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Chaos DaemonsCor’bax Utterblight
12

Cor’bax Utterblight

NAME M WS BS S T W A Ld Sv
Cor’bax Utterblight * * 4+ 6 8 12 * 10 6+
Cor’bax Utterblight is a single model. In combat, he feeds his foes to his vast, tooth-lined maw, which can swallow whole almost anything his rotting limbs can catch, while his canker worms scrabble for whatever morsels his vast jaws miss. Only one of this model may be included in your army.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
WS
A
7-12+
7"
2+
5
4-6
5"
3+
4
1-3
3"
4+
3
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Gaping maw
Melee
Melee
User
-3
3
All rolls of 6 to hit with this weapon become 3 hits each.
0
Canker worms
Melee
Melee
2
0
1
After this model makes their close combat attacks, the canker worms infesting Cor’bax make their attacks separately. Make D6 additional attacks using this weapon profile.
ABILITIES
Daemonic Ritual

Daemonic: This model has a 5+ invulnerable save.

Disgustingly Resilient: Each time Cor’bax Utterblight loses a wound, roll a D6; on a roll of 5 or 6, the model does not lose a wound.

Daemon Prince of the Ruinstorm: If an enemy PSYKER is within 9" of this model, their player must subtract 1 from their rolls to manifest psychic powers for that PSYKER. Friendly models within 9" attempting a Daemonic Ritual can also re-roll their summoning roll when doing so.

Poison Slime: Each time Cor’bax Utterblight successfully completes a charge move, roll a D6 for each enemy unit within 1". For each roll of a 2+, that unit suffers a mortal wound.

Noisome Tide of Flesh: Cor’bax’s feculent mass is a seething, half-liquid horror that simply flows over obstacles and swamps anything, be it blade or bullet, that strikes it, with little outward effect. Cor’bax ignores any penalty to charge rolls made for him because of terrain. In addition, when making rolls for Cor’bax’s Disgustingly Resilient ability against wounds caused by attacks with a Damage of 1, wounds are ignored on a 4+.

Putrid Demise: When this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+ it explodes in a tide of filth, and each unit within D6" suffers D6 mortal wounds.
FACTION KEYWORDS
CHAOS, DAEMON, NURGLE
KEYWORDS
CHARACTER, MONSTER, DAEMON PRINCE OF THE RUINSTORM, COR’BAX UTTERBLIGHT
Does not include wargear
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

The TZEENTCH keyword is used in following Chaos Daemons datasheets:

The KHORNE and DAEMON keywords are used in following Chaos Daemons datasheets:

Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos can weaken the fabric of reality to create a gateway to the warp. From this rent pour forth the Daemons of that realm, ready to rend and tear those who stand against the Ruinous Powers.

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they were themselves summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have a choice of allegiance, such as Furies, the unit when summoned will have this keyword). This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.

The DAEMON PRINCE OF THE RUINSTORM keyword is used in following Chaos Daemons datasheets:

HQ
• Samus
© Vyacheslav Maltsev 2013-2019