Khorne Teams

QTYPositionCostMASTAGPAAVSkills & TraitsPriSec
0-16Bloodborn Marauder Linemen50k633+4+8+FrenzyGMAS
0-4Khorngors70k633+4+9+Horns, JuggernautGMSAP
0-1Bloodspawn160k554+9+Claws, Frenzy, Loner (4+), Mighty Blow (+1), Unchannelled FuryMSAG
0-8Rerolls60kApothecary: Yes
Special RulesFavoured of Khorne?

Khorne Team Overview

Introduced by Games Workshop late in 2021 Khorne teams officially make their way to tabletop after already being seen (in a different form) in the digital version of Blood Bowl. Both incarnations feature a lot of players with Frenzy, which is what would be expected from team that worships the Chaos Blood God, Khorne.

As is typical for a Chaos team, they come devoid and the common fundamental skills such as Block and Dodge. Combining that with a lot of Frenzy can make them tricky to play as a fresh team, especially so for newer coaches. If you can work around Frenzy then it offers a lot of benefits. The sidelines become more dangerous, you can get an extra hit on opponents which helps mitigate not initially having Block / Tackle a bit as it increases the chances you get that knockdown.

Khorne Team Strengths:

  • Lots of Frenzy
  • Pretty Strong
  • Access to Mutations

Khorne Team Weaknesses:

  • Lots of Frenzy
  • Lacking core skills
  • Expensive Rerolls?
  • Bad at passing
  • Nearly everyone will use red as the team colour

Khorne Team Tactics

Khorne teams have pretty decent strength to combine with Frenzy. You’ll want to maximise the amount of hits you can get in and really work around this. The Linemen might be a liability starting with an average strength and Frenzy, watch out for Frenzy traps where a favourable initial block can turn into a detrimental turnover inducing second block. Getting Guard on the team will really help a lot to work around this issue.

The Khorngors are almost certainly going to be doing a lot of heavy lifting when it comes to carrying the ball. They are a bit more controllable when it comes to blocking as they are the only players on the team without Frenzy. They can also blitz themselves out of trouble fairly well due to having Horns and Juggernaut not only saves them from not having block (which blitzing at least) but can also get that occasional much needed push against players who do have block.

For blitzing duties I can see teams going either way between Maurauders and Khorngors and it probably wouldn’t hurt having options from both position types.

Bloodseekers are going to be in the thick of things with their high strength and Frenzy. They are especially dangerous near the sidelines where you can set up other team mates to push opponents into the crowd. They are going to help clear paths through a congested pile up in order to advance a cage. Bloodspawns also add some more muscle to the team, though their armour isn’t the most durable for a big guy. If your playing environment contains a lot of weaker / faster / agile teams then I could see teams forgoing the inclusion of one.

Khorne Team Development

Like nearly every team the players who score the touchdowns will typically advance the fastest. This will probably be your Khorngors unless you make an effort to spread the touchdowns around. I’d look to get one or two who are able to safely carry the ball with skills like Block, Dodge, Sure Hands. Then perhaps turn the other two into ball hunters taking skills like Wrestle, Tackle, Strip Ball.

Marauder Linemen you’ll likely be sticking with Block or Wrestle and maybe taking Guard. They can also do ball blitzing duty by adding Tackle. However they don’t get the blitzing strength bonus from Horns like their Khorngor team mates, so you need to watch out for Frenzy traps. They are also cheap enough to use for fouling so grabbing a Dirty Player might not be out of the question.

As Bloodseekers will be relying on hitting a lot, Block will keep them upright, Mighty Blow aids in both attrition and towards earning more skills. I would consider Guard a high priority as well as it not only helps other Bloodseekers but the weaker team mates will also benefit.

Khorne Team Summary

If you like the idea of doing a lot of hitting and using Frenzy for space manipulation then Khorne might just be the team for you. With so much Frenzy you might find it gets you into trouble, especially given the lack of starting skills on the team. Games are going to revolve around both maximising the benefits of Frenzy whilst minimising the drawbacks. If you can master both of those, then I can see them being a rewarding team to play.

On comparison to other teams, they are very closely aligned with the traditional Chaos Chosen teams. You get some slightly cheaper linemen and a lot of Frenzy. In a lot of ways I can see Khorne replacing Chaos Chosen, both have skill deficiency at the start which doesn’t make them beginner friendly. Adding the extra complication of playing around Frenzy, does make them even less beginner friendly, though this team feels a bit more flavourful and perhaps fun to play.

If you do decide to start a Khorne team franchise, just give colours other than red some consideration!

2 thoughts on “Khorne Teams”

  1. The biggest problem I can see with the team is the armour of the linemen.

    All the other teams with AV8+ linemen either have block/dodge as a starting skill to give them some protection , are faster more mobile teams who can survive being outnumbered or only have a couple on the starting roster.

    You don’t even want to make one of them your ballcarrier to hide him out of the way as you don’t really want frenzy on the guy carrying the ball.

    This means you are likely to be outnumbered which makes frenzy traps even more of a problem.

    • The Marauders certainly do have low armour, though the closest parallel in my opinion would be Hobgoblins on a Chaos Dwarf Team (Thralls also have the same stats). The Bloodseekers are generally going to be at the forefront between the opponents and the rest of the team. Also once you’ve got 4x Khorngors, 4x Bloodseekers and if you also include a Bloodspawn then you are only going to be setting up 2 Marauders.

      They certainly are going to be tricky to start off though. I would think an initial starting roster would be 4x Bloodseekers, 3x Khorngors, 4x Maurauders, 2 Rerolls and 10k left. Or you drop a Bloodseeker down to a 5th Marauder to get the third reroll. I don’t see it as that big an issue that I would be concerned about it more than other teams. Worth highlighting though as others may not feel the same!


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