“You focus on hitting things, hitting them again, then hitting them over and over until they stop moving, and finally hitting them some more just for good measure.” – Fill ‘the Vagabond’ Gormanga
Khorne teams are on their way to join the ranks of those competing for the Blood Bowl crown later this year. Though in the case of the Blood God’s hyper-violent disciples, they may be more interested in beheading the person wearing it than winning it for themselves.
You’d be forgiven for thinking you can’t get more aggressive than Norse and Orc teams – or more fearsome still, Black Orc teams. Well, let’s take a look at the Khorne team’s stats – you’ll soon see why they’re in the running…
Bloodborn Marauder Linemen
The mainstay of the Khorne team are the Bloodborn Marauders.
In game, they’re light on the coffers at only 50,000 GP, but they differ from ordinary Human Linemen as they have a slightly lower AV of 8+ – armour is for the weak – and they come with the Frenzy skill as standard. So should they only manage to push back their opponent when they Block, your Bloodborn Marauders must follow up and make a second Block.
Frenzy is a double-edged sword – or battleaxe if we’re running with the Khorne theme. There’s arguably no better skill in the game for breaking through the opposition’s line or into a cage, but a canny opponent can lay a trap leading to an unfavourable follow-up Block.
Fortunately, to mitigate this risk, your team can also hire Khorngors.
Khorngors
The combination of Horns and Juggernaut makes Khorngors a natural choice for your team’s Blitz actions, as they’ll not only hit Strength 4, but they can use their momentum to stay on their feet.
Khorngors are the only players on your roster without Frenzy, so they’re obvious ball-carriers, as they can Blitz their way clear of players who are Marking them without having to follow up.
They cost 20,000 GP more than Bloodborn Marauder Linemen, but with an extra pip of AV and a more reliable nature, they’re invaluable additions to your team.
Bloodseekers
With a highly-prized blend of Strength 4 and Frenzy, these champions of Khorne are worth their weight in GP. They’re on the gridiron to crack heads and forge a path to the End Zone for your ball-carrier, and few players in the game can do it better.
Hire up to four of these formidable players, and your opponent will have to give the sidelines a wide berth lest your Bloodseekers use Frenzy to double-push them off the pitch and into the crowd.
This lets you channel the action into the middle of the pitch, where a certain Big Guy will be waiting for them…
The full rules for Khorne teams, along with all your favourite Blood Bowl columns and articles can be found in Spike! Journal Issue 13, which will be up for pre-order with all the trimmings towards the end of the year. It even includes a few goodies for Chaos teams of other persuasions.
We’ll keep you posted on the exact release dates nearer the time, so check in regularly and sign up for our newsletter to be among the first to hear any new info.