There was recently some talk on B&C about the existence and possible rules for psykers devoted to Khorne, and what sort of powers and such they would have. Personally, I think the idea of an anti-psyker is far more appropriate, so I came up with the Khornate Spellbreaker to realize that vision.
So, for funsies, here he is:
Khornate Spellbreaker: 115 points
WS5 BS4 S4 T4 I4 W2 A3 Ld9 Sv3+
A Khornate Spellbreaker may be taken as an HQ choice in a Khorne Daemonkin army, and may fill the HQ requirement of any formation found in Codex: Khorne Daemonkin. Wargear:
Power Armor Bolt Pistol Frag Grenades Krak Grenades Mark of Khorne Bloodrune Collar Witcheater Blade
Bloodrune Collar: +2 to Deny the Witch Rolls, +2 dice to the controlling player's warp charge pool for Deny the Witch attempts Witcheater Blade: Range - S: User AP: 3 Type: Melee, Rending, Witcheater Witcheater: Unsaved wounds dealt to an enemy with the Psyker special rule cause Instant Death.
Special Rules: Independent Character (Infantry) Blood for the Blood God! Skulls for the Skull Throne! Fearless Adamantium Will Preferred Enemy (Psykers) Rancorous Aura "Try it, witch"
Rancorous Aura: The Khornate Spellbreaker may attempt to Deny the Witch with full modification from Adamantium Will and the Bloodrune Collar for any and all enemy psychic powers manifested within 24". In addition, the Spellbreaker's controlling player receives double the d6 roll for warp charges generated during the opponent's psychic phase. A Spellbreaker may never join a unit with the Psyker special rule.
"Try it, witch": Any psychic power successfully cast on the Spellbreaker or his unit automatically causes the psyker who manifested the power to immediately roll on the Perils of the Warp table, re-rolling all Warp Surge results. Friendly psykers who attempt to manifest powers within 24" of the Spellbreaker must roll a 5+ instead of 4+ to utilize warp charges.
Options: May take items from the Special Issue Wargear, Gifts of Khorne, Melee Weapons, and/or Artefacts of Slaughter lists. The Khornate Spellbreaker may replace his Power Armor, grenades, and Bolt Pistol with Terminator Armor and a Combi-bolter for 25 points.
I think the Spellbreaker pales in comparison to the Imperium faction's anti-psyker, the Culexus Assassin. However, he is cheaper to field, may be attached to units, and may take a few upgrades to improve his defensive/offensive potential. Upgraded with the Brazen Rune he'd be even better at his job. Over all I think he's fun and effective, and IMO the points cost is about right.
I've rethought/reworked my Skullcrushers-as-bikers for my Khorne Daemonkin army.
This was the old version (concept build):
And here's the new version (concept build):
I think I just really prefer the 40k parts to the WFB Skullcrusher bits for the rider. Previously, I was using the Skullcrusher torso, left arm, and legs with a 40k head, shoulder pads, and right arm. I still like the CSM Khorne champion head from the original, but I think I like the 30k Night Lords Terror Squad heads better. There is variation among them, so the riders don't all look identical, and the skull visage is just perfect for a Khorne Daemonkin army, IMO.
It will require far more work, but now I'm going to use 40k berzerker torsos (not pictured, the one used is from the CSM kit), and Thunderwolf Cavalry arms/legs. Based on the procedure I used to achieve the new mock-up: I'll use a dremel/blade to carve away the pelvis from inside of the saddle. Then, I'll trim a bit of the power armor from the butt section of the legs to make it fit in the saddle.
The Skullcrusher legs have waaaay more detail, so I'll be adding a ton of bling in the form of brass Khorne icons, sculpted greenstuff, and so on. I'm also debating whether or not I want to make stirrups. I think they improve the believability of the rider being able to fight from juggernautback, rather than merely sitting there. The other thing I'm debating is reins. In my "fluff" of the unit there's a sort of mental link between rider and mount, and in general the juggernaut is going to charge straight toward the enemy - which is probably where the rider wants to be, as well.
So there are going to be at least 18 of these guys. I've "saved" money by buying the juggernauts second hand on eBay and from friends and such, but I've easily spent as much as I would have on the full kits including all the bits I've purchased for them...
Here's the beast in all his gory. Gory? Glory? Eh? No? Aw...
There are only a few details left to take care of like brighter eyes, a little more blood, and some weathering on his hooves to match the basing to come, but by and large he's done and I'm happy with how he turned out: