Personally, if I had to create a balanced Khorne team without my bosses giving me any budget for playtesting...I'd use the Feral Orc stats as a base.
Feral Orcs wrote:
0-1 Minotaur Skills: standard Advancement: Normal-SM Double-GAP Cost: 150k
0-4 Savage Blitzers 7,3,3,7 Skills: Block, Frenzy, Horns, Tattoos Advancement: Normal-GS Double-AP Cost: 100k
0-4 Black Savages 5,4,2,7 Skills: Frenzy, Tattoos Advancement: Normal-GS Double-AP Cost: 90k
0-16 Savage Linemen 6,3,3,7 Skills: Frenzy, Tattoos Advancement: Normal-G Double-SAP Cost: 50k
RR Cost: 50k, Apo: yes
New Skill Tattoos: Armour rolls made against a player with Tattoos are never modified, regardless of the source of any usually applicable modifications (e.g. no Mighty Blow, no assists during a foul, etc.). Piling On may be used to reroll an armour roll made against this player. Skill use is mandatory.
Since I don't want extra skills, I want to make it like Chaos, and I want a bloodthirster:
0-1 Bloodthirster - 6,5,2,9, Frenzy, Wild Animal, Mighty Blow, Thick Skull - 160k
0-6 Bloodletters 6,3,3,8 Skills: Block, Horns, Frenzy Normal-GSM Double-AP Cost: 100k
0-16 Cultists 6,3,3,7 Skills: Frenzy Normal-G Double-SAP Cost: 50k
I don't think that would be too imbalanced, but I'm not a team writer (I am concerned that Bloodletters are too good, and should lose their block, but the cultists might balance that out).
If they do go with the "Frenzy" schtick, it *could* be a fun race to play. It's also insanely easy to mess those up, and imbalance them. I don't hold out hope, but I'm not going to write it off as unbalanced powergamery. Ideally, it would be the same level as Pact/Underworld.