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Fluff Justification for Khorne Wizards - From the Collar of Khorne to the Daemon

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So I've always had a Khorne list with a wizard who was captured among the travels of the GoreHunt and they had imprisoned him by placing the collar of khorne on his neck. This way I could somewhat justify a Wizard in a Khorne Fluff list. Sorcerers can no longer wear the Collar of Khorne so I'm trying to figure out how to make one work.

    What if the army came across the Wizard and in their hatred of wizardry, they damned him with the Daemonsword? When Khorne has decided he has outlived his usefullness to the army, the sword will kill him off (the 1's to attack yourself). And in the meantime I get D6+3 attacks on my Wizard.

    What say you fluff buffs?

AshBorn
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Well, Khorne abhors magic iirc.
So how about just taking a different 'stance' on the matter.

What if he's not a wizard!
Something like a Runelord/smith? Can harness the power of the warp into artifacts or items of sorts and thats how he unleashes them? Drawing power from the aether that surrounds them.
Maybe Khorne has allowed him to buff, like, Have you ever played an rpg where you can activate an AOE buff? Like a warrior in World of Warcraft, his battle shout instills extra damage etc to allies nearby.

Just some random ideas that helps take off the pressure of having to rely on a 'wizard' and 'whats he doing here???' lol.

Obviously for your own fluff reasons you can say that, the purple sun for example, is actually a super HULK SMASH type effect that rips the ground up from beneath them :)
Plus it'll be cool to convert your own models to like a chaos runesmith/warpsmith etc :)
there is a Khorne shaman is a couple of the warhammer Chaos novels. I just say my guy is a khorne shaman.

I used to prefer it when he could get lore of the wild and the no1 spell ( bear something) and he just hulked out.

they should just bring back the MoK giving +1 dipel dice, or (new thought) +1 to dispel per unit on the table.
What if he's not a wizard!
Something like a Runelord/smith? Can harness the power of the warp into artifacts or items of sorts and thats how he unleashes them? Drawing power from the aether that surrounds them.
Maybe Khorne has allowed him to buff, like, Have you ever played an rpg where you can activate an AOE buff? Like a warrior in World of Warcraft, his battle shout instills extra damage etc to allies nearby.
I wrote up some rules for this, for 7th Ed. Whilst basically being a wizard for all intents and purposes in a rules sense, fluff-wise it was not so much a magical power, as much as it was a sense of his being a creature of mystical origins, and he would have some powers than are consider magical by human standards.

JJ
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Quote from: Shadowlord on Mar 11, 2013, 01:57:18 PM
After all, painting 100 night goblins is something you do in the morning just before you are off to work.

And I think you missed a 0 when you wrote 11 armies. The correct nr should be 110 armies I would think, based on your painting speed.
For a khorne themed wizard, what I'd take is a sorcerer on a daemonic mount and giving him the lore of Fire and modelling him as a daemonic cannon, like a small hellcannon. That way you can just fireball every turn and use him as a magical piece of artillery. Khorne doesn't like wizards but magical cannons are OK!
Well - does he have to be Khorne? Even the strongest of Gods forms pacts with his brothers, especially the Great Deceiver whose manipulation of his brothers I endless. Perhaps he is an emissary from Tzeentch to treat with your lord who was still present when battle struck. Their original animosity wavering until it faded away, due to his incredible power of destruction. At first it was feared the unknown but now it is quiet admiration with a little hatred for good measure.

Don't have him join any units, let him prove his mettle himself to the Khorne lord in question
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