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World EatersChaos Terminators
10

Chaos Terminators

NAME M WS BS S T W A Ld Sv
Terminator 5" 3+ 3+ 4 4 2 2 8 2+
Terminator Champion 5" 3+ 3+ 4 4 2 3 9 2+
This unit contains 1 Terminator Champion and 4 Terminators. It can include up to 5 additional Terminators (Power Rating +10). Each model is armed with a combi-bolter and chainaxe.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
10
Reaper autocannon
36"
Heavy 4
7
-1
1
-
1
Chainaxe
Melee
Melee
+1
-1
1
-
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.
5
Power axe
Melee
Melee
+1
-2
1
-
WARGEAR OPTIONS
 • Any model may replace its combi-bolter with one item from the Combi-weapons list.
 • Any model may replace its power axe with one item from the Terminator Melee Weapons list.
 • Any model may replace its combi-weapon and power axe with a pair of lightning claws.
 • For every five models in the unit, one Chaos Terminator may replace his combi-bolter with a heavy flamer or reaper autocannon.
 • One model may take a Chaos Icon.
ABILITIES
Death to the False Emperor

Terminator Armour: Models in this unit have a 5+ invulnerable save.

Teleport Strike: During deployment, you can set up this unit in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the unit can use a teleport strike to arrive on the battlefield – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS
CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
KEYWORDS
INFANTRY, TERMINATORS
Does not include wargear
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.
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.
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.
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.
single/pair
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.
Combi-weapons
 • Combi-bolter
2
 • Combi-flamer
8
 • Combi-melta
15
 • Combi-plasma
11
Terminator Melee Weapons
 • Chainfist
11
 • Lightning claw
 • Power axe
5
 • Power fist
9
 • Power maul
4
 • Power sword
4
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.
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.

This datasheet has Elites Battlefield Role. Full list of World Eaters units sharing same Battlefield Role follows:

The HERETIC ASTARTES keyword is used in following World Eaters datasheets:

The INFANTRY keyword is used in following World Eaters datasheets:

The TERMINATORS keyword is used in following World Eaters datasheets:

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© Vyacheslav Maltsev 2013-2019