3+ | 4+ | 8+ | Frenzy | GM | AS | |
Khorngors | 70k | 6 | 3 | 3+ | 4+ | 9+ | Horns, Juggernaut | GMS | AP | |
Bloodseekers | 110k | 5 | 4 | 4+ | 6+ | 10+ | Frenzy | GMS | A | |
Bloodspawn | 160k | 5 | 5 | 4+ | – | 9+ | Claws, Frenzy, Loner (4+), Mighty Blow (+1), Unchannelled Fury | MS | AG | |
Rerolls | 60k | Apothecary: Yes | ||||||||
Special Rules | Favoured of Khorne |
Create your team roster
Khorne Team Strengths:
- Lots of Frenzy
- Pretty Strong
- Access to Mutations
Khorne Team Weaknesses:
- Lots of Frenzy
- Lacking core skills
- Bad at passing
Khorne Star Players
Akhorne The Squirrel, Glart Smarship, Grak & Crumbleberry, Grashnak Blackhoof, Hakflem Skuttlespike, Helmut Wulf, Kreek Rustgouger, Lord Borak the Despolier, Max Spleenripper, Morg ‘n’ Thorg, Scyla Anfingrimm
Starting Roster Khorne Team – 1.000.000 GP
3 Rerolls Khorne
QTY | Players / Extras | Cost |
---|---|---|
4 | Bloodborn Marauder Linemen | 200k |
4 | Khorngors | 280k |
3 | Bloodseekers | 330k |
3 | Rerolls | 180k |
Total | 990k |
The Khorngors are the main candidates to do the ball handling since they don’t have Frenzy. You can afford to put three Blood Seekers in the team, they are expensive, but since they are slow in skill acquisition, having them at the beginning gives them more chances to get MVP or cause casualties.
I wouldn’t rely on starting with less rolls, it takes a long time to save after starting the team. You don’t have any players that come with any ball handling or basic skills like Blocking and Dodge. The lack of access to the main Passing skill also makes it hard to get a lead roll. You can start this way, but let’s look at other options.
Bloodspawn + 2 Rerolls
QTY | Players / Extras | Cost |
---|---|---|
5 | Bloodborn Marauder Linemen | 250k |
2 | Khorngors | 140k |
3 | Bloodseekers | 330k |
1 | Bloodspawn | 160k |
2 | Rerolls | 120k |
Total | 1000k |
There’s a certain appeal in grabbing as many high Strength players with Frenzy as possible on the team and this is one way to do it. You get the very expensive Big Guy (who is surprisingly agile) to go with three Bloodseekers. The extra strength, along with the nasty combination of Frenzy, Claws and Mighty Strike, would be great if you’re facing a lot of high armor teams. To afford all this, you only have two Rerolls and a single Khorngor that can end up hogging all the Touchdowns. You also have to carry an extra Lineman who is a bit more fragile.
4 Bloodseekers + 4 Khorngors
QTY | Players / Extras | Cost |
---|---|---|
3 | Bloodborn Marauder Linemen | 150k |
4 | Khorngors | 280k |
4 | Bloodseekers | 440k |
2 | Rerolls | 120k |
Total | 990k |
Instead of taking the less reliable and very expensive Bloodspawns, you can put in the four Bloodseekers and get the four Khorngors. This list also leaves something to afford an Apothecary after the first game, or to start with some Dedicated Fans.
Getting skills in the Bloodseekers is probably more important than in a Bloodspawn, so starting with them as early as possible would be best. Having more than one Khorngor gives you a backup if one gets injured and allows you to develop two for ball handling and two for blitzing ball carriers. It will also spread the star players’ points better, assuming you split the touchdowns between them. This roster also has the highest average armor, which combined with the ease with which you can get an apothecary suggests it should be the most resilient. If you’re in a high touchdown environment, that might be appealing, but so is the can-opening ability of a Bloodspawn….
Team Developement
Marauder Linemen
The Marauder Linemen will spend a lot of time fighting, and since their armor is very low for the role they perform and Frenzy can cause you to end up making one-die blocks or two-dice blocks against, anything that increases their survival is positive. Block is the number one option, but Wrestle can also be very useful depending on the opponent. As a complement or to prevent opponent mobility, you can give one of them Defensive Tackle.
As a secondary, Dodge is good for them, and Sneaky Git if you like to foul, as they are the cheapest units.
Khorngors
The Khorngors are your most versatile players, capable of doing everything with relative competence with some improvements, so the range of options is wide. They have access to Strength, Mutation, and General skills as primaries. As with all Khorne in general, Block is great for them. However, offensively you have Juggernaut if you use it for Blitzing, making Block less necessary. Therefore, if you want a Khorngor to be the ball carrier, Sure Hands is more beneficial.
For mutations, the most useful are Two Heads for easy dodging or Extra Arms/Big Hand for improved ball handling.
If you want to dedicate them to offense, your options should be Claws and Mighty Blow.
As secondaries, the first one to consider is Dodge, which is fantastic in combination with Horns. By Blitzing and taking advantage of the dodge reroll, you can escape with relative ease and low risk when surrounded by several opponents. You might also want to give Leader to a Khorngor for an extra reroll.
Bloodseekers
Bloodseekers will be constantly fighting, often making two blocks per turn due to Frenzy, so Block is essential to avoid burning through your rerolls too quickly. You might want to give one Claws or Mighty Blow, but when choosing the order of blocks, prioritize those with Block. Guard is also very useful and often helps you avoid one-die or two-dice-against blocks due to Frenzy.
BloodSpawn
Ideally, the Bloodspawn should make many blitz actions during the game (even at the risk of losing it to Uncontrolled Rage), so the most common primary skill is Juggernaut, which helps you stay on your feet and push opponents towards the sidelines, something you should master with Khorne. Other interesting options are Defensive Tackle to make it harder for opponents to escape and increase the chances of knocking them down, Grab to reposition them where you want (which you will do up to twice per turn), or Guard to support your teammates.
You can also wait to get enough points to give it Block as a secondary skill.
Summary
Primary Skills | Secondary Skills | Stats | |
---|---|---|---|
Marauder Linemen | Block, Wrestle, Tackle | Dodge, Sneaky Git | |
Khorngors | Block, Sure Hands, Two Heads, Extra Arms/Big Hand, Claws, Mighty Blow | Dodge, Leader | |
Bloodseekers | Block, Mighty Blow, Claws, Guard | ||
BloodSpawn | Juggernaut, Defensive Tackle, Grab, Guard | Block |
Section created by: SmellyDiaper
Contents of the GW Team Box
The Khorne starter box contains 12 miniatures:
- x6 Bloodborn Marauder Linemen
- x4 Bloodseekers
- x2 Khorngor
- x2 double-sided Blood Bowl coins
- x2 turn markers and reroll markers
- x4 balls
- Team Decals
Summary for Khorne Blood Bowl Team
Khorne teams are characterized by their brutal and aggressive playstyle, focusing on overwhelming opponents with raw strength rather than finesse. Led by Bloodseekers and Khorngors, they excel in physical dominance and relentless attacks, making them a formidable force on the pitch. Their reliance on frenzy and sheer power sets them apart, while strategic roster choices between these players define their ability to control the game through aggression and resilience.
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