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Khorne Teams

 0-16  Chaos Thugs  60,000  6  3  3  8  Frenzy  GM  ASP 
 0-4  Khorngors  80,000  6  3  3  8  Juggernaut, Horns,  GSM  AP 
 0-4  Khorne Warriors  100,000  5  4  2  9  Frenzy  GSM  AP 
 0-1  Blood Beast  140,000  5  5  2  8  Loner, Frenzy, Claw, Thick Skull, Wild Animal  SM  GAP 
 Re-roll counter  70,000 gold pieces each 
 Apothecary  Yes 
 Star Players  Chaos 

Player Pics

Player Icons
Chaos Thugs


Khorne Warriors

Blood Beast

Famous Teams
Khorne's Killers, first mentioned in 3rd edition Deathzone

Chaos teams have always been one of the most violent and deadly teams in Bloodbowl, but this was not enough to quench Khorne's unquenchable thirst for blood.

Khorne ordered his loyal followers to form their own teams, the bodies of everyone they killed would be brought before him and their skulls added to his thrown of bones. Khorne teams would bring new meaning to the word suffering.

Khorne teams represent the Khorne Warriors of Chaos in the same way Nurgle Teams represent the Nurgle Warriors of Chaos. The aim of this roster was to create a team in the same way as the existing Nurgle team has been created; basically with no lesser daemons in like Bloodletters and absolutely no Greater Daemons.

To my eye the basic principals behind achieving this is first and foremost use the Gor specific to that god, in Nurgle teams this is Pestigor and in Khorne teams it is Khorngor. Pestigors were then given skills that are true to the image of their god, so they gained Regeneration and Nurgles Rot. As Gors are already fairly Khorne-like I only added Juggernaut to their skill set to make them more reliable Blitzers early on and more suited for killing defence orientated teams.

Next is changing the unaligned Chaos Warrior to represent the lesser daemons they are aligned to, again Nurgle Warriors skill set is very similar to how you would imagine a Plaguebearer would be represented in Bloodbowl. So in this case the warriors need to be built to represent a Bloodletter, to do this I lowered the players Ag to 2 as ball handling is less of a concern to the Khorne Warriors, they are more interested in dishing out pain. Then I added Frenzy and Horns. These skills best represent a Bloodletter's abilities and nature.

The Big Guy was tricky as there is no equivalent to the Beast of Nurgle that Khorne could use, their equivalent to that player in wfb is a Juggernaut and that didn't seem right to me. Also they are banned from Bloodbowl after one game they appeared in with Bloodletters ridding them and they killed the whole of the opposing team in moments after which they were banned. So they were a no go. A daemon prince was considered but I felt that was more suited to a Daemons team, so I felt that a Chaos Minotaur was the best fit really especially since it already has access to Mutation skills unlike the other Minotaurs.

Finally came the job of filling the Linemen position. In the Nurgle team this is filled with Rotters. In Khorne team I elected for Chaos Thugs. Thugs are from the old Warhammer chaos armies lists in 3rd edition Warhammer and they fit the bill perfectly for Khorne, they are a bunch of rag tag mutants with a penchant for destruction and maiming. I didn't want them to be too similar to marauders, or have the obvious way of exploiting them with min maxing, so I removed access to S on single rolls as they are not trained warriors in the same way Marauders are. As these Chaos Thugs are aligned to Khorne Frenzy seemed like a perfect fit, and the Thugs already resemble berserkers in a lot of ways anyway. If you haven't seen chaos thugs before search on google, they have some beautiful models with great character and they fit the bill perfectly in a Khorne team.

Though this team is obviously bash heavy, I didn't want it to become too scary, I wanted this to represent a Khorne Warriors of Chaos list in the same way Nurgle was handled and contain a similar balance within its self, as opposed to the insanity that would be a true Daemons of Chaos Khorne roster.

Season 2 Changes
After season 1 Khorne teams had played 360 games with a win percentage of 50% which puts them in tier 1 among the Secret League teams, and averaged 2.5 cas a game which for a slow starter of a team is pretty good. Also the Secret League games are almost entirely played between 1000 and 1700 so rarely do we get to see khorne at their most destructive. The team is performing exactly as expected and hoped. No change required.

Season 3 Changes
After 2 seasons/years and then some of games. 382 games and a win percentage of 48%. The team is working as expected at all TVs, other than high TV where they are possibly a little strong, especially in round robin leagues. As a result very minor changes have been made to the team, the Gors cost is increased by 10k to 80k, so there is a small TV nerf, and the Khorne Warriors lose Horns. After these changes are made the roster is very unlikely to change.

Season 4 Changes
Khorne are performing fine, just as expected at 53% for this year. We decided to change the minotaur to a Blood Beast to give the team a little more Khorne flavour. Also since 2016 edition was released we have a Blood Beast star player in the official rules now in Scyla Anfingrimm. So the adjustment has been made to make this player similar to the star player, and also as a result to the changes made to the Spawn roster. This change will not effect the team's win ratio, but does add a little more character to the team.

Team design, rationale and background by Garion.
Player Pics drawn by Knut_Rockie and coloured by Garion
Icons by Cowhead and Zakatan

Last update: November 24, 2020