Home > KvK > Scion of Khorne – Khorne Tank

Scion of Khorne – Khorne Tank

“Some men grow weak at the sight of blood, others are unmoved by the sight of blood, and there still some men who are driven forward at the thought of bloodshed. But there are few men who thirst for blood. I do not mean a metaphorical thirst, but an actual daemonic thirst from within – the desire to consume the blood of other men. It is these men, the blood-crazed, that we must keep a vigilant eye for. Here in the northern reaches of human civilization the weak of mind are preyed upon by the Chaos gods, and the worst we can face are those preyed upon by Khorne. It is we, the men of Kislev, who are the first line of defense of humanity against the horrors of Khorne. And it is we, the men of Kislev, who shall be the first to die if we do not keep a vigilant eye on the icy mountains to the east. From there come the Scions of Khorne, men who scream like wild beasts and fight like daemons. Those are the blood-crazed men, and they will stop at nothing to have at your blood.” Colonel Bukarov of the Fortress of Zenilev

Scion of Khorne

Archetype – Tank

Armor – Heavy

Weapon – Axe and Shield; Greataxe

Mechanic – Khorne’s Thirst

  • You charge into the battlefield and satiating the thirst of your god with the blood of your foes. You have a meter of 0-100 Thirst which will increase while in combat, this meter is divided into three portions: 0-50 is ‘Unquenchable Thirst’, 51-75 is ‘Ravaging Thirst’, and 76-100 is ‘Demonic Thirst’. Certain abilities can only be used once a certain degree of Thirst has been achieved. Other abilities will exhaust your Thirst. At Unquenchable Thirst your auto-attack is increased by 2%, at Ravaging Thirst your auto-attack is increased by 6%, and at Demonic Thirst your auto-attack is increased by 10%.

Mastery Trees

  • Bloodthirster – You focus your attention at one enemy at a time and deliver deadly blows.
  • Bloodholder – You turn your attention at self preservation for the glory of Khorne.
  • Bloodletter – You drain your enemies of the very life that drives them on.

R1. Dagger Toss <Core Ability> A ranged attack that deals 21 damage to your enemy, and can severely wound them for 101 damage if hit from behind. 20AP, 1s Cast, No CD

R1. Spite <Bloodholder> You assail your enemy with malice and anger causing them to hate you more. You deal ‘x’ damage and causes monsters to hate you more than normal. Requires Unquenchable Thirst. 30AP, Instant Cast, No CD

R2. Molten Blade <Bloodthirster> Your blade burns its way through the defenses of your target, ignoring 25% of your enemy’s armor and dealing ‘x’ damage. Requires Unquenchable Thirst. 35AP, Instant Cast, No CD

R3. Bonesaw <Bloodletter> You drag your blade across your enemy’s leg cutting into the bone, reducing their movement speed by 40% for 10 seconds and dealing ‘x’ damage. Requires Unquenchable Thirst. 35AP, Instant cast, 5s CD

R4. Hardened Body <Bloodholder>You drive your body against your enemy hardening yourself against their attacks, you deal ‘x’ damage to your target and increase your toughness by ‘x’ for 10 seconds. Requires Unquenchable Thirst. 40AP, Instant Cast, No CD

R5. Weak of Body <Bloodletter> You cut your enemy with your sword leaving a brutal wound which weakens their resolve. You deal ‘x’ damage to your target and reduce their resistances by ‘x’ for 10 seconds. Requires Unquenchable Thirst. 35AP, Instant Cast, 5s CD

R6. Rib Snap <Bloodthirster> You bring the weight of your hilt down upon your enemy’s rib cage snapping a rib. Your target suffers ‘x’ damage every second for 3 seconds. Requires Unquenchable Thirst. 35AP, Instant Cast, No CD

R7. Ye Have A Pretty Skull <Core Ability> You enrage your enemies, interrupting any currently building abilities and forcing monsters to attack you. While taunted, your opponent will take 30% more damage from your attacks. This effect will fade after 15 seconds or after your opponent has hit you 3 times. 20AP, Instant Cast, 15s CD

R8. Demolishing Strike <Archetype Morale 1> A powerful melee attack that reduces armor by 1056 and deals 900 damage over 15 seconds.

R8. Hand Pulverizer <Bloodletter> You bring the flat side of your blade down with incredible might on your enemy’s hand crushing it and causing them to lose their grip on their weapon; they are disarmed for 4 seconds. Requires Unquenchable Thirst. 45AP, Instant Cast, 10s CD

R9. Blood Warrior <Bloodholder> You show yourself as the chosen of Khorne as you attack your enemy dealing ‘x’ damage and increasing your initiative by ‘x’ for 10 seconds. Requires Unquenchable Thirst. 40AP, Instant Cast, 5s CD

10. Guard <Core Ability> You defend one of your group mates and try to take attacks meant for them. As long as you are within 30 feet of them, any damage that they suffer will be split evenly between the two of you, and 35% of all the hate they cause will be redirected to you. No Cost, Instant Cast, No CD

R10. Hold The Line <Core Ability> Requires Shield. You focus your defenses against enemy fire, increasing your chance to dodge and disrupt by 45% for 12 seconds. You will also defend all allies behind you, up to 50 feet away, increasing their chances to dodge and disrupt by 15% as long as they remain at your back. Allies may have this effect stacked on them up to 3 times. This effect will end if you break your concentration or run out of action points. 20AP/sec, 12s Cast, No CD

R11. Gift of Khorne <Racial Tactic> You regain 40AP every 4 seconds

R12. Juggernaut <Core Ability> You become filled with unstoppable power, removing all snaring, rooting, silencing, and disarming effects. 45AP, Instant Cast, 60s CD

R12. Shield Wall <Archetype Morale 2> For the next 10 seconds, your chance to block is almost guaranteed.

R12. Invigorating Blow <Bloodthirster> You swipe your blade across your enemy leading an arc of their blood to your face; you deal ‘x’ damage to your enemy and increase your strength by ‘x’ for 10 seconds. Requires Unquenchable Thirst. 40AP, Instant Cast, 8s CD

R13. Focused Offense <Archetype Tactic> You deal 15% more damage and all enemy monsters will hate you 15% less than normal, but your armor is reduced by 33%.

R14. Destructive Blow <Bloodholder> You land a devastating blow on your enemy dealing ‘x’ damage and honing in on your skill increasing your weapon skill by ‘x’ for 10 seconds. Requires Unquenchable Thirst. 40AP, Instant Cast, 5s CD

R15. Apt Defender <Tactic> Your chance to parry is 10% higher with a shield

R16. Champion’s Challenge <Archetype Morale 1> Both you and your target are held tightly in place for 10 seconds, and neither one of you can move. This effect cannot be dispelled or broken.

R16. Daemonic Urge <Bloodletter> The daemons of Khorne posses your body as you lunge into your enemy dealing ‘x’ damage and knocking them back a long distance. Requires Ravaging Thirst. 45AP, Instant Cast, 20s CD

R17. Incorruptible <Racial Tactic> Your corporeal resistance is increased by 252.

R18. Bloodied Fan <Bloodthirster> You swipe widely in front of you dealing ‘x’ damage to up to three targets within 25 feet of you. Requires a Great Weapon. Requires Ravaging Thirst. 40AP, Instant Cast, 5s CD

R19. Rugged <Archetype Tactic> Increases Toughness by 160

R20. Raze <Archetype Morale 2> Repeatedly attack all enemies in a line in front of you, inflicting 300 damage every second for 3 seconds, up to 65 feet away.

R20. Who Defies Khorne? <Challenge> You challenge all opponents in front of you, forcing monsters to attack you. While challenged, your opponents will deal 30% less damage to everyone other than you. This effect will fade after 15 seconds or after your opponent has hit you 3 times. 30AP, Instant Cast, 30s CD

R21. Decades of Torment <Tactic> Hardened Body is 50% more effective

R22. Searing Pain <Core Ability> You remove one enchantment from your enemy and deal ‘x’ damage. 25AP, Instant Cast, 5s CD

R23. Blood of the Slain <Racial Tactic> You regain ‘x’ hit points when you deal a killing blow

R24. Distracting Bellow <Archetype Morale 3> A loud shout that startles your target and all enemies within 30 feet of them, reducing their damage by 50% for 10 seconds.

R25. Menace <Archetype Tactic> Enemy monsters will hate you 100% more than normal on all attacks.

R25. Blood Chrism <Bloodholder> You pour the blood of your foes over your head increasing your resistances by ‘x’ for 20 seconds. Requires Demonic Thirst. This ability will consume all Thirst. 50AP, Instant Cast, 20s CD

R27. Scarlet Craze <Tactic> Invigorating Blows has no cool-down and stacks twice but costs 5AP more.

R28. Wave of Hatred <Juggernaut Morale 1> You knock back all enemies within 30 feet a short distance and deal 500 damage.

R29. Unstoppable Juggernaut <Archetype Tactic> Juggernaut’s cool-down is reduced to 20 seconds.

R30. Heart Tremors <Core Ability> You fill your enemies with a dreadful fear causing their heart to slow, rooting up to four enemies in place for 10 seconds. There is a 50% chance of the root breaking with every hit. 30AP, Instant Cast, 60s CD

R31. Blood-Eyed <Tactic> The Auto-Attack haste from Thirst is doubled

R32. Daemonic Laughter <Juggernaut Morale 2> You prevent your target from gaining morale and action points for 8 seconds.

R33. Through the Teeth <Tactic> Spite has a 20% chance to taunt your opponent

R35. Shield of Malice <Tactic> Any damage you block from your guard is returned to the assailant.

R35. Corrosive Blood <Bloodletter> Your tainted blood drips from your blade onto your opponents armor. You deal ‘x’ damage and reduce your target’s armor by ‘x’ for 20 seconds. Require Demonic Thirst. This ability will consume all Thirst. 50AP, Instant Cast, 20s CD

R36. Shredded Flesh <Juggernaut Morale 3> You reduce your target’s wounds by 50 for 12 seconds

R37. Writhing Agony <Tactic> Corrosive Blood also lowers your target’s chance to block and parry by 5%

R39. Unending Thirst <Tactic> Every time you use an exhaustive blow you gain 50% more Thirst for 10 seconds.

R40. Immaculate Defense <Archetype Morale 4>An impressive display of defense which reduces incoming damage by 75% for both you and all group members within 100 feet of you for 10 seconds.

R40. Claw of Khorne <Bloothirster> You drive your hand into your target’s mouth clawing at their tongue, you deal ‘x’ damage to your target and silence them for 4 seconds. Requires Demonic Thirst. This ability will consume all Thirst. 45AP, Instant Cast, 20s CD

Mastery Trees

Bloodthirster

R3. Batter the Cage <Tactic> Rib Snap can stack twice and deals corporeal damage.

R5. Slashing Frenzy – You focus your attention at your target dealing ‘x’ damage every half-second for 3 seconds. Requires Ravaging Thirst. 20AP/s, 3s Cast, 8s CD

R7. Bloodthirster’s Fury <Tactic> Your melee power is increased by 40 when using a great-weapon

R9. Frail Defenses – With the spite of Khorne you bypass all magical barriers dealing ‘x’ damage to your target and removing one damage absorbing ability. This ability will consume all Thirst. Requires Demonic Thirst. 45AP, Instant Cast, 20s CD

R11. Sea of Blood <Tactic> For every target you hit with The Decapitator you gain 5 Thirst

R13. The Decapitator – You swing your weapon across a wide area dealing ‘x’ corporeal damage to all enemies within 60 feet. This ability will consume all Thirst. Requires Demonic Thirst. 20s CD

R15. Blood for the Blood God <Morale 4> You pummel your target every second for 6 seconds dealing 1000 damage.

Bloodholder

R3. Lust for Beating <Tactic> Every time you block an attack, your chance to block is increased by 7% for 6 seconds.

R5. Carapace of the Demon Prince – You don the shell of a Demon Prince of Khorne increasing your armor by ‘x’ for 15 seconds. Requires Ravaging Thirst. 45AP, Instant Cast, 20s CD

R7. Refined Carapace <Tactic> Carapace of the Demon Prince lasts 20 seconds and costs 10 Action Points less.

R9. Khorne’s Gaze – The god of blood looks down upon you favorably preventing you from being critically hit for the next 6 seconds. Requires shield. Requires Demonic Thirst. 45AP, Instant Cast, 30s CD

R11. Blood Brothers <Tactic> All statistic buffs also affect your guard

R13. Demonic Drive – You are filled with a unshakable fury preventing you from being affected by crowd control abilities for the next 6 seconds. Requires shield. Requires Demonic Thirst. This ability will consume all Thirst. 45AP, Instant Cast, 30s CD

R15. Divine Blood <Morale 4> All group members within 100 feet receive 50% more heals for 7 seconds.

Bloodletter

R3. Infected Marrow <Tactic> Bone Saw will now deal ‘x’ corporeal damage every second your target is moving.

R5. At Death’s Door – You slam your shield into your enemy sending them into a dark daze. Your target suffers ‘x’ damage and is knocked down for 3 seconds. Requires shield. Requires Ravaging Thirst. 45AP, Instant Cast, 15s CD

R7. Resounding Knock <Tactic> At Death’s Door will deal 100% more damage and reduces your target’s toughness by ‘x’ for 10 seconds.

R9. Your Life Leaves You – You wound your target critically dealing ‘x’ damage and reducing their outgoing heals by 50% for 10 seconds. Requires Demonic Thirst. 40AP, Instant Cast, 10s CD

R11. For the Bloodlord <Tactic> The 50% lost to Your Life Leaves You heals your guard, but this ability now requires a shield to be used.

R13. Chosen for Sacrifice – You fatally wound your target dealing ‘x’ damage and causing your target to take 20% more damage from attacks  for 10 seconds. Requires Demonic Thirst. This ability will consume all Thirst. 50AP, Instant Cast, 20s CD

R15. Savage Assault <Morale 4> You reduce your target’s offensive statistics by 50% for 10 seconds.

Categories: KvK Tags: ,
  1. July 17, 2011 at 4:03 PM

    Um in warhammer juggernaut is actually the name of a daemonic steed of Khorne, so you probably have a lot of confused readers atm. It’s like making a post “disk of tzeentch – chaos rdps” instead of magus, or “cold one – dark elf tank.” Also weapon choice should include axes.

    • July 17, 2011 at 4:12 PM

      I realize this but the only other name that came to mind was ‘Chosen of Khorne’ which was rather bland. The name was actually a suggestion given to me by a friend so I said ‘meh what the heck’. I doubt many people are confused and deeply saddened by a name like this… The weapons are actually suppose to say axes not swords, I’ll edit that.

  2. July 17, 2011 at 8:21 PM

    Oh another problem, Mythic designed all their classes to be easily recognised. It would be too easy to confuse this class with chosens, especially since it is possible to hide helmets ingame. Best solution probably would be to make the class dualwield axes.

    • July 17, 2011 at 9:20 PM

      There are many classes that are hard to distinguish from others : a 2h Choppa from a 2h BO? or Squig Herders from Shamans? Or male sorcs from DoKs? Or female Sorcs from WEs? From far its very hard to distinguish some Destro classes. I think its something Order is use to.

  3. July 18, 2011 at 11:59 AM

    Name changed so he’s not a rhinoceros.

  4. Malignant Impudence
    July 18, 2011 at 1:15 PM

    SERIOUSLY?! In a game where witch hunters cooperate with skaven and male sorcerers practically swarm Malekith, you’re making an issue of a meagre thing such as the name of a career? Had it occurred to you that an analogy with the powerful riding beast could be intentional? Also, I do believe the huge Khorne symbol kinda makes this guy stand out from standard chosen of Tzeentch, no?

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