Khorne Daemonkin 7th Edition
Khorne Daemonkin Tactical Summary as of 10-26-16
Khorne Daemonkin like many releases over the last few years was a surprise. The Khorne Daemonkin likely were a marketing ploy to sell a few extra models to go along with amazing plastic Bloodthrister. Khorne Daemonkin also set off a mountain of speculation about similar releases for all the Chaos Gods, while that hasn’t come to fruition yet, this release was met with open arms.
Khorne Daemonkin takes almost all the units that can be “Khorneifed” and puts them into one book. Games Workshop did a great job balancing both the fluff aspects and combat effectiveness. Units that can use Khrone’s sacred number do and the Detachment and Formations fit with the general concept of the Khorne Daemonkin. As a competitive army Khorne Daemonkin are an upper middle tier army. Little changes like having the Daemons Fearless and allowing mortal and Daemon characters join each other add a throwback powerful element to the Khorne Daemonkin. The most fantastic element Games Workshop introduced to the Khorne Daemonkin though was the idea of the Blood Tithe. Not only extremely fluffy, it acts as a de-facto “psychic buff” to the typically psychic hating faction.
Khorne Daemonkin’s slight rule modifications make for a fun playable army, but with limited options. Basic Chaos Marines still suck, Khorne Berserkers were not helped. Cultists, Bloodletters,and Khorne Dogs are the bread and butter of this army, thanks to formations like the Gorepack and the Slaughter Cult. The Blood Host Detachment also has some hidden gems (besides the command benefits) like the Auxilary War Engine choice; a unique way to fill the board with tons of Soulgrinders and Maulerfiends. The centerpiece to this army though is the Bloodthirster and rightfully so, especially with items like the Axe of Ruin for Chaos Space Marine Lords. All in all Khorne Daemonkin is a very solid release and one which is fun to play and play against.
Below you find all the quick reference material you need to build an competitive or fluffy Khorne Daemonkin army.
As of 10-26-2016 Khorne Daemonkin Detachments are…
- Combined Arms Detachment
- Allied Detachment
- Air Superiority Detachment
- The Blood Cult
(See tabs for details)
Force Organization
Compulsory: 1 HQ, 2 Troops
Optional: 1 HQ, 4 Troops, 3 Elites, 3 FA, 3 HS, 1 Lord of War, 1 Fortification
Restrictions: All units chosen must have the same Faction (or have no Faction).
Command Benefits:
Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.
Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
Source: Warhammer 40k 7th ed. Rule Book
Compulsory: 1 HQ, 1 Troop
Optional: 1 Troop, 1 Elite, 1 FA, 1 HS
Restrictions: This Detachment cannot be your Primary Detachment. Your Warlord can never be chosen from this Detachment. All units chosen must have the same Faction (or no Faction). All units chosen must have a different Faction to any of the units in your Primary Detachment (or no Faction).
Command Benefits:
Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
Source: Warhammer 40k 7th ed. Rule Book
Force Organization
Compulsory: 1 Flyer Wing
Optional: 2 Flyer Wings
Restrictions: All Units must have the same Faction.
Command Benefits:
Air Commander: Pick a Wing Leader from this Detachment to be its commander. If the commander is in Reserve, you can re-roll the dice in the Interception sub-phase. If you have Air Superiority and the commander is in Reserve, you can add or subtract 2 from your Reserve Rolls, rather than 1, and your opponent must subtract 2 from their Reserve Rolls.
Combined Formation: You can roll once for all of the Wings in this Detachment to see if they arrive from Reserve. If the roll is successful they all arrive. If it fails none of them do. You can roll individually for each Wing if you prefer.
Objective Secured: All Transports from this Detachment which can Hover have the Objective Secured rule. A unit with this special rule which is Hovering controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy also has this special rule.
Source: Supplement: Death from the Skies
The Blood Cult Detachment
Force Organization
Compulsory: 1+ Slaughtercult Formation
Optional: Lord of Slaughter, Brazen Onslaught Formation, Khorne’s Bloodstorm Formation, Gorepack Formation, Charnal Cohort Formation, War Engines
Restrictions: This Detachment must included at least one Slaughtercult Formation. For each Slaughtercult Formation you must include between 1-8 auxiliary choices, in any combination, and you may also include up to one Lord of Slaughter choice. Only the datasheets list above may be included in this detachment.
Command Benefits:
Blood Frenzy: At the beginning of each of your turns, before deciding whether or not to expand any Blood Tithe points, you automatically generate on addition Blood Tithe point.
Chosen of Khorne: If this Detachment is your primary detachment , you can re-roll the result when rolling on the Warlord Traits table in Codex: Khorne Daemonkin
Source: Codex: Khorne Daemonkin
As of 10-25-2016 Khorne Daemonkin Unique Item groups are…
- Artefacts of Slaughter
(See tabs for details)
Only one of each Artefacts of Slaughter may be taken per army.
Goredrinker 30 pts:
Range -, Str +1, AP 2, Type: Melee, Unwieldy, Blood Feast = Keep a count of all unsaved Wounds caused by the bearer’s Melee attacks. At the start of each of your turns, consult the Blood Feast table. These effects are cumulative.
The Blood-forged Armour 50 pts:
The Blood-forged Armour confers a 3+ armour save and the Eternal Warrior and Feel No Pain special rules.
The Brazen Rune 15 pts:
The bearer of the Brazen Rune has the Adamantium Will special rule. Furthermore, once per game at the start of your opponent’s Psychic phase, you can declare that the bearer is unleashing the power bound within the Brazen Rune. For the rest of the phase, any enemy Psyker unit within 24″ of the bearer that attempts to manifest a psychic power and rolls any double will suffer Perils of the Warp. At the end of the phase in which the Brazen Rune’s power was unleashed, the bearer loses the Adamantium Will special rule.
The Blade of Endless Bloodshed 35 pts:
Range -, Str User, AP 3, Type: Melee, Deluge of Gore = At the end of any Assault phase in which the bearer inflicted one or more casualties, the controlling player generates one Blood Tithe point in addition to any others he generated during that Assault phase.
Skull-helm of Khorne 15 pts:
The bearer of the Skull-helm of Khorne has the Fear special rule. In addition, every time the bearer of the Skull-helm rolls a 6 To Hit in close combat he can immediately make another Attack at the same Initiative Step. However, these bonus Attacks cannot confer additional Attacks.
Kor’lath the Axe of Ruin 60 pts:
Range -, Str User, AP 2, Type: Melee Decapitating Blow, Caged Fury = If the bearer of the Axe of Ruin is reduced to 0 Wounds or is otherwise removed as a casualty, a Bloodthirster of Unfettered Fury is summoned within 6” of that character before he is removed as a casualty. At the end of each of the controlling player’s remaining turns, the Bloodthirster automatically loses D3 Wounds. Invulnerable saves are allowed against these Wounds as normal; other saves are not. Decapitating Blow: Any To Wound rolls of 6 made with this weapon have the Instant Death special rule.
As of 10-25-16
The next section features all the various Formations each faction has. Expand each Formation for detailed information for, including (red highlighted) links to shopping lists for each Formation.
Slaughtercult Formation
Restrictions: None.
Special Rules:
Chosen of Khorne: If this Detachment is your primary detachment , you can re-roll the result when rolling on the Warlord Traits table in Codex: Khorne Daemonkin Blood Sacrifice: If a unit of Chaos Cultists from this Formation fails a Moral test, you can choose to remove the remaining models in the unit as causalities.
Boon of Khorne: Each time you expend one or more Blood Tithe points, choose a second result from the Blood Tithe table that has a lower than the first. The second result applies to all units in the Formation. These effects are in addition to the first result you choose on the Blood Tithe table, and last until the beginning of your next turn.
Source: Codex: Khorne Daemonkin
Brazen Onslaught Formation
Requirements: 1-4 Chaos Terminator Units, 2-4 Bloodcrusher Units
Restrictions: None.
Special Rules:
Khorne’s Chosen Slaughterers: At the start of each Fight sub-phase, check to see if any units from this Formation are involved in a combat that contains more enemy models than friendly models. If a unit from this Formation is outnumbered, all models in that unit add 1 to their Attacks characteristic until the end of that phase.
Source: Codex: Khorne Daemonkin
Khorne’s Bloodstorm Formation
Requirements: 2-4 Raptor Units, 1-4 Warp Talons Units, 0-1 Heldrake
Restrictions: None
Special Rules:
Fury of Khorne: Units from this Formation add +1 to the Strength of any Hammer of Wrath or Vector Strike attacks they make.
Source: Codex: Khorne Daemonkin
Gorepack Formation
Requirements: 2-4 Chaos Biker Units, 1-4 Units of Flesh Hounds
Restrictions: None
Special Rules: Move through Cover, Preferred Enemy (Psykers)
Run them to Ground!: Flesh Hounds in this Formation have the Hammer of Wrath special rule. Chaos Biker units in this Formation have the Shred rule when resolving Hammer of Wrath attacks.
Source: Codex: Khorne Daemonkin
Charnal Cohort Formation
Restrictions: None.
Special Rules: Counter-Attack.
Chosen of Khorne: If this Detachment is your primary detachment , you can re-roll the result when rolling on the Warlord Traits table in Codex: Khorne Daemonkin.
Lord of the Blood Host: If this Formation’s HQ unit is in Deep Strike Reserve, you can choose to re-roll Reserve rolls for that unit. Other units from this Formation arriving from Deep Strike Reserve don’t scatter as long as the first model is placed within 6? of this Formation’s HQ unit, even if they arrive from Deep Strike Reserve during the same turn as it.
The Blood Host Unleashed: Enemy units have a -2 penalty to their Leadership characteristic when taking Fear tests caused by units in this Formation.
Source:Codex: Khorne Daemonkin
Hellforged Hunting Pack Formation
Hellforged Hunting Pack Formation
Restrictions: All units must have the Khorne Daemonkin Faction.
Special Rules: Daemon of Khorne, Rage
Follow the Alpha Engine: If this Formation’s Greater Brass Scorpion of Khorne makes a successful charge, all other models in this Formation can re-roll subsequent failed Charge rolls in the same Assault phase
Swift and Bloody Vengeance: Each time a model from this Formation is completely Destroyed, all other models in this Formation gain one extra Attack.
Source: Warhammer World Exclusive: Blood Oath
The Goreguard Formation
Restrictions: All Bloodthirsters must have the Khorne Daemonkin Faction Feel No Pain, Rampage.
Special Rules: Feel No Pain, Rampage.
Chosen of Au’ggerath: All Bloodthirster models in this Formation within 18? of Au’ggerath the Unbound have the Adamantium Will and Counter-Attack special rules, and gain an extra Attack.
Terror made Manifest: Enemy units that fail a Fear test caused by a model in this Formation suffer 1 wound for each point the test was failed by, with no saves of any kind allowed.
Source: Warhammer World Exclusive: Blood Oath
The Bloodied Horde Formation
Requirements: 8 Bloodletter Units, 2 Bloodcrusher Units, 2 Skull Cannons
Restrictions: All units must have the Khorne Daemonkin Faction.
Special Rules: Rage.
The Bloodied Horde Unleashed: All units in this Formation must begin the game in Deep Strike reserve, even if the mission doesn’t normally allow for it. When making a Reserve rolls, make a single roll for the entire Formation, which you can choose to re-roll. On a successful Reserve roll, all units from this Formation arrive from Reserve.
Daemonic Tide: Each time a unit of Bloodletters or Bloodcrushers from this Formation is completely destroyed, roll D6 on a 4+ you can immediately place a new unit into Ongoing Reserve that is identical to the unit that was just destroyed. These new units must enter play via Deep Strike and count as being part of the original Formation, so roll a D6 as described above if they are subsequently destroyed. Victory points are awarded as normal for new units in this Formation that have been completely destroyed.
Source: Warhammer World Exclusive: Blood Oath
Fist of Khorne Formation
Requirements: 1 Chaos Kharybdis Assault Claw, 1 Khorne Berzerker Unit
Restrictions: The Khorne Berzerker Unit must have the Khorne Daemonkin Faction and include 20 models.
Special Rules:
Meteoric Descent: If the Formation Chaos Kharybdis Assault Claw lands on an enemy vehicle or building when arriving by Deep Strike, do not roll the Deep Strike Mishap Table. Instead, each vehicle or building struck by it suffers a single strength D AP1 hit. After any of the hits have been resolved, the Chaos Kharybdis Assault Claw is placed as close as possible to its final position and suffers an Immobilized result on the Vehicle Damage Table.
Hungry for Blood: The Formation’s unit of Bloodletters must begin the game embarked upon the Formation’s Chaos Kharybdis Assault Claw. The unit can charge on the same turn that it disembarks from the Chaos Kharybdis Assault Claw.
Source: Warhammer World Exclusive: Blood Oath
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