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Khorne Bloodbound Warband – Guide, Tactics & Overview

Khorne is the Chaos God of War, master of slaughter and Taker of Skulls.

Many mortals praise Khorne in a form or another and the path to achieve daemonhood is gory. This is a guide for the Bloodbound Wrathband in Warcry.

Ready to get bloody?

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What changed in Warcry: Agents of Chaos for the Khorne Bloodbound Wrathbands?

Note: The new Warcry books released with Tome of Champions 2020 brought some changes in how Thralls, Monsters but especially Allies work. The roster of available leaders has been massively increased and it’s now possible to use more than one as a “Hero” (1 in matched play and up to 3 in a Narrative campaign).

Link to the 4 new books:

Warcry: Sentinels of Order (all Order warbands updated)
Warcry: Harbingers of Destruction (all Destruction warbands updated)
Warcry: Agents of Chaos (all non-warcry specific Chaos warbands updated)
– Warcry: Bringers of Death (all death warbands updated)

In the Agents of Chaos book, the Khorne Bloodbound Wrathbands saw their ranks swell with 14 new fighter profiles, 11 of which are leaders. The new total now available is 26.

The new fighters are:

  1. Mighty Lord of Khorne on Juggernaut
  2. Skullhunter
  3. Mighty Lord of Khorne
  4. Skullgrinder
  5. Aspiring Deathbringer
  6. Bloodsecrator
  7. Slaughterpriest with Bloodbathed Axe
  8. Slaughterpriest with Wrath-Hammer and Hackblade
  9. Exalted Deathbringer with Impaling Spear
  10. Exalted Deathbringer with Ruinous Axe
  11. Bloodstoker
  12. Mighty Skullcrusher with Bloodglaive
  13. Mighty Skullcrusher with Ensorcelled Axe
  14. Flesh Hound

The new abilities are: Murderous Charge, Whipped to Fury, Flesh Hound’s Blood-dark Claws, Bloodbind, Bloodboil and Rage of Khorne.

Background and Lore of the Khorne Bloodbound Warband

Khorne is one of the four Chaos Gods, representing violence in its purest form. He does not care from whence the blood flows, only that it flows. Skulls of worthy enemies are taken as a tribute to the Blood God, the Taker of Skulls.

Every war, every single life taken empowers Khorne and his followers do not gather in temples to offer prayers: they fight in the battlefield to honour their dark god.

Every civilization prone to warfare in a way or another supports Khorne and is liable to succumb to the call of the Blood God.

The more they kill, the more they please the dark God and the more attention they attract until slaughter is the only thing that counts.

The Trial of Skulls is the path every warrior must perform to achieve the final target: daemonhood.

Every act of savagery brings new boons from Khorne, in form of greater strength, claws or any other horrific mutations that provides an advantage on the battlefield. To pass the eight archaic Trials of Khorne means to become a chosen, a Bloodbound.

But that is not the end of the path.

More brutality, slaughter, worthy skulls for the Skull Throne are required to become a Daemon Prince. And for the majority the path ends in death, but that does not matter to Khorne as he does not care from where the blood flows, only that it flows.

A Bloodbound warhorde is led by a Mighty Lord of Khorne aided by eight Gorechosen, his most powerful and bloody warriors but also the next in line to succeed him by murdering him.

A warhorde may assume various formations but they all have hordes of Bloodreavers, the most numerous of Khorne’s warriors. Eventually when completely covered in gore the Bloodreavers obtain Khorne armour and weapons and can be called Blood Warriors.

But before then, they need to be proven worthy and every participant of the Trial of Skulls is known as Skullreaper for they hunger for skulls that they need to gather every day otherwise terrible punishments befalls them.

Some warriors are called to the rite of Brass, of which really few survive, but in the end, they are invigorated with daemonic powers and a mist that would throw anyone around them in a blood frenzy. These warriors are known as Wrathmongers and will incite to war their comrades.

Finally, the Khorogoraths are mutated beasts captured by Bloodletters and trained through pain and horrors to become the ferocious creatures that prowl the battlefield side by side with Khorne’s armies.

But how do the Khrone BLoodbound warband play on the tabletop in warcry?

Before starting the Trial of skulls, we need to have a look at the warband in detail.

Overview and Points for the fighters in the Khorne Bloodbound Warband

The Khorne Bloodbound warband is made from 3 kits with 12 options of which 4 are leaders, however one model cannot be bought outside of an extra box.

Mighty Lords

Lord of Khorne on Juggernaut
  • Mighty Lord of Khorne on Juggernaut: 280 points
  • Mighty Lord of Khorne: 240 points

The Mighty Lords of Khorne come in two formats: on foot and on hor… Juggernaut-back.

Interestingly, despite being the maximum level a Khorne mortal can achieve before demonhood, their special abilities involve their loyal companions instead: Flesh Hound’s Blood-dark Claws represent the attacks of the little dog next to the version on foot, while Murderous Charge represents the impact of the Juggernaut at the end of a move action.

Outside of these they have access to two generic abilities: Lord of Skulls, available to all leaders that, at the cost of a Triple, provides +1 Attack to all friendly fighters within 6″ if the leader took down an enemy the same turn.

And Blood for the Blood God that has the same activating condition (taking down an enemy) but allows a bonus move or attack (for a Double) permitting to decide which one to use depending on the situation.

Flesh Hound’s Blood-dark Claws allows a random chance to damage an engaged enemy: roll 2 dice, on each 4-5 do D3 damage, on a 6 D6 damage. Extremely random…

Murderous Charge, instead, for a Triple allows to allocate up to 6 damage to an engaged enemy at the end of the movement.

Their weapon profile is strong as you would expect: 4 attacks (5 for the version on foot) at Strength 4 for 2/5 damage.

They are also tough with the Juggernaut offering superior Toughness (6 vs 5), Wounds (38 vs 32) and Movement (6″ vs 4″) at a higher price.

Deathbringers and friends

Exalted Deathbringer with Bloodbite Axe
  • Aspiring Deathbringer: 210 points
  • Exalted Deathbringer with Impaling Spear: 205 points
  • Exalted Deathbringer with Ruinous Axe: 205 points
  • Skullgrinder: 230 points

Khorne has a collection of heroes to make Sigmar’s Stormast blush. The Deathbringers and the Skullgrinder are a tiny portion of them. Despite that, the only things they have in common is Movement 4″, 30 Wounds and no special ability.

The Aspiring Deathbringer has 4 attacks at Strength 4 for 2/4 damage and Toughness 5, comparable to a Mighty Lord.

The Exalted Deathbringer with Impaling Spear drops 1 Attack (3) for 2″ range and much more damage (3/6) but lower Toughness (4). The 2″ range is almost cowardice as allows to attack without being engaged, but in the end it does not really matter from whence the blood flows…

The Ruinous Axe gets back the Attack lost (4) but loses the 2″ range and 1 damage on critical hit (3/5).

The Skullgrinder costs a fortune with his Strength 5 but has only 2 Attacks for 3/6 damage. Toughness 5 and 2″ range guarantee longevity, but seems a bit overpriced for that amount of attacks.

Slaughterpriests

Slaughterpriest with Hackblade and Wrath-hammer
  • Slaughterpriest with Bloodbathed Axe: 210 points
  • Slughterpriest with Wrath-hammer and Hackblade: 210 points

The Slaughterpriests have access to two special abilities.

Bloodbind forces an enemy within 8″ to move up to 6″ towards the Slaughterpriest as if they were jumping, potentially suffering impact damage or more simply to get in range of the priests various weapons.

Bloodboil for a Triple instead allows to roll up to 6 dice and for each 4+ allocate D3 damage to a single opponent within 8″. While being another random ability, with enough dice it’s possible to do a decent amount of damage.

They both have 32 Wounds, Toughness 4 and the standard 4″ Movement in common with all warband.

The Bloodbathed Axe has 3 attacks, Wounds 4 and 3/5 damage.

The Wrath-hammer and Hackblade provide a ranged profile with 3″ range, 3 Attacks, Strength 4 and 1/4 damage, while in melee the Attacks become 4 and the damage 2/4, making the Axe a slightly better option for the potential higher damage output.

Bloodsecrator: 210 points

The icon bearer of Khorne has access to the second Quad of the Bloodbound: Rage of Khorne. This is basically an upgraded Lord of Skulls ability that does not require the leader to take down an enemy and has a range of 16″!!!

It can also be combined with Lord of Skulls if you have another leader nearby killing enemies or by using a wait action before killing an enemy. Of course it requires 7 dice…

Fight-wise the Bloodsecrator will not shy away with Toughness 5 and 30 Wounds but also with Strength 4 and 2/5 damage.

Bloodstoker: 200 points

The Bloodstoker is used mostly to poke the Khorgorath. Interesting enough, the Flesh Hound don’t have the beast runemark so Whipped to Fury works only on a Khorgorath within 4″ allowing for a bonus attack.

The Bloostoker profile is otherwise identical to the Slaughterpriest with Wrath-hammer, including the 3″ ranged weapon, Toughness 4 but only 30 Wounds.

Mighty Skullcrushers

Mighty Skullcrushers
  • Skullhunter: 265 points
  • Mighty Skullcrusher with Ensorcelled Axe: 220 points
  • Mighty Skullcrisher with Bloodglaive: 225 points

Khorne heavy cavalry comes with 6″ Movement but Toughness 6 that will make extremely hard putting down these literal Juggernauts.

As mounted units they cannot climb or go through archways and doors, but are otherwise extremely dangerous.

Their special ability is Murderous Charge that for a Triple allows to allocate up to 6 damage to an engaged enemy at the end of the movement.

The weapon profile is also in line with the high cost. The Skullhunter has 4 Attacks at Strength 4 for 2/4 damage, reminiscent of a Mighty Lord.

The Ensorcelled Axe drops one attack from the Skullhunter profile (3) while the Bloodglaive increases the range to 2″, drops one further attack (2) but increases the Strength to 5.

Statistically the Axe performs better, plus the Bloodglaive introduces 2″ range that works against the special ability that damages within 1″ and why would you ran away from an enemy with Toughness 6 and 30 Wounds anyway?

Wrathmongers

Wrathmongers
  • Wrathmaster: 210 points
  • Wrathmonger: 170 points

The Wrathmongers are tough elite warriors with lots of attacks. 25 wounds (30 for the leader) with Toughness 4 gives some survivability, Movement 4” is just average but 5 attacks (6 for the Wrathmaster) at 2” range and Strength 4 guarantee some of those juicy critical hits will go through (damage 1/4 or 2/4 for the leader).

The Wrathmongers have access to Blood-fuelled Attack for a Quad. The way it is worded means it cannot be used if already engaged but it is useful to fill the gap with a close enemy and smash him into pieces.

The ability allows first a mandatory bonus move, then a bonus attack can be performed. Assuming the bonus move is enough to get in range with an enemy (remember 2” are enough), then there are three rounds of attacks with Strength powered up to 7. Every little helps even if it is increasing the chances to score a normal attack with damage 1…

Skullreapers

  • Skullseeker: 195 points
  • Skullreaper: 165 points

Skullreapers are slightly cheaper than Wrathmongers but share a similar profile: 25 wounds (30 for the leader), Movement and Toughness 4, 4 attacks at Strength 4 for 2/4 damage.

Here the damage output is higher although with slightly less attacks meaning that their trademark ability, Daemon-forged Weapons, that for a Triple increases the damage on critical hits, although really thematic costs a Triple and works only if any of those attacks score a 6.

Combined with Lord of Skulls available to all leaders, including the Skullseeker, you now have potentially 10 dice to score as many 6 as you can, but without that and failing to have a high Triple, there’s better use for those dice unless you feel blessed by the Blood God himself.

Blood Warriors

  • Blood Warrior Champion: 185 points
  • Blood Warrior with Goreglaive: 120 points
  • Blood Warrior with pair of Goreaxes: 115 points
  • Blood Warrior with Goreaxe and Gorefist: 110 points

The Blood Warriors have different weapon profiles, but they all share Movement 4”, Toughness 4 and 15 Wounds (25 for the Champion).

The base weapon is Goreaxe and Gorefist: 3 attacks at Strength 3 for 2/4 damage, shared also by the Champion (although with 4 attacks at Strength 4).

Both models also have access to Gorefist, an ability that for a Double can damage an enemy within 1”.

A good Double and some luck with the dice can bring the free damage to 6. On top of that the Champion has access to Lord of Skulls.

The Goreglaive adds more damage on a critical (2/5) while the pair of Goreaxes increases the number of attacks (4 instead of 3) making them efficient in melee especially if combined with a Lord of Skulls that increases their attacks.

Both of these models do not have special abilities outside of Blood for the Blood God and cost more than a simpler Blood Warrior with Goreaxe and Gorefist.

Bloodreavers

  • Bloodreaver Chieftain: 140 points
  • Bloodreaver with Meatripper Axe: 65 points
  • Bloodreaver with Reaver Blades: 65 points

The Bloodreavers are the cheapest of the warband, including the leader and it shows in a weaker profile with 10 wounds (20 for the Chieftain) and Toughness 3.

They compensate with greater mobility (5”) and a decent number of attacks for the point cost: 4 attacks at Strength 3 for the Reaver Blades or 3 attacks at Strength 4 for the Meatripper Axe.

Both do 1/3 damage, so statistically the Blades are better against tough opponents (5+) while the Axe performs better with lower Toughness (4 or 3). The Chieftain is on 5 attacks at Strength 3 for damage 2/4.

No special abilities for the Bloodreavers outside of the Blood for the Blood God and Lord of Skulls for the Chieftain.

In case would you ever consider a Chieftain as your warband leader…

Khorgorath: 235 points

The Khorgorath is the most expensive non-leader unit in the warband, with 35 wounds, Toughness 4 and Movement 4” he does not excel in defence, but rather in attack: 3 attacks at Strength 5 for 4/8 damage, and don’t forget those attacks could become 4 if Lord of Skulls is activated near him.

He can also get a bonus attack if a Bloodstoker with an available Double is within 4″ and ready to “whip him to frenzy”.

Blood for the Blood God gives him a bonus attack or move for a Double and considering he will not struggle to get rid of weaker opponents, it could be his trademark move.

Instead for a Double he can lash his tentacles to an enemy 6” away for the chance of as much damage as the value of the ability (on a 6, 1 damage on a 4 or 5).

Flesh Hound: 170 points

The Flesh Hounds were initially introduced in the Khorne Demons warband and are now available also in the Bloodbound, however they don’t have any special ability.

They are on the expensive side with 4 Attacks at Strength 4 for 2/4 damage, but with 8″ Movement they are also the fastest unit available in the warband.

20 Wounds and Toughness 4 can allow some wiggle room for survival.

Abilities for the Khorne Bloodbound Warcry Warband

  • Blood for the Blood God (Double, Everyone): If a fighter takes down an enemy in the same activation, it can make a bonus move or bonus attack.
  • Gorefist (Double, Chaos Champion or Blood Warrior with Gorefist): Pick an enemy unit within 1” and roll a dice: on a 3-4 do 1 damage, on 5-6 up to 6 damage.
  • Lashing Bone Tentacles (Double, Khorgorath): Pick an enemy unit within 6” and roll a dice: on a 4-5 do 1 damage, on 6 as much damage as the value of the ability.
  • Whipped to Fury (Double, Bloodstoker): Pick 1 Khorgorath within 4″ and make it perform a bonus attack.
  • Flesh Hound’s Blood-dark Claws (Double, Mighty Lord of Khorne): Allocate a random amount of damage to an engaged enemy.
  • Bloodbind (Double, all Slaughterpriests): Pick an enemy fighter within 8″ and move him towards you up to 6″ as if they were jumping.
  • Lord of Skulls (Triple, all Leaders): If a leader takes down an enemy this activation, add 1 to the melee Attacks of all friendly fighters within 6”.
  • Daemon-forged Weapons (Triple, all Skullreapers): Until the end of the battle round, add up to 3 to the damage characteristic on critical hits for melee weapons.
  • Murderous Charge (Triple, all Mighty Skullcrushers and the Mighty Lord on Juggernaut): At the end of the next move action allocate up to 6 damage to an engaged enemy fighter.
  • Bloodboil (Triple, all Slaughterpriests): Pick an enemy fighter within 8″ and allocate a random amount of damage depending on the value of the ability and dice rolls.
  • Blood-fuelled Assault (Quad, all Wrathmongers): This fighter does a bonus move and then they can make a bonus attack. In addition, add up to 3 to the Strength of melee weapons.
  • Rage of Khorne (Quad, Bloodsecrator): Add 1 to the melee Attacks of all friendly fighters within 16″.

Strategy and Tactics for the Khorne Bloodbound Warband

The Khorne Bloodbound warband is a melee focussed warband with lots of attacks and abilities to perform even more. The Khorgorath really makes the difference with high Strength and impressive damage output making him an essential component of any warband, although difficult to retrieve (his box costs £50 but contains other models as well).

Wrathmongers and Skullreapers represent the elite of the warband with a decent amount of damage but they have expensive abilities.

Wrathmongers can have a devastating Quad and with 15 attacks at Strength 5 or more, they can really cause havoc around them.

The Skullreapers Triple instead increases only the damage on a critical hit but having less attacks than a Wrathmonger means also less chances to be as effective.

All these abilities greatly benefit from Lord of Skulls, the leaders’ special ability that provides 1 attack per action to every friendly fighter within a 6” bubble as long as the leader kills an opponent in the same turn.

Even better the Bloodsecrator can add 1 attack more for a Quad within 16″ bubble without having to kill anyone. The two can be combined if you have two leaders (one is a hero) or you manage to kill with the Bloodsecrator on your second activation and used a wait action on your first.

And of course you need a Quad AND a Triple.

If you need a leader that can reliably kill enemies to activate Lord of Skulls, Wrathmasters with 6 attacks are definitely the top candidates, immediately followed by the Exalted Deathbringers with the higher minimum damage.

Attention that Strength 4 is not particularly impressive and there’s no easy way to increase it in this warband (Wrathmonger’s Quad being the only one) so you need to focus on increasing your attacks and the various free damage available.

For example the Blood Warriors with Gorefist have 66% chance to do at least 1 damage for a Double, while the Skullreapers, despite more attacks and Strength, have 76% chance to do at least 1 damage but for a Triple and they cost much more.

Without using abilities a Blood Warrior with Goreglaive has actually a better damage on critical than a Skullreaper.

The Skullcrushers are expensive but they are also between the toughest units in the game, only their large base and the over-present threat of critical hits can scare them a bit.

Despite so they should be able to kill fast any weak opposition and if you manage to increase their attacks they can also happily go after stronger units.

Movement 4″ is around average in the game, so if you need to speed up things a bit you will need to use the couple of movement-based abilities (free move with Blood for the Blood God, Wrathmonger’s Quad or the universal Rush/Rampage), the Juggernaut based units (6″) or the Flesh Hounds (8″).

However Bloodreavers have a base 5″ Movement, that makes them the fastest cheap unit of the Bloodbound, able to swarm and grab the objectives from the dead corpses of your opponents.

Bloodbound Wrathbands have many options available in their arsenal and which to use will strongly depend on personal preference.

On the other side, the absence of ranged units, 3″ of a couple of units being the top, and average mobility (higher numbers are concentrated on expensive or squishy units), represent the weakest spot of this warband.

Pros and Cons of the Khorne Bloodbound

Pros:

+ Many attacks
+ Balanced units

Cons:

– No ranged option
– Average movement

Some thematic warbands for the Bloodbound Wrathbands

Just for fun here we present few thematic warbands, meant more for fun or narrative context than for competitive play. Note that in narrative play you need to control at least two territories before mustering your first hero.

Goreblade Wrathband: A Bloodsecrator, a Bloodstoker, a Khorgorath, 2 Blood Warriors with Goreaxe and Gorefist, 2 Bloodreavers with Blades. All conveniently in a Start Collecting box.

Warhammer Underworld Khorne Family: what’s better than a cheap warband? A cheaper warband! The two WU boxes give you exactly a Bloodbound Wrathband for £30: a Chaos Champion, a Bloodreaver Chieftain, 1 Flesh Hound, 2 Blood Warriors with Goreaxe and Gorefist, 2 Bloodreavers with Blades, 2 Bloodreavers with Axes.

How to buy a Khorne Bloodbounds Warcry Warband

The Khorne Bloodbound warband can be purchased from many different boxes and blisters, however the Mighty Lord of Khorne, Bloodsecrator, Bloodstoker and Khorgorath are currently available only in the old Starter Set for Age of Sigmar: Start Collecting! Khorne Bloodbound Goreblade (£50).

In the same set you can also find 5 Blood Warriors, but armed only with Goreaxe and Gorefist, and 10 Bloodreavers armed only with Blades, both with a leader option.

Next step would be a box of Wrathmongers that allows you to assemble them either as Wrathmongers or Skullreapers. The box contains 5 models for £35, but only one option for a leader so you would need a second box to get both leaders.

If you need the other weapon options, 10 Blood Warriors for £37.5 provides you enough options for all weapon profiles and considering the unit size in Age of Sigmar is 5, you can have 2 valid units. 

Same logic applies to the Bloodreavers: 20 models for £35 with valid unit size of 10.

The Mighty Skullcrushers come in a box of 5 at the mighty price of £60 allowing to assemble the leader and 2 models for each weapon profile. Try to magnetize the weapons however if you want to use this unit in Age of Sigmar too.

If you need alternative models or only few, there are two Warhammer Underworld warbands that may help you at an affordable price.

Garrek’s Reavers contains 5 Bloodreavers for £15. Garrek can be used as a Chieftain, the other 4 models can be equally split in Axe and Blades.

Magore’s Fiends instead for the same price will give you a Chaos Champion, 2 Blood Warriors with Goreaxe and Gorefist and a Flesh Hound. If you need more Flesh Hounds they come in boxes of 5 for £30.

This leaves us with a long list of heroes available in individual blisters mostly only from GW webstore or selected retailers:

Tips on painting a Khorne Bloodbound Warband for Warcry

The Khorne Bloodbound were first released with Age of Sigmar in 2015, and most video tutorials are from that age like Warhammer Community Khorgorath or Skullreaper tutorial.

More recently Magore’s Fiends warband gave an occasion for a new tutorial on Blood Warriors.

Other guides can be found online from other artists like Pete The Wargamer Bloodreavers or The Apathetic Fish Blood Warriors.

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