- This article or section is about game content which was freshly released by Creative Assembly or is still in development. The information here is not final, and may change rapidly.
This page is in need of being brought up to date. Please help Total War: WARHAMMER Wiki by inaccurate or outdated information.
How to play
- Campaign: Khorne's play style emphasizes battle over diplomacy and focuses on destruction and passive colonization rather than settlement.
- Battle: Every kill made by a Khorne army increases their battle resource, which can be spent on unique army abilities. They have melee, artillery and cavalry units but no ranged infantry.
- Roster of elite daemonic and mortal units, which favour melee combat and have spell resistance.
- The Blood God, the Lord of Skulls, the Lord of Rage, The Hound
Khorne is the Chaos God who represents indiscriminate killing, violence, hatred, rage and primal survival. Although the relative power of the Chaos Gods fluctuates, Khorne is generally considered the most powerful of the four.
Strength and skill matter most to Khorne, but he also has more positive aspects: honor and courage in battle. He is associated with brass metal, the colour red, blood, skulls and hounds/dogs. The Norscans refer to him as "The Hound." To a lesser extent, Khorne is also associated with fire, lava and molten metal. Khorne is said to dwell in his Brass Citadel in the Realm of Chaos, and to sit upon a throne made of the skulls of all those fallen in wars or conflicts, especially those killed by his followers.
Khorne favours melee combat, and so most of his followers use melee weapons. He tolerates ranged combat (Skullcannons and Soul Grinders) and despises spellcasters. His followers are usually heavily muscled, often heavily armoured warriors whose famous war-cry is "Blood for the Blood God, Skulls for the Skull Throne!," while his daemons are red-coloured and often consumed with mindless rage. Most of his units are resistant to hostile spells, and there are no spellcasters among them.
At the moment there is only one playable Khorne faction. See individual pages for faction-specific info.
Total War: Warhammer III
Factions introduced in The Realm of Chaos campaign:
Factions introduced in The Lost God campaign:
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 aoens. He cares not from where the 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!
- Skulls: Fight battles, raze settlements and claim Skull Piles to gather tribute to the Skull Throne.
- Drawn to Destruction: Your settlements will spread automatically into the ruins you leave in your wake - or you can spend skulls to occupy them immediately.
- Bloodletting: Your armies are strengthened by every battle, and can even summon temporary reinforcements by razing settlements.
In the Khorne unit roster, there is a distinction between Daemonic units (which do not break but instead take damage over time when their leadership is low) versus regular mortal units. Most Khorne units are melee with high damage, often having frenzy. They have only two ranged units, the Soul Grinder and Skullcannon, and no spellcasters at all. Some Khorne units (such as Skarbrand) have passive abilities that are activated based on the number of kills the unit gets.
Every kill made by the Khorne army adds to the Khorne battle resource Blood for the Blood God, slowly filling it up. Eventually this resource can be spent on 3 different army abilities during the battle:
- Horn of Khorne : +24 melee attack, 31 seconds, 35m radius, 90 second cool down.
- Relentless Rage: Unbreakable and entities cannot die. 20 seconds, 90 second cool down.
- Blade of Khorne: Explosion, 72 damage (24 armour piercing), magical, radius 20.
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.
Khorne spreads Khorne corruption.