July’s White Dwarf has some awesome new supplemental rules for Daemons and Eisenhorn in 40k Kill Team. Check out how they’ll be playing.
Daemons are a staple faction in just about every Warhammer game. Usable in the Horus Heresy, 40k, and AoS, they’re also making a debut in Kill Team with new rules. Of course, there is also the iconic Eisenhorn ready to fight off the agents of the Warp as well.
Coming from War of Sigmar:
Daemons Rules For Kill Team
Bloodletters are geared around getting into combat and ripping apart whatever they touch. They’re only T3 with a 6+ save but do have the classic Daemonic 5++ which is nice. On top of that, they can add +1 attack to the model in a turn that they charge. If they’re taking icons and Instruments, the chances of Bloodletters getting into combat only skyrockets with rerolling charges and adding +1 to charge and advance.
Daemonettes are also T3 with a 5++ invuln but get an extra attack on their base profile over Bloodletters. They also get to fight a little early (in the Hammer of Wrath section of the fight phase) with Quicksilver Swiftness. To add even more icing on the cake, they can proc mortal wounds from wound rolls of a 6+.
Plaguebearers are still without a doubt the tankiest of all the Daemon Choices. They’re T4 with a 5+++ Disgustingly Resilient roll. Their Icons play on leadership (which is huge in Kill Team) and an Instrument helps them get into combat a bit quicker
Finally, looking at Horrors, they’ve got a wall of text. They still split just like they normally do in all of the other 40k games but the main takeaways here are that they have a 4++/5++/6++ invuln save depending on what horror type is getting shot at. They can also attempt to cast and deny a Psychic power each turn.
Daemonic Wargear, Points & More
Daemons are hovering on the low end of the spectrum in terms of points with a basic Horror costing 12. That’s pretty understandable since they can split apart and cast psychic spells. But if you’re wanting to gob up the board with Plaguebearers or charge a wave of Bloodletters at the enemy, you look to be in a pretty good spot. The Daemons are also keeping their same basic rules for all their weapons. You can melt armor and deal double damage with the Bloodletters or fight first with Daemonettes and hope for Rending attacks.
Daemonic Tactic Cards
Daemons are getting an entire sheet dedicated to stratagems that are spread evenly across the board. To go over a few, Mutating Fire for a Horror’s flame attack can have its AP boosted to -3 which can be the certain end for anyone hiding in a building. Cleaving Blow is especially good for tanky targets adding +1 damage to the Hellblade for Bloodletters. If they wound on a 6+ here, they’ll be dishing out a 3 flat damage attack. There’s not much that can withstand that many wounds in Kill Team.
Daemons are looking solid but now it’s time to check out Eisenhorn!
Eisenhorn Kill Team Rules
Eisenhorn is only T3 with 1 Wound but he’s got some pretty sweet rules. He can reroll hit and wound rolls on just about anyone who isn’t Imperium and has a 6+++ FNP. The coolest rule he has is probably the Enforce Will psychic power. He can take over an enemy unit and shoot/fight with it as if it were a part of your Kill Team. Necrons have a Stratagem similar to this and it is brutal to play against.
Looking at his Wargear, he’s got some primo tech compared to what most other units get in the game. Your main objective will be to play safe and keep him alive as long as possible. With gear/rules like these, he might have a big target on his back in-game.
With this latest batch of rules making its way to Kill Team, what Daemons are you going to be using? Will you be keeping Eisenhorn out of sight as much as possible and cast Psychic shenanigans? Or will you be taking him down the board with some friends and get stuck into combat?
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