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Melee Weapons
• Blades of the Blood God
• Bloodflail
• Chainaxe
• Great Cleaver of Khorne
• Iron Claw
• Power Scourge
• Warpsword
Ranged Weapons
• Baleflamer
• Baleful Torrent
• Daemongore Cannon
• Ectoplasma Cannon
• Gorestorm Cannon
• Hades Autocannon
• Hades Gatling Cannon
• Harvester Cannon
• Hellfire
• Ichor Cannon
• Lash of Khorne
• Phlegm Bombardment
• Reaper Autocannon
• Skull Cannon
• Skullhurler
• Warp Gaze
• Combi-bolter
• Improvised Armour
• Power Armour
• Terminator Armour
• Warp-forged armour
Special Issue Wargear
• Chaos Bike
• Instrument of Chaos
• Jump Pack
• Sigil of Corruption
Gift of Khorne
• Aura of Dark Glory
• Collar of Khorne
• Combat Familiar
• Daemonic Flight
• Ichor Blood
• Juggernaut of Khorne
Loci of Khorne
Icons of Khorne
• Banner of Blood
• Icon of Wrath
Artefacts of Slaughter
• Cloak of Skulls
• Goredrinker
• Kor’lath, The Axe of Ruin
• The Blade of Endless Bloodshed
• The Blood-forged Armour
• The Brazen Rune
• The Skull-helm of Khorne
• The Slayer Sword
Khorne Daemonkin Vehicle Equipment
• Combi-bolter
• Daemonic Possession
• Havoc Launcher
• Lasher Tendrils
• Magma Cutters
Daemonic Possession
This section of Codex: Khorne Daemonkin lists wargear (including Melee Weapons, Ranged Weapons, Armour, Special Issue Wargear, Gift of Khorne, Loci of Khorne, Icons of Khorne, Artefacts of Slaughter and Khorne Daemonkin Vehicle Equipment) used by Khorne Daemonkin, along with the rules for using them in your games of Warhammer 40,000.

Melee Weapons

Profiles for the following melee weapons can be found in the Warhammer 40,000 rulebook:
Power Axe

Blades of the Blood God

Weapons of Khorne are etched with burning runes of slaughter, and each screams with the power of the Daemon bound inside it.

Range S AP Type
Axe of Khorne - User 2 Melee, Decapitating Blow, Specialist Weapon
Great axe of Khorne - D 2 Melee, Colossal
Hellblade - User 3 Melee

Colossal: A model with this weapon Piles In and fights at Initiative step 1.

Decapitating Blow: Any To Wound rolls of 6 made with this weapon have the Instant Death special rule.


Brandished by the mighty Bloodthirsters of the third host, bloodflails strike with the wrath of Khorne himself. Each link of the bloodflail’s long chain is forged from the armour of a mortal champion who has been hunted and slain by its infernal wielder.

Range S AP Type
12" 7 2 Assault D3
- User 2 Melee, Specialist Weapon


A brutal variant of the chainsword, a chainaxe’s head whirs with razor-like teeth that chew through armour and flesh.

Range S AP Type
- User 4 Melee

Great Cleaver of Khorne

Each of these vast, brazen blades weighs as much as a battle tank. Swung with psychotic fury by a Lord of Skulls, a great cleaver can shear the leg from a Titan with a single blow.

Range S AP Type
- D 1 Melee

Iron Claw

Many Soul Grinders possess huge, piston-powered claws, which are more than capable of crushing the life out of the hardiest of victims.

Range S AP Type
- x2 2 Melee, Specialist Weapon, Unwieldy

Power Scourge

Essentially a nest of flailing metal claws sheathed in crackling energy, these horrible weapons can cut an armoured man to pieces in seconds and are almost impossible to block or avoid.

Range S AP Type
- 8 2 Melee, Flail

Flail: If one or more enemy models are in base contact with a model with a Flail weapon at the beginning of the Fight sub-phase, roll a D3 and subtract the result from the Weapon Skill of those models (to a minimum of 1) for the duration of that phase.


Fashioned from the Soul Grinder’s raw fury at its captivity and swung with all of the Daemon’s massive strength, the warpsword is a terrifying weapon indeed.

Range S AP Type
- User 3 Melee, Master-crafted, Specialist Weapon

Ranged Weapons

Profiles for the following ranged weapons can be found in the Warhammer 40,000 rulebook:


Baleflamers channel the roiling flames that burn within a Daemon Engine’s heart. Anything caught in such a sheet of daemonic fire is consumed instantly, burned down to the last embers of their soul.

Range S AP Type
Template 6 3 Heavy 1, Soul Blaze, Torrent

Baleful Torrent

The Soul Grinder’s yawning maw belches forth a tide of living fire.

Range S AP Type
Template 6 4 Assault 1, Torrent

Daemongore Cannon

This horrific weapon lives up to its name, spewing a mighty jet of the Lord of Skulls’ boiling ichor. Those engulfed by the vile tide stand little chance of survival, for armour, flesh and bone alike are reduced to molten slurry in seconds by its furnace heat.

Range S AP Type
Hellstorm 9 3 Primary weapon 1, Gets Hot, Instant Death

Ectoplasma Cannon

Ectoplasma cannons draw their ammunition straight from the raw stuff of the Warp. Each retching blast hurls a great gout of superheated soulstuff into the enemies’ midst, drowning them in screaming, tortured souls that incinerate mortal forms.

Range S AP Type
24" 8 2 Heavy 1, Blast, Gets Hot

Gorestorm Cannon

The gorestorm cannon is a simple but horribly effective weapon that sprays a highpressure torrent of boiling blood across a wide area. Those not dissolved amid the horrific flood are drowned, or else cooked alive inside their armour.

Range S AP Type
Hellstorm 8 3 Primary weapon 1

Hades Autocannon

The hades autocannon gives a terrifying scream as its six brass barrels spin up to speed. Vomited up from the Heldrake’s furnace gut, streams of white hot shells spray from the cannon’s muzzle. Battle tanks, aircraft, monstrous beasts and screaming infantry, all are ripped apart by the deluge of shots. Foot troops suffer worst beneath the whirling barrels of the hades autocannon; each swooping pass rips another line of shells through the enemy’s midst, obliterating brave warriors in explosive pus of blood and sending their comrades scrambling for whatever cover they can find.

Range S AP Type
36" 8 4 Heavy 4, Pinning

Hades Gatling Cannon

If the Hades autocannon generates a rain of fire, the vastly enlarged Hades gatling cannon summons forth a hurricane. Firing several hundred rune-graven rounds per second, this weapon churns everything in its sights to unrecognisable pulp.

Range S AP Type
48" 8 3 Heavy 12, Pinning

Harvester Cannon

Smoking bullet-casings fall to the ground like so many skulls offered to Khorne as the harvester cannon’s barrels thunder. The weapon spits sawing lines of fire that mow down infantry or shred aircraft with equal ease.

Range S AP Type
Solid shells 48" 7 4 Heavy 3
Flakk shells 48" 7 4 Heavy 3, Skyfire


The wrathful Bloodthirsters of Khorne’s third host can breath fiery gouts of daemonic flame over their foes.
Hellfire is a Flamer weapon for the purposes of any special rules that interact with Flamer weapons as described in Warhammer 40,000: The Rules.

Range S AP Type
Template 5 4 Assault 1, Soul Blaze

Ichor Cannon

The ichor cannon fires huge brass shells that combine a sizeable explosive charge with a bubbling reservoir of daemonic gore. Those not blown apart by the cannon’s blast or torn to pieces by red-hot shrapnel are scorched and drowned under a wave of foul ichor.

Range S AP Type
48" 7 2 Primary weapon 1, Large Blast

Lash of Khorne

Great coiling whips possessed of a cruel sentience, each lash of Khorne is a potent weapon that can cut an armoured man in two with a single, lightning-fast strike.

Range S AP Type
12" 6 2 Assault 1

Phlegm Bombardment

Certain Soul Grinders of Khorne can spit great wads of molten brass and acidic saliva – a bombardment as thoroughly noxious as it is utterly lethal.

Range S AP Type
36" 8 3 Ordnance 1, Large Blast

Reaper Autocannon

The archaic reaper autocannon is a cumbersome but deadly weapon. It is mostly used by Chaos Terminators, its twin barrels and sizeable magazine allowing them to lay down a punishing hail of shots. Coupled with the Terminators’ unnaturally augmented senses, this ensures that few who fall beneath their crosshairs survive for long.

Range S AP Type
36" 7 4 Heavy 2, Twin-linked

Skull Cannon

The Skull Cannon devours the skulls of fallen foes, storing them deep in its throbbing guts before belching them forth in great flaming bombardments. Wherever the skulls strike home they detonate in violent bursts of flame, driving into the open those who cower in cover and forcing them to fight as warriors should.

Range S AP Type
36" 8 5 Heavy 1, Dreadskulls, Ignores Cover, Large Blast

Dreadskulls: Place a marker next to each unit that takes one or more hits from this weapon. Any friendly unit with the Khorne Daemonkin Faction that charges a unit so marked does not suffer the Initiative penalty when charging through difficult terrain. Remove any Dreadskulls markers at the end of the Assault phase.


When roused to wrath, mighty Khorne has been known to rise from his throne to hurl giant bronze skulls, screaming brazen projectiles that crash down amongst his enemies and slaughter them en masse. The skullhurler emulates this gesture of godly rage, vomiting a cascade of shrieking, chattering skulls across the foe’s ranks. This horrific ordnance falls amid the enemy like macabre hail, fanged jaws gnashing and chewing frantically. Armour is gnawed away to mangled scrap, flesh and bone mulched and mashed amid screams of agony and horror. Soon, all that remains of the once-numerous foe is a charnel field of bloody offal in which still-chewing skulls writhe like fat white maggots.

Range S AP Type
60" 9 3 Primary weapon 1, Apocalyptic Blast, Gnaw

Gnaw: Successful saving throws against this weapon must be re-rolled.

Warp Gaze

Channelling all its rage and hatred into a single, searing beam, a Soul Grinder can blast the accumulated energies forth from its eyes. Anything struck is blasted to ash in an instant – even the mightiest armoured war engines crumple into scorched ruin before the Soul Grinder’s wrathful gaze.

Range S AP Type
24" 10 1 Heavy 1


These bulky weapons are essentially two boltguns fused together for increased weight of fire. Though they generate enough recoil to break an unaugmented human’s arms, combi-bolters nonetheless lay down a hammering storm of fire.

Range S AP Type
24" 4 5 Rapid Fire, Twin-linked


Improvised Armour

Daubed in bloody Khornate symbols, the scavenged armour worn by Daemonkin Cultists provides little in the way of real protection. Still, this mess of leather, furs and hotchpotch flak plate will occasionally keep a Cultist alive long enough to reach combat, and afford him his chance to catch the Blood God’s eye.
Improvised armour confers a 6+ Armour Save.

Power Armour

Splattered with the blood of the foe, the tainted power armour of the Daemonkin bonds to them like a twisted second skin.
Power armour confers a 3+ Armour Save.

Terminator Armour

Servo-assisted Terminator armour grants the resilience of a walking tank – and quite frequently the weaponry to match.
Terminator armour confers a 2+ Armour Save and a 5+ invulnerable save. Furthermore, models in Terminator armour have the Bulky, Deep Strike and Relentless special rules, and may not make Sweeping Advances.

Warp-forged armour

Clad in daemonic armour laden with unholy runes, the Daemon’s hide is all but immune to the blows of mortals.
Warp-forged armour confers a 3+ armour save.

Special Issue Wargear

Profiles for the following special issue wargear can be found in the Warhammer 40,000 rulebook:

Chaos Bike

Snarling beasts of brass and steel, Chaos bikes speed their riders into the thick of battle, their guns roaring hate at the foe.
Models with a Chaos bike change their unit type to Bike. A Chaos bike is fitted with a single twin-linked boltgun.

Instrument of Chaos

These Warp-spawned instruments produce a horrific cacophony that summons allies from beyond the veil.
When a unit with an instrument of Chaos in Deep Strike Reserve successfully passes its Reserve Roll, you can also choose another unit. This unit must be:
  • entirely composed of models with the Daemon special rule
  • still in Deep Strike Reserve
  • yet to make a Reserve Roll this turn
The chosen unit automatically arrives from Reserve (no roll is made).

Jump Pack

As though borne on wings of daemonic flame, a jump pack allows its wearer to soar across the battlefield in great bounding leaps. Hurtling over whatever obstacles bar their path, the jump pack’s wearer plunges into combat with the fury of a warlike god.
Models equipped with jump packs have the Jump unit type.

Sigil of Corruption

Khorne’s greatest champions bear twisted sigils upon their armour, icons of jagged brass and bone whose aura of power encircles and protects them.
A sigil of corruption confers a 4+ invulnerable save.

Gift of Khorne

Aura of Dark Glory

The Blood God cloaks his most favoured champions in baleful energies, protecting them from harm in battle.
An aura of dark glory confers a 5+ invulnerable save.

Collar of Khorne

The dread sigils inscribed upon these weighty brass collars provide the Daemonkin with the Blood God’s own protection against psykers and their otherworldly powers.
A unit containing one or more models with a Collar of Khorne has a +2 bonus to all Deny the Witch rolls.

Combat Familiar

Khorne’s favoured champions may be gifted with some strange and diabolical servant to fight at their side, be it a sentient, hovering blade, a snarling Warp-hound, or a vicious Lesser Daemon.
A model with a combat familiar makes two additional Strength 4 AP- Melee Attacks. The combat familiar is always assumed to be on the same base as its master. If you wish to represent it separately you can. However, the model itself plays no part in the game; if the model gets in the way, move it to one side.

Daemonic Flight

The Blood God has granted this Daemon Prince the gift of a vast pair of bat-like wings in the image of his mighty Bloodthirsters.
A Daemon Prince with daemonic flight has the Flying Monstrous Creature (Character) unit type.

Ichor Blood

It is not blood that runs through this champion’s veins, but searing ichor, molten brass or some such vile and deadly substance likely channelled straight from the Blood God’s unholy realm.
Any unit that causes one or more unsaved Wounds on a model with ichor blood during the Fight sub-phase immediately takes a Strength 3 AP4 hit per Wound caused.

Juggernaut of Khorne

Some champions of Khorne, having proved their worth beyond all measure, will be gifted a hulking Daemon steed to bear them to battle and trample their foes beneath its crushing hooves.
The model receives +1 Toughness, +1 Wound, +1 Attack and its unit type becomes Cavalry.

Loci of Khorne

Heralds of Khorne can act as focus points for the Blood God’s immeasurable power, and inspire Khorne’s mortal followers and Daemons alike to greater acts of bloodshed.
There are three tiers of locus, rising from weakest to strongest: lesser, greater and exalted. If a unit contains two or more loci, only the strongest takes effect – the rules for the others are ignored whilst there is a stronger locus in the unit. If the model with the strongest locus is slain, the next strongest immediately comes into effect.

Lesser Locus of Abjuration: The model has the Adamantium Will special rule.
Greater Locus of Fury: The model, and all models in the unit, have the Rage special rule.
Exalted Locus of Wrath: The model, and all models in the unit, have the Hatred special rule.

Icons of Khorne

Banner of Blood

Blood wells constantly from within this brass standard, pattering down upon the Daemons below and driving them mad with the desperate need to kill. Its metal finial burns like a beacon in the Warp, luring the Daemons of Khorne like hounds to a fresh kill.
When determining assault results, add one to your total if there are one or more friendly units with a banner of blood locked in that combat.

In addition, once per game, the unit bearing a banner of blood can charge D6+6” instead of the usual distance. Declare you are using the banner before the charge distance is rolled.

Furthermore, if the first model from a friendly unit arriving by Deep Strike is placed within 6” of at least one model with a banner of blood, the following rules apply:

Icon of Wrath

The red-hot curses of the Blood God resound in the minds of those in the shadow of this icon, compelling them to hurl themselves into the fray like savage animals.
When determining assault results, add one to your total if there are one or more friendly units with an icon of wrath locked in that combat.

In addition, all models with the Mark of Khorne in a unit equipped with an icon of wrath have the Furious Charge special rule. Furthermore, when determining its charge range, a unit with this icon may re-roll the result.

Artefacts of Slaughter

Artefacts of Slaughter are Warp-tainted objects of terrifying power, bestowed upon Khorne’s mightiest champions by the will of the Blood God himself. Only one of each of the following artefacts may be chosen per army.

Only one of each Artefact of Slaughter may be taken per army. A model may take one of the following:

The Brazen Rune 15 pts
The Skull-helm of Khorne1 15 pts
The Blood-forged Armour2,3 50 pts

A model may instead replace one weapon with one of the following:

Goredrinker3 30 pts
The Blade of Endless Bloodshed 35 pts
Kor’lath, The Axe of Ruin3 60 pts
1 Chaos Lord only.
2 Not available to a model wearing Terminator armour.
3 Chaos Lord or Daemon Prince of Khorne only.

Cloak of Skulls

Skulltaker’s iron-hard cloak is adorned with the still-screaming skulls of his most prized opponents.
The Cloak of Skulls confers a 3+ Armour Save and the Eternal Warrior special rule.


Revered by Khorne’s warriors as much as it is feared by the Blood God’s foes, this terrible weapon houses a powerful Daemon that hungers for the life essence of its victims. The more the murderous axe feeds, the greater its potency, and once glutted upon its bloody feast, Goredrinker’s mere touch is death.

Range S AP Type
- +1 2 Melee, Blood Feast, 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 table below to see what effects Goredrinker will have on its bearer. These effects are cumulative.

0No effect. 
1-2Add 1 to the bearer's Strength characteristic. 
3-4The bearer gains the Rampage special rule. 
5-7Double the bearer's Strength characteristic. 
8+The bearer's Melee attacks gain the Instant Death special rule. 

Kor’lath, The Axe of Ruin

The essence of a mighty Bloodthirster rages within every axe of Khorne, the entities bound forcibly within the blades by leering daemonic smiths. Of all of these imprisoned demigods it is Kor’lath of the Unfettered Fury, caged within the Axe of Ruin, who rails most violently against his imprisonment. Should this berserk entity ever break free, he will vent his murderous anger upon those unfortunates caught nearby, before plunging back into the Warp to seek revenge on those who caged him.

Range S AP Type
- User 2 Melee, Caged Fury, Decapitating Blow, Specialist Weapon

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 (see the Blood Tithe table) 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.

The Blade of Endless Bloodshed

Even the slightest nick or cut from this weapon’s blade causes grotesque sprays of gore to jet forth from the wound. In battle, the blade’s wielder and his comrades are swiftly drenched in the gushing lifeblood of his horrified victims.

Range S AP Type
- User 3 Melee, Deluge of Gore

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.

The Blood-forged Armour

Legend tells that Khorne forged this armour himself, heating it in the fires of his fury and quenching it with the blood of murdered kings. Ever slick with runnels of gore, its plates are as hard and unyielding as the mountainous hull of a starship, and are able to withstand the mightiest of blows.
The Blood-forged Armour confers a 3+ armour save and the Eternal Warrior and Feel No Pain special rules.

The Brazen Rune

Khorne’s hatred of witchery made manifest, the Brazen Rune is a burning brand that sears itself into the very skull of its bearer. Though agonising, the rune wards off the psychic machinations of the foe, preserving its bearer from pernicious spellcraft. Furthermore, the bearer can expend the rune’s power, sending its energies roaring forth like a hurricane to shatter sorcerous incantations and burn out the minds of enemy psykers.
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 Skull-helm of Khorne

This ancient helm was carved from the skull of an unknown entity in an age long since forgotten. It is emblazoned with the rune of Khorne, and imbues its wearer with a shadow of Khorne’s own terrible aspect.
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.

The Slayer Sword

Mortals and Daemons beyond counting have fallen to this hungry blade, wreathed in magical flames.

Range S AP Type
- User 3 Melee, Decapitating Blow, Soul Blaze

Decapitating Blow: Any To Wound rolls of 6 made with this weapon have the Instant Death special rule.

Khorne Daemonkin Vehicle Equipment

Profiles for the following khorne daemonkin vehicle equipment can be found in the Warhammer 40,000 rulebook:


These bulky weapons are essentially two boltguns fused together for increased weight of fire. Though they generate enough recoil to break an unaugmented human’s arms, combi-bolters nonetheless lay down a hammering storm of fire.

Range S AP Type
24" 4 5 Rapid Fire, Twin-linked

Daemonic Possession

Instead of mortal crew, this vehicle is animated by the malefic sentience of a Daemon, once a member of the Daemonkin warband’s chosen legion.
The vehicle’s Ballistic Skill is reduced to 3. It ignores the effects of Crew Shaken and Crew Stunned results on a roll of a 2+. Embarked units are still affected by these results.

Roll a D6 each time a unit embarks on a vehicle with the daemonic possession upgrade (including rolling at the start of your first turn if a unit begins the game embarked upon such a vehicle). On a roll of a 1, the Daemon devours a randomly chosen model in the unit – remove that model as a casualty with no saves of any kind allowed. The vehicle then recovers one Hull Point lost earlier in the battle.

Havoc Launcher

Havoc launchers fire swarms of high explosive missiles, their rune-scrawled warheads seething with the unstable energies of the Warp.

Range S AP Type
48" 5 5 Heavy 1, Blast, Twin-linked

Lasher Tendrils

These long metallic tendrils whip and writhe around some Maulerfiends, snaking out to bind the foe in their crushing grip.
Each set of lasher tendrils reduces the Attacks characteristics of every model (friend and foe) in base contact with the bearer by 1 (to a minimum of 1) whilst they remain in base contact. The effects of multiple sets are cumulative.

For example, if a model is in base contact with two Maulerfiends, each of which has two sets of lasher tendrils, he has 4 fewer Attacks.

Magma Cutters

These industrial cutting tools are designed to scythe apart the metallic skin of even the heaviest armoured vehicle.
If a Maulerfiend hits with at least one Attack in the Fight sub-phase, it may make an additional Attack with one of its magma cutters against one of the models it hit. If it hit with all of its Attacks, it instead makes two additional Attacks with its magma cutters against one of the models it hit. These Attacks hit automatically and are resolved at Initiative 1 with the following profile:

Range S AP Type
- 8 1 Armourbane

Daemonic Possession

The daemonic presence bound within a Heldrake wears its ironclad prison like a second skin. Compared to even the most expertly crewed vehicle this gives the Heldrake an impressive ability to shrug off incoming fire – after all, it has no instruments to scramble, no lenses to obscure, just its own unnatural senses which remain sharp no matter what.
This vehicle ignores the effects of Crew Shaken and Crew Stunned results on a roll of a 2+.