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Khorne is a playable race introduced in Total War: Warhammer III. Khorne is the Chaos God of blood, killing and rage.
How they play[ | ]
- No peace, only war. Khorne has abysmal diplomatic relationships with almost everyone, including other Khorne factions. Pacts and even alliances with some of the other chaos or disorder factions is still possible, however.
- No magic, only ripping. Khorne does not have any spellcasters. Its units instead have innate magical resistance and a wide range of combat abilities.
- No arrows, only tearing. Khorne has almost no ranged units. However it has some of the most durable and effective close combat specialists in the game.
- Blood for the Blood God: Bloodletting provides strategic bonuses that grow stronger the more battles an army is involved in. Summon Bloodhost armies by razing settlements.
- Skulls for the Skull Throne: Collect Skulls to buy divine favour from Khorne and occupy settlements.
- Razed settlements in Khorne territory will occupy freely and automatically over time.
Background[ | ]
Khorne, the Blood God, rages upon his brass throne, resting atop a mountain of skulls, built from the countless heads of the great champions his followers have slain over an immeasurable number of aeons. He cares not from where blood flows so long as it is done in his name. It is not uncommon to see the warriors of Khorne fighting amongst themselves, battling to prove their skill in combat and rise higher in the eyes of their wrathful master.
To follow Khorne is to embrace violence and destruction, and to pledge utter subservience to his cause. Khorne's most favoured servants are gifted with immense powers. Some may even ascend to Daemonhood, and it is these chosen few who are tasked with bringing his wrath down upon the world. Blood for the Blood God!
Factions[ | ]
Khorne factions are normal, non-horde factions who occupy settlements and control provinces.
Playable factions[ | ]
At the moment there is only one playable Khorne faction. See individual pages for faction-specific info.
- Exiles of Khorne, led by Skarbrand the Exiled.
Minor factions[ | ]
Total War: Warhammer III
Factions introduced in The Realm of Chaos campaign:
Factions introduced in The Lost God campaign:
1 - Factions present in the Immortal Empires campaign.
In battle[ | ]
General[ | ]
Khorne is a melee-focused race that excels at charging. They have no spellcasters, but Khornate Daemons are resistant to spells. Killing the enemy grants the Blood Godās favour, which can be used on the following army abilities:
Units[ | ]
In the Khorne army, there is access to both daemonic and mortal units. Khorne units are melee focused with high damage, with all mortal units (plus the Chaos Furies and Daemon Prince) having Frenzy, but reduced Melee Defense (not counting Chaos Furies). They have only three ranged units, the Soul Grinder, Marauder Horsemen, and Skullcannon. All units (except The Bloodbrute Behemoth and Chaos Warhounds) have Spell Resistance. Some Khorne units (such as Skarbrand) have passive abilities that are activated based on the number of kills the unit gets.
In campaign[ | ]
How they play[ | ]
Khorne factions gain a unique resource, Skulls, through campaign events and fighting other armies in battle, regardless or victory or defeat. Skulls can be pilled on the Skull Throne to buff the faction; this costs 2000 skulls and increases all armies movement after razing a settlement, provides two summons of Bloodletter units in battle, increases post battle loot and provides two additional units with each Bloodhost army. Skulls are also spent to acquire tech and occupy settlements. Although Khorne's factions must spend skulls to occupy a settlement, any ruined region in a province where Khorne has an established settlement will eventually be automatically colonized at no cost.
Khorne has two options when razing a settlement: Skulls for the Skull Throne and Blood for the Blood God. Skulls for the Skull Throne provides Skulls. Blood for the Blood God replenishes the army and spawns a Blood Host army in the region. Blood Host armies cannot recruit or replenish (except from devoured captives), but are otherwise normal armies for the faction. After several turns, they begin to experience attrition and will eventually die, though winning battles with them will prolong this. They have reduced upkeep and do not count toward the faction's supply lines penalty.
Each Khorne army has Bloodletting, a gauge the increases as the armies win battles and decreases when they are idle. Bloodletting provides faction wide growth bonuses and replenishment bonuses, local corruption bonuses, and reduces the army's global recruitment and upkeep.
Some of Khorne's technologies within the tech tree debuffs diplomatic relations, since the Blood God is not interested in peace treaties.
Like all daemonic factions, Khorne has Unholy Manifestations and Cults.
Corruption[ | ]
Khorne spreads Khorne corruption.
Building[ | ]