
Looking for the Night Lords Kill Team? Shadowhunt’s Murderwing rules, box breakdown, MSRP/value, release date, and where to get it now.
Chaos Space Marines and Sisters of Battle are about to get some serious reinforcements. A recent leak from an upcoming Kill Team dossier shows that Raptors and Celestians are set to star in a brand-new box dubbed Shadowhunt.
Not only that, but since Games Workshop has a habit of tipping its hand, they dropped free rules in the latest update for the new Celestian Insidiants and the refreshed CSM Raptors and Warp Talons.
Best of all, if history’s anything to go by, this Kill Team release might have bigger implications for Warhammer 40k proper.
Quick Answer: If you’re searching Night Lords Kill Team rules right now, Kill Team: Shadowhunt is the box tied to the Murderwing-style jump-pack Chaos team. It was released on February 7th, 2026, with a listed MSRP of $145, and it pairs that Chaos half with the new Celestian Insidiants. In other words, it’s fast, nasty, and built to hunt priority targets rather than play polite objective tag.
- Release date: February 7th, 2026
- MSRP: $145, $175 (Canada), €115 (EU), £87.50 (UK), $240 (Australia)
- Teams: Celestian Insidiants (Sisters) vs Raptors/Warp Talons (Chaos, Murderwing style)
- What’s in the box: new Sisters team, Chaos Lord, Raptors/Warp Talons, themed terrain, and a campaign dossier
- Play hook: speed, pressure, and surgical kills, with Sisters built to ruin psychic plans
40k Kill Team Shadowhunt: What’s in the Box? (Night Lords Kill Team Buyers)
Updated on March 5, 2026, by Rob Baer with the latest confirmed pictures, rules, lore from GW, new leaked model pictures, and comparisons.
If you’re here for the Night Lords Kill Team squad, this is the box that introduces the Murderwing-style jump-pack Chaos team alongside the Sisters.
Night Lords Kill Team, Shadowhunt Release Date & Retail Price:
- Kill Team Shadowhunt Release Date: February 7th, 2026
- Retail Price (MSRP/RRP): $145, $175 (Canada), €115 (EU), £87.50 (UK), $240 (Australia)
- Night Lords Kill Team relevance: Murderwing is the Night Lords flavored team focus in Shadowhunt (at least in theme and presentation).
40k Kill Team Shadowhunt Contents:
- 10x New Celestians Insidiants
- 1x Chaos Lord
- 10x Raptors/Warp Talons
- Themed terrain (we have a picture of the chaos models standing on top of it)
- A rulebook/dossier setting up a new campaign arc
Celestian Insidiants Shadowhunt Rules (Key Takeaways)
- Psychic-proof durability: built to shrug Psychic Attacks and mortal wound splash.
- Quarry system: mark a target, then start deleting the important bits with Precision and re-rolls.
- Momentum stays rolling: when the quarry drops, you can immediately pick a new one.
- Objective value engine: they can help generate Miracle dice while playing the mission.
- Anti-psyker weapons: condemnor pistols and null maces bring the right keywords for the job.

- Built to ignore psychic nonsense: Rituale Nullificatus gives them Feel No Pain 4+ against Psychic Attacks and mortal wounds, so the usual “splash mortals and move on” plan starts failing fast.
- Pick a quarry, then start character shopping: Virtue of Intolerance lets you mark one enemy unit as the quarry at the start of the battle, then attack it, gain Precision, and you re-roll the Hit roll.
- Keeps rolling targets all game: Denuncia Oratory lets you select a new quarry each time the current one is destroyed, so the hunt does not stall out after the first kill.
- Miracle dice farming on objectives: Simulacrum Imperialis rolls at the end of your Command phase for each objective you control with a unit in range, and on a 4+, you gain a Miracle dice showing that result.
- Their kit matches the job: Condemnor bolt pistols and null maces bring Anti-Psyker 4+ and Devastating Wounds, then you can season to taste with hand flamers, blessed swords, a virge of admonition, and an inferno pistol on the Superior.
Celestians Return as Infiltrators In 40k Kill Team Shadowhunt (How They Play)
On the other side of the board, the Adepta Sororitas’ Celestian Insidiants bring holy precision to the fight. Outfitted with condemnor bolt pistols that fire silvered stakes and heavy maces bristling with null-field generators, they’re the ultimate anti-psyker specialists. On the table, they function like a precision hunter team that punishes key operatives, useful context if you’re buying Shadowhunt mainly for the Night Lords kill team half and want to know what the other side does.



Sisters of Battle and Kill Team, Always A Good Pairing (40k Crossover)

If you want more skirmish box coverage, hit the site’s Kill Team hub and see what else is being quietly used as a delivery system for new 40k toys.
In any case, they’re not just bringing incense and scripture. These girls look like they’re ready to fight dirty.
Night Lords Kill Team (Murderwing) Rules: Raptors in Kill Team Shadowhunt
This Night Lords kill team wants to play fast and mean. You pressure lanes with jump packs, bully mid-board with melee stacking, and punish anyone who steps out of position before they can set up a “real” game plan. If it feels like terror tactics with chainblades, that’s because it is.
- Melee stacking is the point: cram heavy melee weapons into small squads and trade up.
- Champions hit like trucks: power fist access turns “skirmish” into “ambulance.”
- Mutations add volume: more swings, better profile, and it keeps pressure consistent.
- Special weapons stay flexible: flamer, plasma, melta, but less spam per five.
- GRENADES is free chip damage: soften targets before the charge connects.
- Points hike explains the glow-up: you’re paying for real output, not vibes.

- The big glow-up is melee stacking: Raptors can load up on heavy melee weapons per five models, with a power fist on the champion plus two more heavy melee weapons in a five-model unit. That means you can cram silly numbers of power fists into a small squad and turn a “trading unit” into a real blender.
- Mutations add a nasty volume profile: One in five can swap the chainsword for mutations, basically an Accursed Weapon style option with four attacks at Strength five, AP -2, one damage.
- Special weapons stay flexible, just less spammy: You still get flamer, plasma gun, and meltagun, but five models cannot double up. At ten models, you can take a second pair, still no duplicates, so the ceiling is two plasma and two melta in a full unit.
- GRENADES joins the party: Raptors now have the GRENADES keyword, which gives them a clean chip-damage tool into bigger targets before they commit to the charge.
- Points went up, and the upgrades explain it: They climbed by twenty points per five models, and the extra melee access, mutations option, and grenades are the reason they suddenly feel like a “pay me, and I will do work” unit instead of a fragile gimmick.
Warp Talons

Kill Team Raptors: Why Murderwing Feels Like Night Lords (Models + Tabletop Impact)
If you’re a Night Lords player, this is the most relevant half of the box: fast operatives, aggressive melee profiles, and a kit that screams terror tactics.
Let’s start with the spikiest kids on the block in Shadowhunt Kill Team, the Chaos Raptors. These jump-pack lunatics have been flying around the galaxy with the same models since… well, let’s just say they were sculpted in a more innocent time.




With chainswords, plasma pistols, and the promise of new mutation bits, these Raptors might be finding spots in more lists.
Chaos Raptors: The Brutal New Redesign


The Necron Nightbringer Shadowhunt Kill Team Crossover (Optional Game Add-On)
(This part is separate from the Night Lords kill team, but it matters for anyone buying Shadowhunt for the broader campaign and crossover potential in the game.)

This model alone, paired with the Kill Team Tomb World box, is enough to get Necron players sharpening their painting brushes. See the official reveal here.
Final Thoughts on the new Night Lords Kill Team and Shadowhunt box
Night Lords Kill Team verdict: If you want the jump-pack terror playstyle, Shadowhunt’s Murderwing half is the headline.
GW basically handed us the smoking bolter here. Free 40k rules for brand-new Celestian Insidiants and refreshed Raptors and Warp Talons is the kind of “oops, didn’t mean to” move that usually shows up right before the preorder button goes live.
In the new Kill Team Shadowhunt, Chaos got a real jump-pack punch again, Sisters get a nasty little witch-hunter tool, and this game system keeps doing what it does best: sneaking new Warhammer 40k toys onto the table under the cover of a skirmish box.
Buyer Guide: Should You Buy Shadowhunt for a Night Lords Kill Team?
Who it’s for:
- Night Lords players who want fast, aggressive operatives with a terror tactics vibe.
- Chaos players who need refreshed Raptors/Warp Talons models and like melee pressure teams.
- Kill Team fans who enjoy assassin-style play and character hunting in close quarters.
Who should skip:
- You only play Sisters and already have the other Kill Team boxes and do not want duplicates.
- You wanted a pure Night Lords bespoke sprue and you are not interested in “Chaos plus vibes.”
- You prefer ranged, control-heavy Kill Teams over melee pressure and trading.
Pros
- Updated jump pack Chaos kit that finally looks like it belongs in modern 40k.
- Murderwing style rules read like speed pressure and melee stacking, which is exactly the fantasy.
- Insidiants bring a clear anti-psyker identity instead of generic “Sisters with guns.”
Cons
- “Night Lords” is mostly a theme unless GW hard-stamps it in future rules.
- If you hate melee trading teams, this box will not change your mind.
- Value depends on how much you want the terrain and campaign book, not just the teams.
- The Murderwing box will release seperately at some point.
Where to get it: If you want discounts or to dodge out-of-stock headaches, use our retailer guide and grab whichever option works for your region. Links are below.
Night Lords Kill Team FAQ (Shadowhunt + Murderwing)
What is the Night Lords kill team in Shadowhunt?
It’s the Murderwing themed jump-pack Chaos side of the box, built around Raptors and Warp Talons style operatives that want to pressure, trade up, and delete priority targets.
Is Murderwing actually Night Lords or generic Chaos?
Based on how it’s presented, it reads as Night Lords flavored in theme, but it’s still a Chaos Space Marines package unless GW pins it down harder in future lore or branding.
What’s in Kill Team: Shadowhunt?
You’re looking at ten Celestian Insidiants, a Chaos Lord, ten Raptors/Warp Talons, themed terrain, and a campaign dossier that sets up the next arc.
When is Shadowhunt out, and what’s the MSRP?
It dropped on February 7th, 2026, with an MSRP of $145 (with regional pricing listed above).
How do the Raptors/Murderwing rules play on the table?
Fast pressure into mid-board, heavy melee stacking in small units, grenades for chip damage, and brutal trading that aims to win the game by deleting the pieces that matter before your opponent stabilizes.












