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Foul Heretic, be warned that this page is obsolete and will soon be purged in the holy fires of exterminatus. The updated page can be found using the <LEGION> filter on the Chaos Space Marines page (see Datasheets tab).

The World Eaters hurl themselves into battle with psychotic fury. They feel neither fear nor mercy, nor anything save the pounding crimson rage that propels them across the battlefield. Chainaxes roaring, the World Eaters rip the heart from the enemy with the unstoppable ferocity of their assault, bellowing oaths to the Blood God as they paint themselves in jetting gore.

This section contains a selection of datasheets for World Eaters miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and special abilities it may have.

Books

BookKindEditionVersionLast update
  ChaosIndex81.4April 2018
  Chapter Approved ’2017Expansion81.1April 2018
  Chaos Space Marines IICodex82.1September 2019
  Imperial Armour: Forces of the Adeptus AstartesIndex81.7September 2019

Abilities

The following is an ability that is common to several HERETIC ASTARTES units.

Death to the False Emperor

Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

Hateful Assault

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Chaos Icons

Models can sometimes carry a Chaos Icon. Some icons can only be taken by units that have the correct Mark of Chaos, as shown in the table above – for example, only KHORNE units can have an Icon of Wrath. KHORNE, TZEENTCH, NURGLE or SLAANESH units cannot have an Icon of Vengeance.

ICONUNITEFFECT
Icon of Wrath
10
KHORNE
units only
You can re-roll charge rolls for units with an Icon of Wrath.
Icon of Flame
5
TZEENTCH
units only
At the start of your Psychic phase, roll a D6 for each unit from your army with an Icon of Flame. On a roll of 6 inflict 1 mortal wound on the closest enemy unit within 12" of the model carrying the Icon of Flame.
Icon of Despair
10
NURGLE
units only
Enemy units that are within 6" of any units from your army with an Icon of Despair must subtract 1 from their Leadership characteristic.
Icon of Excess
10
SLAANESH
units only
If a unit has an Icon of Excess, its Death to the False Emperor ability takes effect on any hit rolls of 5+, rather than 6+.
Icon of Vengeance
5
Cannot be taken
by KHORNE,
TZEENTCH,
NURGLE or
SLAANESH units
Add 1 to the Leadership of all models in a unit that has an Icon of Vengeance.

Dark Hereticus Discipline

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Dark Hereticus discipline using the table below. You can either roll a D3 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

DARK HERETICUS DISCIPLINE
D3PSYCHIC POWER
1Infernal Gaze
Infernal Gaze has a warp charge value of 5. If manifested, select a visible enemy unit within 18" of the psyker and roll 3 dice. The target suffers one mortal wound for each roll of 4+.
2Warptime
Warptime has a warp charge value of 6. If manifested, pick a friendly HERETIC ASTARTES unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase.
3Prescience
Prescience has a warp charge value of 7. If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Champion Equipment). When this is the case, the unit may take any item from the appropriate list below.

CHAMPION EQUIPMENT

The champion can take up to two weapons chosen from the following list:

 • Bolt pistol

 • Chainaxe

 • Chainsword

 • Lightning claw

 • Plasma pistol

 • Power axe

 • Power fist

 • Power maul

 • Power sword

Alternatively, the champion can take one weapon chosen from the following list:

 • Boltgun

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

COMBI-WEAPONS

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

HEAVY WEAPONS

 • Autocannon

 • Heavy bolter

 • Lascannon

 • Missile launcher

SPECIAL WEAPONS

 • Flamer

 • Meltagun

 • Plasma gun

PISTOLS

 • Bolt pistol

 • Plasma pistol

MELEE WEAPONS

 • Chainaxe

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

TERMINATOR MELEE WEAPONS

 • Chainfist

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Autocannon
48"
Heavy 2
7
-1
2
-
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Autopistol
12"
Pistol 1
3
0
1
-
30
Balefire missiles
36"
Heavy 2D3
6
-1
D3
Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
20
Baleflamer
18"
Assault D6
6
-2
2
This weapon automatically hits its target.
0
Battle cannon
72"
Heavy D6
8
-2
D3
-
0
Bloodlash
12"
Assault 2D6
7
-3
2
This weapon can be used within 1" of an enemy unit and can target enemy units within 1" of friendly units.
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
25
Butcher cannon
36"
Heavy 4
8
-1
2
If a unit has any models slain by any butcher cannon in the Shooting phase, the unit must subtract 2 from its Leadership for the rest of the turn. This modifier is not cumulative.
40
Butcher cannon array
36"
Heavy 8
8
-1
2
If a unit has any models slain by any butcher cannon in the Shooting phase, the unit subtracts 2 from its Leadership for the rest of the turn. This modifier is not cumulative.
30
C-beam cannon
72"
Heavy 1
6
-3
D3
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
8
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
15
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
11
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.
50
Daemongore cannon
18"
Heavy D6
User
-2
3
This weapon automatically hits its target.
25
Decimator storm laser
24"
Assault 5
6
-2
1
-
0
Demnos bolter
24"
Rapid Fire 2
4
-1
1
-
0
Demolisher cannon
24"
Heavy D6
10
-3
D6
-
0
Dreadhammer siege cannon
24"
Heavy 2D6
10
-5
3
If the Typhon does not move in the Movement phase, then the range of this weapon is increased to 48" for the duration of the current turn.
110
Dreadstrike missiles
120"
Heavy 4
10
-3
2D3
-
40
Dual Malignatas saker
48"
Heavy 2
*
-5
D6
This weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Leadership characteristic, if the total equals or exceeds the Leadership characteristic then the target model is wounded.
40
Ectoplasma battery
24"
Heavy 5
8
-3
3
If any hit roll made in a given phase results in a score or a ‘1’, then the firing unit suffers one mortal wound.
11
Ectoplasma blaster
18"
Assault 2
8
-3
2
If any hit roll made in a given phase results in a score of a ‘1’, then the firing unit suffers one mortal wound.
20
Ectoplasma cannon
24"
Heavy D3
7
-3
D3
-
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
 - HE shells
100"
Heavy 2D6
8
-3
2
When attacking units with five or more models, the dice rolled to decide the number of shots fired may be re-rolled.
 - AE shells
100"
Heavy 2
14
-4
6
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Fleshmetal guns
24"
Assault 6
6+D3
-D3
D3
See Fleshmetal Guns ability
0
Frag grenade
6"
Grenade D6
3
0
1
-
74
Gorestorm cannon
18"
Heavy D6
User
-2
2
This weapon automatically hits its target. When attacking units with 10 or more models, change this weapon’s Type to Heavy 2D6.
65
Grav-flux bombard
18"
Heavy D3
9
-5
2
If the target model is a MONSTER, VEHICLE or TITANIC then the amount of Damage suffered from successful attacks becomes 5 per hit. For every five models in the target unit, add D3 to the number of attacks made by this weapon.
21
Greater havoc launcher
48"
Heavy 3D3
6
-1
1
This weapon can target units that are not visible to the bearer.
20
Hades autocannon
36"
Heavy 4
8
-1
2
-
90
Hades gatling cannon
48"
Heavy 12
8
-2
2
-
6
Havoc launcher
48"
Heavy D6
5
0
1
-
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
16
Helbrute plasma cannon
36"
Heavy D3
8
-3
2
For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
17
Hellflamer
8"
Heavy D6
5
-1
2
This weapon automatically hits its target.
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
40
Hellstrike missiles
72"
Heavy 2
8
-3
3
-
20
Helstorm cannon
36"
Heavy 2
6
-2
3
Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
25
Ichor cannon
48"
Heavy D6
7
-4
D3
-
Impaler harpoon
12"
Assault 1
8
-3
3
If the bearer charges a VEHICLE or MONSTER unit it has previously successfully hit with this weapon in the Shooting phase of the same turn, add +2 to their charge rolls.
30
Infernal flamestorm cannon
8"
Heavy 2D6
5
-1
2
This weapon automatically hits its target.
Khârn’s plasma pistol
12"
Pistol 1
8
-3
2
Each time you roll a hit roll of 1 when firing this weapon, the bearer suffers a mortal wound.
0
Kharybdis storm launchers
24"
Heavy 3
6
-1
1
-
22
Kheres assault cannon
24"
Heavy 6
7
-1
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
80
Kytan gatling cannon
48"
Heavy 8
8
-2
2
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
60
Laser destroyer
36"
Heavy 1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
0
Laser volley cannon
When firing this weapon, choose one of the following profiles:
 - Volley fire
36"
Heavy 2
9
-3
3
-
 - Overcharge fire
36"
Heavy 2
10
-5
6
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing vehicle suffers 3 mortal wounds.
6
Magma cutter
6"
Pistol 1
8
-4
3
-
50
Magna-melta cannon
24"
Heavy D3
10
-4
D6
If the target of an attack by this weapon is within half range, roll an additional dice when inflicting damage and discard the lowest result.
0
Malignatas beam cannon
72"
Heavy 4
*
-5
4+D6
This weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Ld characteristic, if the total equals or exceeds the Ld characteristic then the target model is wounded.
0
Malignatas beam laser
36"
Heavy 1
*
-5
2D6
The player with this weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Leadership characteristic, if the total equals or exceeds it then the target model is wounded.
0
Melta cutter
12"
Assault D3
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
14
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
20
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
22
Multi-melta
24"
Heavy 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
40
Plasma destroyer
36"
Heavy 2D3
7
-3
2
-
11
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
40
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
36
Quad heavy bolter
36"
Heavy 12
5
-1
1
-
80
Quad lascannon
48"
Heavy 4
9
-3
D6
-
10
Reaper autocannon
36"
Heavy 4
7
-1
1
-
30
Reaper battery
36"
Heavy 6
7
-1
1
-
0
Scorpion cannon
36"
Heavy 10
6
-2
2
-
40
Scorpius multi-launcher
48"
Heavy 3D3
6
-2
2
This weapon can target units not visible to the firing model.
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
0
Siege melta array
12"
Heavy 4D3
9
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
60
Skullhurler
60"
Heavy D6
9
-3
D3
When attacking units with 10 or more models, change this weapon’s Type to Heavy 2D6.
42
Skyreaper battery
48"
Heavy 8
7
-1
5
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
30
Soulburner
24"
Assault D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
90
Soulburner bombard
48"
Heavy 2D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. This weapon may target enemy units which the bearer cannot see.
60
Soulburner petard
24"
Assault 2D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. If any hit roll made in a given phase results in a score or a ‘1’, then the firing unit suffers one mortal wound. This effect can only occur once per phase regardless of how many results of ‘1’ are rolled.
0
Soulburner pistol
12"
Pistol 2
-
0
1
Successful hit rolls with this weapon inflict mortal wounds. If any hit roll made in a given phase with this weapon results in a score of a ‘1’, then the firing unit suffers one mortal wound at the end of the phase.
70
Soulburner ribaudkin
18"
Heavy 2D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
0
Soulshatter bombard
24"
Heavy D6
12
-3
D6
Against VEHICLE, BUILDING and MONSTER units, this weapon’s attacks are Damage 2D6 rather than D6.
50
Soulstalker missiles
60"
Heavy D3
7
-2
2
Each time you roll a wound roll of 5+ for this weapon, the target suffers a mortal wound in addition to the weapon's normal damage.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Thermal jet array
6"
Pistol D6
8
-1
D3
When fired, this weapon automatically inflicts D6 hits on each unit, friendly or enemy, with at least one model within range. The weapon can only be used if more enemy units will be affected than friendly ones.
0
Thermal jets
6"
Pistol D6
6
-1
1
When fired, this weapon automatically inflicts D6 hits on each unit, friendly or enemy, with at least one model within range. The weapon can only be used if more enemy units will be affected than friendly ones.
0
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D6
-
0
Turbo-laser destructor
96"
Heavy D3
16
-4
2D6
Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
0
Twin accelerator autocannon
48"
Assault 8
7
-1
2
Attacks made with this weapon suffer no penalty to its hit roll when targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3.
20
Twin autocannon
48"
Heavy 4
7
-1
2
-
0
Twin avenger bolt cannon
36"
Heavy 10
6
-2
2
-
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
28
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
0
Twin hellmaw blasters
8"
Pistol 2D6
User
-2
1
This weapon automatically hits its target.
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
40
Twin multi-melta
24"
Heavy 2
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Twin volcano cannon
120"
Heavy 2D6
16
-5
2D6
You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
8
Twin volkite charger
15"
Heavy 4
5
0
2
-
28
Vengeance launcher
48"
Heavy 2D6
5
-1
1
-
0
Voidcutter
8"
Assault 1
8
-4
3
Add 1 to wound rolls made for this weapon if the target is a VEHICLE.
3
Warp bolter
24"
Assault 2
4
-1
2
-
30
Warpfire lance
15"
Heavy 2
6
-3
D6
Each time you make a wound roll of 6+ for this weapon, the weapon scores an additional automatic hit at the weapon’s normal profile which is resolved after the initial attacks for the weapon on the same unit. These additional hits do not themselves generate more additional hits.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Accursed crozius
Melee
Melee
+1
-1
2
-
Axe of Khorne
Melee
Melee
+3
-4
D6
-
0
Blade struts
Melee
Melee
User
-2
2
-
0
Bladed horn
Melee
Melee
5
-1
1
When the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
0
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
1
Chainaxe
Melee
Melee
+1
-1
1
-
11
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
0
Claw of Demnos
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Crushing fists
Melee
Melee
+1
-1
D3
-
8
Daemon jaws
Melee
Melee
User
-1
2
-
10
Daemonic axe
Melee
Melee
+1
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
30
Decimator siege claw
Melee
Melee
+2
-3
3
-
0
Defiler claws
Melee
Melee
x2
-3
D6
-
12
Defiler scourge
Melee
Melee
+4
-2
3
Each time the bearer fights, it can make 3 additional attacks with this weapon.
0
Eternal hunger
Melee
Melee
User
-3
D3
-
0
Fleshmetal weapons
Melee
Melee
+D3
-D3
D3
See Fleshmetal Weapons ability
10
Force axe
Melee
Melee
+1
-2
D3
-
8
Force stave
Melee
Melee
+2
-1
D3
-
8
Force sword
Melee
Melee
User
-3
D3
-
Gorechild
Melee
Melee
+1
-4
D3
This weapon always hits on a roll of 2+, regardless of any modifiers.
0
Great cleaver of Khorne
When attacking with this weapon, choose one of the profiles below.
 - Smash
Melee
Melee
x2
-4
6
-
 - Slash
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon.
Helbrute fist
Melee
Melee
x2
-3
3
-
30
Helbrute hammer
Melee
Melee
x2
-4
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Heldrake claws
Melee
Melee
User
-1
D3
When attacking models that can FLY, you may add 1 to this weapon’s hit roll.
0
Hellcrusher claws
Melee
Melee
+4
-4
6
-
Hellforged chainclaw
Melee
Melee
x2
-4
4
-
Hellforged deathclaw
Melee
Melee
x2
-3
3
-
Hellforged siege claw
Melee
Melee
x2
-3
3
Re-roll failed wound rolls against INFANTRY.
Hellforged siege drill
Melee
Melee
x2
-4
4
-
10
Hellforged sword
Melee
Melee
User
-2
3
-
0
Hideous mutations
Melee
Melee
User
-2
2
-
0
Horrifying mutations
Melee
Melee
User
-2
1
-
0
Infernal axe
Melee
Melee
+1
-3
2
-
0
Infernal hunger
Melee
Melee
User
-3
1
-
12
Lasher tendrils
Melee
Melee
User
-2
2
Each time the bearer fights, it can make 6 additional attacks with this weapon.
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
Malefic talons
Melee
Melee
User
-2
2
Each time a model with malefic talons fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
0
Maulerfiend fists
Melee
Melee
x2
-3
3
-
0
Mechatendrils
Melee
Melee
User
0
1
Each time the bearer fights, it can make 2 additional attacks with this weapon.
0
Melta cutters
Melee
Melee
16
-5
2D6
Normal attacks may not be made using this profile, instead if the Hellforged Kharybdis successfully charges a model with the VEHICLE, MONSTER or TITANIC keywords, the controlling player may choose to forfeit all of its standard attacks to make a single attack with this profile that hits its target on a 2+.
5
Power axe
Melee
Melee
+1
-2
1
-
9
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power maul
Melee
Melee
+2
-1
1
-
25
Power scourge
Melee
Melee
+2
-2
2
Each time the bearer fights, it can make 3 additional attacks with this weapon.
4
Power sword
Melee
Melee
User
-3
1
-
0
Skulltaker axe
Melee
Melee
User
-2
2
When targeting a CHARACTER model, every wound roll of 6+ inflicts becomes AP -4 and Damage 3. Roll saves for these wounds separately.
0
Slaughter blade
Melee
Melee
+2
-3
3
A model equipped with two slaughter blades may make 1 additional attack with the weapon each time it fights.
0
Slaughtering blade
Melee
Melee
User
-3
3
When attacking INFANTRY models with this weapon, add 1 to your wound rolls.
0
Termite drill
Melee
Melee
x2
-4
3
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers a mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
0
The Executioner’s Axe
 
 - Bloody Arc (melee)
Melee
Melee
+2
-3
2
For each wound roll of 6 made using this weapon, the Damage value of that attack is increased to D6. If a model is slain as a casualty by one of these enhanced attacks, add +1 to Uraka’s Unholy Frenzy total.
 - Vengeful Cast (shooting)
*
Assault D3
User
-3
D6
The range of this weapon is equal to Uraka’s current Strength in inches. Unless Uraka successfully charges or piles in to the unit targeted by this attack in the Shooting phase, he may not use the Bloody Arc attack ability in the Fight phase of a turn in which he has attacked with Vengeful Cast.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Baletalon Shatter Charges
Once per battle, a Hell Talon equipped with Baletalon shatter charges can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over, then roll 6D6 for each VEHICLE, BUILDING or MONSTER in the unit, or a single D6 for every other model in the unit, up to a maximum of 6D6. For each roll of a 3+, the unit being bombed suffers a mortal wound.

1 Note that a Hell Talon will only have one of these abilities, which should be noted before the game begins.
35
Hellfire Veil
If equipped with a Hellfire veil, all friendly units with the CHAOS and WORLD EATERS keywords that are wholly within 6" of the Hellforged Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing saves.
0
Pyrax Incendiary Bombs
Once per battle, a Hell Talon equipped with Pyrax incendiary bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over then roll a D6 for every model in the unit, up to a maximum of 20 D6. Add 1 to the results of the dice if the target is INFANTRY. For each roll of a 5+, the unit suffers a mortal wound.
60
Thunderhawk Cluster Bombs
Once per battle a Chaos Thunderhawk Gunship equipped with Thunderhawk cluster bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Chaos Thunderhawk Gunship has moved, pick a single enemy unit that it flew over. Roll 3D6 for every VEHICLE or MONSTER, or a D6 for every other model in the unit, up to a maximum of 12D6 per unit. For each roll of a 5+, the unit suffers a mortal wound. A unit which consists only of CHARACTERS cannot be targeted by this ability.
0
Warp-pulse Bombs
Once per battle, a Hell Talon equipped with Warp-pulse bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over. Then roll 3D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 9D6. For every roll of a 5+, the unit suffers a mortal wound. In addition, the targeted unit subtracts 1 from its hit rolls and Leadership characteristic until the start of your opponent’s next game turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Charge move, charge roll
After any Overwatch has been resolved, roll 2D6. Each model in the charging unit can move up to this number of inches – this is their charge distance this turn. The first model you move must finish within 1" of an enemy model from one of the target units. No models in the charging unit can move within 1" of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no models in the charging unit move this phase. Once you’ve moved all the models in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
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.
Death to the False Emperor

The seething hatred that Chaos Space Marines harbour for the Corpse Emperor and his weakling Imperium is a weapon unto itself.

Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
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.

Autocannon used in following datasheets:

Troops
Elites
• Chosen
Heavy Support
• Havocs
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Autogun used in following datasheets:

Troops
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.

Autopistol used in following datasheets:

Troops
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

Balefire missiles used in following datasheets:

Flyers
Lords of War
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.

Baleflamer used in following datasheets:

Flyers
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Battle cannon used in following datasheets:

Heavy Support
• Defiler

Bloodlash used in following datasheets:

Lords of War

Bolt pistol used in following datasheets:

HQ
Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Boltgun used in following datasheets:

Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Butcher cannon used in following datasheets:

Elites

Butcher cannon array used in following datasheets:

Heavy Support

C-beam cannon used in following datasheets:

Elites
Heavy Support

Daemongore cannon used in following datasheets:

Lords of War

Decimator storm laser used in following datasheets:

Elites

Demnos bolter used in following datasheets:

HQ

Demolisher cannon used in following datasheets:

Heavy Support
Lords of War

Dreadhammer siege cannon used in following datasheets:

Lords of War

Dreadstrike missiles used in following datasheets:

Lords of War

Dual Malignatas saker used in following datasheets:

Heavy Support

Ectoplasma battery used in following datasheets:

Heavy Support

Ectoplasma blaster used in following datasheets:

Elites

Ectoplasma cannon used in following datasheets:

Elites
Heavy Support

Fellblade accelerator cannon used in following datasheets:

Lords of War

Flamer used in following datasheets:

HQ
Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Fleshmetal guns used in following datasheets:

Heavy Support

Frag grenade used in following datasheets:

GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.

Gorestorm cannon used in following datasheets:

Lords of War

Grav-flux bombard used in following datasheets:

Heavy Support

Greater havoc launcher used in following datasheets:

Heavy Support

Hades autocannon used in following datasheets:

Flyers
Heavy Support

Hades gatling cannon used in following datasheets:

Lords of War

Heavy bolter used in following datasheets:

Troops
Elites
• Chosen
Heavy Support
• Havocs
Lords of War

Heavy flamer used in following datasheets:

Dedicated Transport
Elites

Heavy stubber used in following datasheets:

Troops

Helbrute plasma cannon used in following datasheets:

Elites

Hellflamer used in following datasheets:

Elites
Heavy Support
Lords of War

Hellstrike battery used in following datasheets:

Lords of War

Hellstrike missiles used in following datasheets:

Flyers

Helstorm cannon used in following datasheets:

Flyers
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.

Hunter-killer missile used in following datasheets:

Heavy Support

Ichor cannon used in following datasheets:

Lords of War

Impaler harpoon used in following datasheets:

Fast Attack

Infernal flamestorm cannon used in following datasheets:

Elites

Khârn’s plasma pistol used in following datasheets:

HQ

Kharybdis storm launchers used in following datasheets:

Fast Attack

Kheres assault cannon used in following datasheets:

Elites

Krak grenade used in following datasheets:

Kytan gatling cannon used in following datasheets:

Lords of War

Laser destroyer used in following datasheets:

Heavy Support
Lords of War

Laser volley cannon used in following datasheets:

Heavy Support

Magma cutter used in following datasheets:

Heavy Support

Magna-melta cannon used in following datasheets:

Elites

Malignatas beam cannon used in following datasheets:

Lords of War

Malignatas beam laser used in following datasheets:

Heavy Support

Melta cutter used in following datasheets:

Dedicated Transport

Meltagun used in following datasheets:

HQ
Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Missile launcher used in following datasheets:

Troops
Elites
• Chosen
Heavy Support
• Havocs

Multi-melta used in following datasheets:

Elites

Plasma destroyer used in following datasheets:

Elites

Plasma gun used in following datasheets:

Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Plasma pistol used in following datasheets:

HQ
Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Predator autocannon used in following datasheets:

Elites
Heavy Support

Quad heavy bolter used in following datasheets:

Flyers
Heavy Support

Quad lascannon used in following datasheets:

Lords of War

Reaper autocannon used in following datasheets:

Elites
Flyers
Heavy Support
• Defiler

Reaper battery used in following datasheets:

Flyers
Lords of War

Scorpion cannon used in following datasheets:

Lords of War

Scorpius multi-launcher used in following datasheets:

Heavy Support

Shotgun used in following datasheets:

Troops

Siege melta array used in following datasheets:

Lords of War

Skullhurler used in following datasheets:

Lords of War

Skyreaper battery used in following datasheets:

Lords of War

Soulburner used in following datasheets:

Elites

Soulburner bombard used in following datasheets:

Heavy Support

Soulburner petard used in following datasheets:

Elites

Soulburner pistol used in following datasheets:

HQ

Soulburner ribaudkin used in following datasheets:

Heavy Support

Soulshatter bombard used in following datasheets:

Lords of War

Soulstalker missiles used in following datasheets:

Flyers

Storm bolter used in following datasheets:

Dedicated Transport
Heavy Support

Thermal jet array used in following datasheets:

Fast Attack

Thermal jets used in following datasheets:

Fast Attack

Thunderhawk heavy cannon used in following datasheets:

Lords of War

Turbo-laser destructor used in following datasheets:

Lords of War

Twin accelerator autocannon used in following datasheets:

Elites

Twin autocannon used in following datasheets:

Elites

Twin avenger bolt cannon used in following datasheets:

Flyers

Twin heavy flamer used in following datasheets:

Heavy Support
• Defiler
Lords of War

Twin hellmaw blasters used in following datasheets:

Lords of War

Twin multi-melta used in following datasheets:

Flyers
Heavy Support

Twin volcano cannon used in following datasheets:

Lords of War

Twin volkite charger used in following datasheets:

Dedicated Transport

Vengeance launcher used in following datasheets:

Flyers

Voidcutter used in following datasheets:

HQ

Warp bolter used in following datasheets:

HQ

Warpfire lance used in following datasheets:

HQ

Accursed crozius used in following datasheets:

HQ
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.

Axe of Khorne used in following datasheets:

Lords of War

Blade struts used in following datasheets:

Fast Attack

Bladed horn used in following datasheets:

HQ

Brutal assault weapon used in following datasheets:

Troops

Chainaxe used in following datasheets:

HQ
Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Chainfist used in following datasheets:

HQ
Elites

Chainsword used in following datasheets:

HQ
Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Claw of Demnos used in following datasheets:

HQ

Crushing fists used in following datasheets:

Heavy Support

Daemon jaws used in following datasheets:

Heavy Support

Daemonic axe used in following datasheets:

HQ

Decimator siege claw used in following datasheets:

Elites

Defiler claws used in following datasheets:

Heavy Support
• Defiler

Defiler scourge used in following datasheets:

Heavy Support
• Defiler

Eternal hunger used in following datasheets:

Lords of War

Fleshmetal weapons used in following datasheets:

Elites

Force axe used in following datasheets:

HQ

Force stave used in following datasheets:

HQ

Force sword used in following datasheets:

HQ

Gorechild used in following datasheets:

HQ

Great cleaver of Khorne used in following datasheets:

Lords of War
single/pair

Helbrute fist used in following datasheets:

Elites

Helbrute hammer used in following datasheets:

Elites

Heldrake claws used in following datasheets:

Flyers

Hellcrusher claws used in following datasheets:

Lords of War

Hellforged chainclaw used in following datasheets:

Elites

Hellforged deathclaw used in following datasheets:

Elites
Hellforged siege claw

Hellforged siege claw used in following datasheets:

Heavy Support

Hellforged siege drill used in following datasheets:

Heavy Support

Hellforged sword used in following datasheets:

HQ

Hideous mutations used in following datasheets:

Fast Attack

Horrifying mutations used in following datasheets:

Elites

Infernal axe used in following datasheets:

HQ

Lasher tendrils used in following datasheets:

Heavy Support

Lightning claw used in following datasheets:

HQ
Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs
one set/two sets

Malefic talons used in following datasheets:

HQ

Maulerfiend fists used in following datasheets:

Heavy Support

Mechatendrils used in following datasheets:

HQ

Melta cutters used in following datasheets:

Fast Attack

Power fist used in following datasheets:

HQ
Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Power maul used in following datasheets:

HQ
Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Power scourge used in following datasheets:

Elites

Power sword used in following datasheets:

HQ
Troops
Elites
• Chosen
Fast Attack
• Raptors
Heavy Support
• Havocs

Skulltaker axe used in following datasheets:

HQ
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.

Slaughter blade used in following datasheets:

Fast Attack

Slaughtering blade used in following datasheets:

HQ
• Samus

Termite drill used in following datasheets:

Dedicated Transport

The Executioner’s Axe used in following datasheets:

HQ

Baletalon Shatter Charges used in following datasheets:

Flyers

Hellfire Veil used in following datasheets:

Heavy Support
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.

Pyrax Incendiary Bombs used in following datasheets:

Flyers

Thunderhawk Cluster Bombs used in following datasheets:

Lords of War

Warp-pulse Bombs used in following datasheets:

Flyers
Army List
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