World Eaters
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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.

Books

BookKindEditionVersionLast update
  World Eaters
  World EatersCodex10May 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion102.3March 2025
  Balance Dataslate
  Balance DataslateRulebook10March 2025March 2025
  Grotmas Calendar: World Eaters - Vessels of Wrath
  Grotmas Calendar: World Eaters - Vessels of WrathExpansion10December 2024
  Boarding Actions
  Boarding ActionsExpansion101.0October 2024
  Horus Heresy Legends: Adeptus Astartes
  Horus Heresy Legends: Adeptus AstartesDatasheet10September 2024
  Legends: Heretic Astartes
  Legends: Heretic AstartesDatasheet10September 2024
  Horus Heresy Legends: Heretic Astartes
  Horus Heresy Legends: Heretic AstartesDatasheet10September 2024

Introduction

Below, you will find several WORLD EATERS Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the World Eaters - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems. You can find out more about how to use Stratagems here.

Army Rules

Pact of Blood

Through acts of frenzied violence and unbound savagery, the World Eaters may open a rent in reality, allowing the daemons of Khorne to spill forth from that infernal domain.

When mustering your army, unless specifically stated otherwise, you cannot select BLOOD LEGIONS as your Army Faction.

Blessings of Khorne

Khorne is the Chaos god of warfare and slaughter to whom all World Eaters are devoted. He blesses those who spill blood and take skulls in his infernal name.

If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round.

Example: Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded.

UNBRIDLED BLOODLUST

You can re-roll Charge rolls made for this unit.

RAGE-FUELLED INVIGORATION

Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

TOTAL CARNAGE

Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

MARTIAL EXCELLENCE

Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

WARP BLADES

Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

DECAPITATING STRIKES

Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability.

Berzerker Warband

Comprised of insane transhuman fanatics, monstrous possessed and other horrific killers, World Eaters warbands confront their foes head-on, relying predominantly upon aggression to turn the tide of battle in their favour; this is not to say that they are devoid of tactical and strategic acumen, however. As screaming hordes of Khorne Berzerkers crash into the enemy, armoured vehicles, Daemon Engines and mortal cultists follow the assault, moving swiftly to outflank and envelop foes or seizing key battlefield positions to repel desperate counterattacks. Whether breaking a siege, defending the site of a twisted ritual or simply seeking to annihilate a chosen enemy, World Eater’s warbands are more than capable of adapting their battle plans to the task at hand, so long as blood is spilt and skulls claimed in the name of the Blood God.

Detachment Rule


Relentless Rage

The World Eaters fight in a perpetual fury, driven ever onward to slaughter all who stand in their path. All of their warriors have been subject to horrific surgery, implanted with crude devices that amplify their aggression. Some even submit to possession by the Blood God’s daemonic servants. These warriors will only stop killing when every foe lies in bloody ruin at their feet - and sometimes not even then.

Each time a WORLD EATERS unit from your army makes a Charge move, until the end of the turn, add 1 to the Attacks characteristic and add 2 to the Strength characteristic of melee weapons equipped by models in that unit.

Enhancements

  • Berzerker Glaive 25 pts

The bearer of this daemon-infested weapon is driven to a state of apoplectic frenzy by the touch of its red-hot grip.

WORLD EATERS model only. Add 1 to the Attacks and Damage characteristics of melee weapons (excluding Extra Attacks weapons) equipped by the bearer.

  • Helm of Brazen Ire 20 pts

Khorne’s faithful believe this relic was forged in the depths of the Blood God’s own realm. The blades of many champions have broken upon its brass surface.

WORLD EATERS model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.

  • Favoured of Khorne 15 pts

This warrior has the favour of Khorne; the Blood God’s infernal power pulses through their veins.

WORLD EATERS model only. Each time you make a Blessings of Khorne roll, if the bearer is on the battlefield, you can re-roll up to two of the D6 rolled.

  • Battle-lust 10 pts

This veteran killer cannot resist the urge to kill. His endless thirst for slaughter drives him forward into the thickest of fighting.

WORLD EATERS model only. You can re-roll Charge rolls made for the bearer’s unit. In addition, while the Unbridled Bloodlust Blessing of Khorne is active for your army, add 1 to Charge rolls made for the bearer’s unit.


Stratagems

BLOOD OFFERING
1CP
Berzerker Warband – Epic Deed Stratagem
Khorne cares not from whence the blood flows, only that it does. The deaths of his own devoted are fitting offerings.
WHEN: Any phase.

TARGET: One WORLD EATERS unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
HACK AND SLASH
1CP
Berzerker Warband – Battle Tactic Stratagem
Hack and slash, rend and tear, dismember and eviscerate. Kill! Kill! KILL!
WHEN: Fight phase.

TARGET: One WORLD EATERS unit from your army that has not been selected to fight this phase and that made a charge move this turn.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.
FRENZIED RESILIENCE
2CP
Berzerker Warband – Battle Tactic Stratagem
The depths of their fury lend the devoted of Khorne resilience. Mere flesh wounds will not stay the wrath of the World Eaters.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
SKULLS FOR THE SKULL THRONE!
1CP
Berzerker Warband – Strategic Ploy Stratagem
The skulls of mighty champions and monstrous foes make a fitting tribute to the Blood God.
WHEN: Fight phase, just after a WORLD EATERS unit from your army destroys a CHARACTER or MONSTER model.

TARGET: That WORLD EATERS unit.

EFFECT: Make a Blessings of Khorne roll and use the results to activate one Blessing of Khorne. Until the end of the battle round, that Blessing of Khorne is active in addition to any other Blessings of Khorne that are currently active.
APOPLECTIC FRENZY
1CP
Berzerker Warband – Strategic Ploy Stratagem
Those who fight for Khorne are driven to even greater depths of rage, surging towards the foe in a barely controlled tide of bloodthirsty savagery.
WHEN: Your Movement phase, just after a KHORNE BERZERKERS unit from your army is selected to Advance.

TARGET: That KHORNE BERZERKERS unit.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
BERZERKER’S WRATH
1CP
Berzerker Warband – Strategic Ploy Stratagem
The incessant pounding of the Butcher's Nails drives the World Eaters forward, desperate to salve their agony with blood and gore.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One KHORNE BERZERKERS unit from your army that can make a Blood Surge move as a result of those attacks.

EFFECT: Do not roll a D6 to determine how far models in your unit can move when they make their Blood Surge move. Instead, when making their Blood Surge move, these models can move up to 8".

Cult of Blood

Such is the murderous reputation of the World Eaters that countless followers of Khorne are drawn into their orbit. These cultists, augmented by agonising surgeries and possessed by an insatiable desire to kill, howl praise to Khorne as they advance in huge numbers. They are most frenzied and zealous when following to battle the largest and most imposing of the World Eaters’ hellforged war machines. In the presence of titanic gore-encrusted engines of destruction, mortal cultists revel in glorious slaughter, hurling themselves against gun lines and into the meat grinder of melee combat with reckless and ecstatic abandon. Beneath the crushing weight of such numbers and faced with the terrifying presence of the World Eaters’ titanic engines of destruction, the enemy quail and flee or are swept aside in a tempest of horrific bloodshed.

Detachment Rule


Idols of Khorne

Titanic Khornate war engines draw teeming masses of cultists to war.

At the start of your Command phase, you can select one of the Idols of Khorne abilities listed below. Until the start of your next Command phase, that ability is active and its effects apply to all WORLD EATERS TITANIC and WORLD EATERS MONSTER units from your army. You can only select each Idols of Khorne ability once per battle.

Idol of Infinite Rage (Aura)
While a friendly JAKHALS or GOREMONGERS unit is within 6" of this model (or within 9" if this model is TITANIC), each time a model in that unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll.

Idol of Burning Wrath (Aura)
While a friendly JAKHALS or GOREMONGERS unit is within 6" of this model (or within 9" if this model is TITANIC), add 1" to the Move characteristic of models in that unit and add 1 to Advance and Charge rolls made for that unit.

Idol of Blessed Blood (Aura)
While a friendly JAKHALS or GOREMONGERS unit is within 6" of this model (or within 9" if this model is TITANIC), models in that unit have a 4+ invulnerable save.

KEYWORDS
JAKHALS and GOREMONGERS units from your army have the BATTLELINE keyword.

Enhancements

  • Chosen of the Blood God 15 pts

This immortal being has earned the favour of the Blood God, and its monstrous form is redolent with Khorne’s unholy power.

WORLD EATERS MONSTER model only. Add 3" to the range of the bearers Aura abilities.

  • Butcher Lord 10 pts

Some World Eaters lead packs of cultists into battle, inspiring the masses with their inhuman savagery.

WORLD EATERS INFANTRY model only. During the Declare Battle Formations step, the bearer can be attached to a JAKHALS or GOREMONGERS unit. If attached to a GOREMONGERS unit, the bearer has the Infiltrators ability.

  • Brazen Form 25 pts

Whether possessed, colossal daemons or heliforged constructs, Khorne’s diabolic followers have monstrous resilience.

WORLD EATERS MONSTER model only. Add 1 to the bearer’s Toughness characteristic and the bearer has the Feel No Pain 5+ ability.

  • Strategic Slaughter 20 pts

Despite the frenzied battle-lust that consumes his soul, this warrior still retains a sliver of the tactical insight instilled in him by his training.

WORLD EATERS model only. After both players have deployed their armies, select up to three JAKHALS and/or GOREMONGERS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.


Stratagems

BLOODY VENGEANCE
1CP
Cult of Blood – Epic Deed Stratagem
The demise of this titanic being showers nearby cultists in blood and viscera, inspiring vengeful fury.
WHEN: Any phase.

TARGET: One WORLD EATERS MONSTER or WORLD EATERS TITANIC unit from your army that was just destroyed by an enemy unit. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Until the end of the battle, each time a model in a JAKHALS or GOREMONGERS unit from your army makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll.
DRAWN TO THE SLAUGHTER
2CP
Cult of Blood – Strategic Ploy Stratagem
As the bloodshed increases, Jakhals are drawn to the fight like hungry scavengers to a kill.
WHEN: Any phase.

TARGET: One JAKHALS unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength.

RESTRICTIONS: This Stratagem cannot be used to return destroyed CHARACTER units to Attached units.
IN THE SHADOW OF BRASS IDOLS
1CP
Cult of Blood – Strategic Ploy Stratagem
Emboldened by blood-slick and skull-laden idols of their dark god, mortal cultists shrug off injury.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One JAKHALS or GOREMONGERS unit from your army that was selected as the target as one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. If your unit is within 6" of one or more friendly WORLD EATERS MONSTER units, or within 9" of one or more friendly WORLD EATERS TITANIC units, your unit has the Feel No Pain 5+ ability instead.
BLOODTHIRSTY HORDE
1CP
Cult of Blood – Battle Tactic Stratagem
In their feverish desire to slaughter, Khornate cultists scramble and surge to land blows upon the foe.
WHEN: Fight phase.

TARGET: One JAKHALS or GOREMONGERS unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units.

EFFECT: Until the end of the phase, each time your unit is selected to fight, when determining which models in it are eligible to fight, any models in your unit that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.
FAIL NOT THE BLOOD GOD
1CP
Cult of Blood – Strategic Ploy Stratagem
To fail Khorne is to invite a terrible fate.
WHEN: Fight phase.

TARGET: One JAKHALS or GOREMONGERS unit from your army.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If that model’s unit is within 6" of one or more friendly WORLD EATERS MONSTER units, or within 9" of one or more friendly WORLD EATERS TITANIC units, you can re-roll the Hit roll instead.
BRAZEN IDOL
2CP
Cult of Blood – Epic Deed Stratagem
The greatest idols wrought in Khorne's infernal name bestow myriad blessings upon his faithful.
WHEN: Your Command phase.

TARGET: One WORLD EATERS MONSTER or WORLD EATERS TITANIC unit from your army.

EFFECT: Select the Idol of Infinite Rage, Idol of Burning Wrath or Idol of Blessed Blood. Until the start of your next Command phase, that Idols of Khorne ability is active for your unit instead of any other Idols of Khorne ability that is active for your army, even if you have already selected that ability this battle.

RESTRICTIONS: You can only use this Stratagem once per battle.

Khorne Daemonkin

When blood is spilt in floods, and the skulls of the World Eaters’ foes are piled high, the barrier between reality and the Warp collapses. From the roiling depths of the Immaterium, Khorne’s infernal legions thunder forth. Horned monstrosities adorned with burnished brass and grisly trophies, these empyric entities know only warfare and carnage. To many World Eaters, there is no greater honour than to fight at the side of such beings. When the blood legions go to battle, they do so in teeming ranks, Bloodletters surging from rent and rift with warp-metal blades and gore-encrusted banners held aloft. The most blessed of World Eaters champions thunder into the fray astride their Juggernaut mounts, daemonic cavalry forming wedges in their wake. Khorne Berzerkers rush into battle alongside packs of Flesh Hounds or in the shadow of colossal Bloodthirsters. As the blood flows, the daemons grow stronger, the force of their onslaught gathering pace and leaving behind them a charnel pit of butchered corpses.

Detachment Rule


Blood Tithe

To call forth the blood legions requires the spilling of oceans of crimson gore.

Each time a BLOOD LEGIONS or WORLD EATERS unit from your army destroys an enemy unit, roll one D6: on a 3+, you gain 1 Blood Tithe point (BTP). At the start of the Command phase, you can spend one or more of your BTP to activate one of the following abilities until the end of the battle:
  • Enraged Abjuration [2BTP]
    BLOOD LEGIONS and WORLD EATERS models from your army have the Feel No Pain 5+ ability against Psychic Attacks and mortal wounds.
  • Daemonic Rage [3BTP]
    Melee weapons equipped by BLOOD LEGIONS units from your army have the [lance] ability.
  • Boon of Blood [4BTP]
    BLOOD LEGIONS units from your army have a 4+ invulnerable save.
  • Might of Khorne [5BTP]
    BLOOD LEGIONS units from your army gain the Blessings of Khorne ability.

RESTRICTIONS
You can include the BLOOD LEGIONS units in your army. The combined points cost of such units you can include in your army is:

Incursion: Up to 500 pts
Strike Force: Up to 1000 pts
Onslaught: Up to 1500 pts

No BLOOD LEGIONS model from your army can be your WARLORD.

Enhancements

  • Icon of War 25 pts

This warrior bears a brass icon redolent with empyric energies. Daemonic entities who gaze upon its macabre magnificence are lent fresh vitality.

WORLD EATERS model only. While a friendly BLOOD LEGIONS unit is within 6" of the bearer, that unit has the Blessings of Khorne ability. If the Might of Khorne ability is active for your army, then while a friendly BLOOD LEGIONS unit is within 6" of the bearer, you can re-roll Battle-shock tests taken for that unit.

  • Blood-forged Armour 20 pts

Made in the depths of the Immaterium, this crimson plate possesses unholy resilience.

BLOOD LEGIONS or WORLD EATERS model only. The bearer has a Save characteristic of 2+. If the bearer is destroyed, you gain 1 Blood Tithe point.

  • Disciple of Khorne 15 pts

This puissant master of carnage has earned the right to lead Khornes immortal legions to war.

LORD ON JUGGERNAUT model only. During the Declare Battle Formations step, the bearer can be attached to a BLOODCRUSHERS or FLESH HOUNDS unit. While leading one of these units, the bearer has the Deep Strike ability, and it has the BLOOD LEGIONS Faction keyword instead of the WORLD EATERS Faction keyword.

  • Blade of Endless Bloodshed 30 pts

This possessed weapon is ever stained with gore and eternally thirsts to taste the blood of fresh victims, empowering the bearer with its endless hunger.

WORLD EATERS model only. Add 1 to the Attacks, Strength and Damage characteristics of the bearers melee weapons. Each time the bearer’s unit destroys an enemy unit with a melee attack, do not roll to gain a Blood Tithe point, you automatically gain 1 Blood Tithe point instead.


Stratagems

SUMMONED BY SLAUGHTER
1CP
Khorne Daemonkin – Strategic Ploy Stratagem
As blood is spilt, the veil between reality and the Warp is eroded, and Khorne’s daemonic legions spill forth at will.
WHEN: Any phase, when the last model in a unit is destroyed, before removing it from play.

TARGET: One BLOODLETTERS unit from your army that is in Reserves.

EFFECT: Set your unit up anywhere on the battlefield wholly within 9" of that destroyed model and not within Engagement Range of one or more enemy units, then remove the destroyed model from play.

RESTRICTIONS: You cannot use this Stratagem more than once per battle round.
DAEMONIC FURY
1CP
Khorne Daemonkin – Battle Tactic Stratagem
The blood legions surge forth from the Warp in a howling tide of carnage, butchering all in their path.
WHEN: Start of your Fight phase.

TARGET: One BLOOD LEGIONS unit from your army.

EFFECT: Select one friendly WORLD EATERS unit within 6" of your unit. Until the end of the turn, melee weapons equipped by models in your WORLD EATERS unit have the [LANCE] ability. If the Daemonic Rage ability is active for your army, then until the end of the phase those melee weapons also have the [TWIN-LINKED] ability.
A WORTHY SKULL
1CP
Khorne Daemonkin – Epic Deed Stratagem
Khorne’s followers seek to claim the skulls of the foe's mightiest champions.
WHEN: Fight phase, just after a BLOOD LEGIONS or WORLD EATERS unit from your army has fought, and one or more enemy CHARACTER or MONSTER models were destroyed as a result of those attacks.

TARGET: That BLOOD LEGIONS or WORLD EATERS unit.

EFFECT: You gain D3BTP and you can then spend one or more BTP you have to activate one of the Blood Tithe abilities.
BLESSING OF BURNING BLOOD
1CP
Khorne Daemonkin – Battle Tactic Stratagem
The weapons of Khorne's craven foes are turned aside by empyric energies.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One BLOOD LEGIONS unit from your army that is within 6" of a friendly WORLD EATERS unit that was selected as the target as one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your WORLD EATERS unit have a 5+ invulnerable save. If the Boon of Blood ability is active for your army, then until the end of the phase, models in your WORLD EATERS unit have a 4+ invulnerable save.
DAEMONTIDE
1CP
Khorne Daemonkin – Strategic Ploy Stratagem
As the bloodshed increases, seemingly endless tides of daemons spill from the Warp to bolster the ranks of the blood legions.
WHEN: Your Command phase.

TARGET: One WORLD EATERS unit from your army.

EFFECT: Select one friendly BLOOD LEGIONS unit within 6" of your unit. One destroyed MOUNTED model, up to D3 destroyed BEAST models, or up to D6 destroyed INFANTRY models are returned to that BLOOD LEGIONS unit with their full wounds remaining.

RESTRICTIONS: This Stratagem cannot be used to return destroyed CHARACTER models to Attached units.
MURDER-CALL
1CP
Khorne Daemonkin – Strategic Ploy Stratagem
With their foes rent asunder, Khornate daemons return to the chaos of the Warp, awaiting the next massacre to strike again.
WHEN: End of your opponent’s Fight phase.

TARGET: One BLOOD LEGIONS unit from your army that is on the battlefield and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Possessed Slaughterband

Many are the World Eaters warbands who count possessed among their ranks. These warriors, including the Eightbound, are terrifying instruments of destruction and wanton slaughter. Whether advancing on foot through hails of incoming fire or traversing the Warp to emerge amid the enemy lines, the enthralled warriors are deployed as living weapons of destruction to break through the most heavily defended positions, to shatter armour formations or to slaughter the foe’s elite units before they can be brought to bear. To this end, the possessed rely upon daemonic resilience and strength, their altered forms turning aside incoming fire and their monstrous might enabling them to sweep aside any enemies unfortunate enough to stand in their path.

Detachment Rule


Brazen Fury

Incoming fire serves only to fan the flames of daemonic fury, driving Khorne’s possessed into a malicious rage.

WORLD EATERS POSSESSED units from your army have the following ability:

Brazen Fury: In your opponent’s Shooting phase, each time an enemy unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can make a Brazen Fury move. To do so, roll one D6: models in this unit move a number of inches up to this result, but this unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. This unit cannot make a Brazen Fury move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Brazen Fury move per phase.

Enhancements

  • Malicious Vigour 30 pts

Twin hearts pump molten rage through bulging veins and arteries, daemonic possessor lending its mutated host unnatural speed and endurance.

SLAUGHTERBOUND model only. Each time the bearer’s unit makes a Brazen Fury move, it is treated as having rolled a 6 for the distance the unit can be moved.

  • Killing Clarity 15 pts

The ecstatic release of extreme violence provides momentary clarity to even the most frenzied of minds.

WORLD EATERS DAEMON model only. Each time the bearer’s unit destroys an enemy unit, roll one D6: on a 4+, you gain 1CP.

  • Frenzied Focus 20 pts

This daemon channels its blazing fury with violent precision, its blows as accurate as they are devastating.

WORLD EATERS DAEMON model only. Each time a model in the bearer’s unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.

  • Violent Demise 10 pts

Upon this daemon’s death, pent-up rage and empyric energies are released in a howling maelstrom of killing force from which there is no escape.

WORLD EATERS DAEMON model only. The bearer’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 2+ instead of on a 6. In addition, the bearer has the Deadly Demise D3+1 ability, instead of the Deadly Demise D3 ability.


Stratagems

DAEMONIC RESISTANCE
2CP
Possessed Slaughterband – Battle Tactic Stratagem
Possession lends great resilience.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS POSSESSED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
DAEMONIC STRENGTH
1CP
Possessed Slaughterband – Battle Tactic Stratagem
Infernal mutations grant the possessed daemonic strength.
WHEN: Fight phase.

TARGET: One WORLD EATERS POSSESSED unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time an attack made by a model in your unit is allocated to an enemy model, if your unit has the EIGHTBOUND keyword and that enemy model is not a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack. If your unit has the EXALTED EIGHTBOUND keyword and that enemy model is a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack instead.
IMMORTAL FURY
2CP
Possessed Slaughterband – Battle Tactic Stratagem
Even as their host's form is destroyed, Khorne's daemons strive to strike a final, vengeful blow.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS POSSESSED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
RAPID MANIFESTATION
1CP
Possessed Slaughterband – Strategic Ploy Stratagem
Tearing through the fabric of reality, the Exalted Eightbound appear as if from nowhere to loom over their terrified victims.
WHEN: Your Movement phase.

TARGET: One EXALTED EIGHTBOUND unit from your army that is arriving using the Deep Strike ability this phase.

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.

RESTRICTIONS: A unit targeted with this Stratagem is not eligible to declare a charge in the same turn.
WARP STALKERS
1CP
Possessed Slaughterband – Strategic Ploy Stratagem
Possessed warriors surge over and through their allies, swatting lessors aside in their eagerness to slaughter foes.
WHEN: Your Movement phase or your Charge phase.

TARGET: One WORLD EATERS POSSESSED unit from your army that has not been selected to move or declare a charge this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
HORRIFYING VIOLENCE
1CP
Possessed Slaughterband – Strategic Ploy Stratagem
Enthralled warriors fall upon their victims in horrifying displays of carnage, sending panic rippling through the enemy ranks.
WHEN: Your opponent’s Command phase.

TARGET: One WORLD EATERS POSSESSED unit from your army.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.

Goretrack Onslaught

Many World Eaters warbands use armoured vehicles to press home their brutal assaults. Land Raiders and Rhino transports grind relentlessly forward, their engines growling like hungry beasts as they crash into enemy infantry, guns blazing wildly as spiked prows gore bodies and armoured tracks mangle unfortunate prey. Having ploughed deep into the enemy formation, assault ramps and doors drop to release waves of Khorne Berzerkers, hulking Eightbound and veteran warriors clad in gore-encrusted Terminator armour. Stunned enemies reel as the assault gathers pace, chainaxes and bolt pistols reaping a terrible tally. The advance is unrelenting and without pity, smashing through obstacles and defences with frightening ease. When the foe lies broken and scattered, the surviving World Eaters mount up again and rumble towards their next target, leaving only carrion in their wake.

Detachment Rule


Rush to the Fray

The World Eaters use their vehicles to drive into the heart of the enemy before piling out of their transports and hurling themselves into the fighting.

Each time a WORLD EATERS unit from your army disembarks from a TRANSPORT, until the end of the turn, add 1 to Charge rolls made for that unit and that unit’s melee weapons have the [lance] ability.

Enhancements

  • Murderous Onslaught 5 pts

An expert in mechanised warfare, the assaults this warrior leads are so swift and violent that few foes can react before the hammer falls.

WORLD EATERS model only. If the bearer’s unit disembarked from a TRANSPORT this turn, until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.

  • Aggressive Deployment 20 pts

This warrior fights in the vanguard, urging his vehicles forward to unload troops as swiftly as possible.

WORLD EATERS model only. In the Declare Battle Formations step, if the bearer starts the battle embarked within a DEDICATED TRANSPORT, that DEDICATED TRANSPORT has the Scouts 9" ability.

  • Unleash Hell 10 pts

A veteran tank commander, this warrior orders nearby armoured vehicles to lay down a withering field of fire, providing cover for disembarking troops.

WORLD EATERS model only. At the start of your Shooting phase, you can select one VEHICLE model within 6" of the bearer or, if the bearer is embarked within a TRANSPORT, you can select that TRANSPORT model. Until the end of the phase, after the selected model has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

  • Infernal Infusion 25 pts

Provided to veteran World Eaters by the Berzerker-surgeons, these combat stimulants grant the user shocking speed.

WORLD EATERS model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer’s unit has the Fights First ability.


Stratagems

ENDLESS PURSUIT OF VIOLENCE
1CP
Goretrack Onslaught – Strategic Ploy Stratagem
Having slaughtered their foes, the World Eaters mount up once more to seek new victims.
WHEN: End of the Fight phase.

TARGET: One WORLD EATERS INFANTRY unit from your army and one friendly TRANSPORT that it is able to embark within.

EFFECT: If your WORLD EATERS INFANTRY unit is wholly within 6" of that TRANSPORT, it can embark within it.
SMASH THROUGH
1CP
Goretrack Onslaught – Strategic Ploy Stratagem
Few obstacles can prevent the World Eaters' eager armoured formations from reaching their prey.
WHEN: Your Movement phase.

TARGET: One WORLD EATERS VEHICLE model from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, each time your unit makes a Normal or Advance move, it can move horizontally through terrain features.
AGGRESSIVE DISEMBARKATION
1CP
Goretrack Onslaught – Strategic Ploy Stratagem
Propelled by their bloodlust, the World Eaters spill from their transports and surge towards the foe.
WHEN: Your Movement phase.

TARGET: One WORLD EATERS RHINO model from your army that has not been selected to move this phase.

EFFECT: One WORLD EATERS unit embarked within your RHINO can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your RHINO and can be set up within Engagement Range of one or more enemy units.
FULL-THROTTLE ASSAULT
1CP
Goretrack Onslaught – Strategic Ploy Stratagem
With their transports growling with hunger, the World Eaters emerge rapidly to crash headlong into their enemies.
WHEN: Your Movement phase.

TARGET: One WORLD EATERS RHINO model from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, each time a WORLD EATERS unit disembarks from that model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNRELENTING ADVANCE
1CP
Goretrack Onslaught – Strategic Ploy Stratagem
Incoming fire crashes against corrupted armour, drawing the target closer.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One WORLD EATERS VEHICLE model from your army that was hit by one or more of the attacking unit’s attacks.

EFFECT: Your model can make a Normal move of up to 6".

RESTRICTIONS: A unit cannot be targeted by this Stratagem and the Fury Unleashed Stratagem in the same phase.
FURY UNLEASHED
1CP
Goretrack Onslaught – Strategic Ploy Stratagem
Khorne Berzerkers react to incoming fire, disembarking to release their pent-up fury.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One WORLD EATERS RHINO model from your army that has one or more wounds remaining and was hit by one or more of the attacking unit’s attacks.

EFFECT: One KHORNE BERZERKERS unit embarked within your model can disembark and make a Blood Surge move.

RESTRICTIONS: A unit cannot be targeted by this Stratagem and the Unrelenting Advance Stratagem in the same phase.

Vessels of Wrath

When the power of the Warp waxes and Khorne’s worshippers pour into battle in their multitudes, the bloody butchery reaches heights undreamed of. Upon this carmine altar of war, the Khorne champions compete mercilessly to win his favour and feel his forge-hot touch upon their souls. Every savage stride along the Path to Glory sees them hack down more luckless foes. Blood runs in rivers and hoses walls and barricades with arterial sprays as the champions of Khorne strike off heads and carve open bodies, seeking the worthy kill that will – for but the most fleeting of moments – catch the eye of Khorne. Amidst such wanton carnage, even the lowliest devotee of the Blood God can begin their rise to power, their comrades looking on with naked hunger as aspiration becomes a violent reality.

Detachment Rule

Wrath of Khorne

From storied conqueror to obscure squad leader, every Khornate champion treads a personal Path to Glory. However unsung their names, they believe that the Blood God may deign to invest any of these hopefuls with a small measure of his wrath in the expectation that they will not squander it.

At the start of the battle round, after activating Blessings of Khorne, you can select one or more models from your army from those listed below (including models that are embarked within TRANSPORTS):

You can select the same type of model multiple times. The maximum number of models you can select depends on the battle size, as follows:

INCURSION:2 MODELS
STRIKE FORCE:3 MODELS
ONSLAUGHT:4 MODELS

Until the end of the battle round, each of those models has the VESSEL OF WRATH keyword (we recommend marking such models with a suitable token). Then, select one Blessing of Khorne that is not currently active for your army. Until the end of the battle round, that Blessing of Khorne is active for VESSEL OF WRATH units from your army in addition to any others that are active for your army.

Enhancements

  • Archslaughterer 25 pts

This gifted killer channels the fullness of his rage into every weapon swing – doubly so when the Blood God’s gaze is upon him.

WORLD EATERS model only. Improve the Armour Penetration characteristic of melee weapons equipped by the bearer by 1. While the bearer is a VESSEL OF WRATH , improve the Damage characteristic of those weapons by 1 as well.

  • Vox-diabolus 20 pts

Anointed with the vitae of the freshly slain, this champion’s triumphant roars are supernaturally amplified until they echo into the Warp.

WORLD EATERS model only. Each time the bearer’s unit destroys an enemy unit with a melee attack, roll one D6, adding 1 to the result if the bearer is a VESSEL OF WRATH : on a 4+, you gain 1CP.

  • Avenger’s Crown 15 pts

This circlet of black iron is said to grant its wearer a surge of vengeful violence when their doom becomes inescapable.

WORLD EATERS model only. If the bearer is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

  • Gateways to Glory 10 pts

Like an axe swept through defenceless flesh, some patron daemons of Khorne rip portals in reality for this favoured servant to surge through.

WORLD EATERS DAEMON PRINCE or WORLD EATERS MOUNTED model only. Each time the bearer makes a Normal, Advance or Charge move, it can move horizontally through models and terrain features. When doing so, it can move within Engagement Range of such models but cannot end a Normal or Advance move within Engagement Range of them.


Stratagems

ASPIRE TO INFAMY
1CP
Vessels of Wrath – Battle Tactic Stratagem
With proven champions of Khorne looking on, those of lesser renown hurl themselves into the fray with greater ferocity, eager to prove their prowess.
WHEN: Fight phase.

TARGET: One KHORNE BERZERKERS or JAKHALS unit from your army that has not been selected to fight this phase and is within 8" of one or more friendly WORLD EATERS CHARACTER models.

EFFECT: Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by non-CHARACTER models in your unit by 1.
OVERSHADOWED BY NONE
1CP
Vessels of Wrath – Battle Tactic Stratagem
The more towering and monstrous the adversary, the better a chance that its bloody end will win the approbation of Khorne.
WHEN: Fight phase.

TARGET: One WORLD EATERS INFANTRY, WORLD EATERS MOUNTED or WORLD EATERS DAEMON PRINCE unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.
GORY DEDICATION
1CP
Vessels of Wrath – Strategic Ploy Stratagem
To the World Eaters, every battlefield is an altar upon which to offer up crimson sacrifices. Where the lifeblood of their victims falls, it anoints the ground as holy to Khorne’s murderous creed.
WHEN: End of the Fight phase.

TARGET: One WORLD EATERS unit from your army that destroyed one or more enemy models with a melee attack this phase.

EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
PUNISH THE CRAVEN
1CP
Vessels of Wrath – Strategic Ploy Stratagem
The Blood God is said to detest cowards. Meting out punishment to such degenerates is a sure way to win his favour and gain his wrathful boons.
WHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.

TARGET: One WORLD EATERS INFANTRY or WORLD EATERS DAEMON PRINCE unit from your army within Engagement Range of that enemy unit.

EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if your unit is a VESSEL OF WRATH unit, subtract 1 from each of those tests.
MEET FORCE WITH FORCE
1CP
Vessels of Wrath – Strategic Ploy Stratagem
Desperate to prove themselves to the Blood God in this hour of infernal glory, these warriors are only goaded to more ferocious efforts by the enemy’s attempts to hold them at bay.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One WORLD EATERS INFANTRY, WORLD EATERS MOUNTED or WORLD EATERS DAEMON PRINCE unit from your army that lost one or more wounds as a result of those attacks.

EFFECT: Your unit can make a Blood Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit is a KHORNE BERZERKERS or VESSEL OF WRATH unit, you can re-roll the D6 to determine how far your unit can move.
BRAZEN CONTEMPT
1CP
Vessels of Wrath – Battle Tactic Stratagem
Empowered by flowing waves of hatred that they believe emanate from the Blood God himself, Khorne’s worshippers feel nothing but scorn at their enemies’ pitiful blows.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll, or, if it is a VESSEL OF WRATH unit, subtract 1 from the Wound roll instead.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to WORLD EATERS units. You can find out more about Crusade armies in the main Crusade rules.

This section contains the following rules:

THE SKULL HARVEST
The World Eaters are constantly striving to take the skulls of worthy opponents in the hope of gaining favour with their bloodthirsty god. Once a suitable offering has been gathered, these skulls will be placed before Khorne and he will judge their worth. Should they give a worthy offering, mighty rewards will be bestowed upon them.

AGENDAS
WORLD EATERS units can attempt to achieve unique Agendas in addition to those found in other publications. These represent the factions unique goals and their particular methods of waging war.

REQUISITIONS
WORLD EATERS armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BOONS OF KHORNE
Unique Battle Honours for WORLD EATERS CHARACTERS that run the risk of turning your powerful warriors into CHAOS SPAWN.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, WORLD EATERS CHARACTER models can claim one of the Crusade Relics found here.

BATTLE TRAITS
As they gain experience and prowess, WORLD EATERS units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

BLOOD LEGIONS
When mustering your Crusade army, if you are using the Khorne Daemonkin Detachment, you will be able to include BLOOD LEGIONS units from your Crusade force in your Crusade army. BLOOD LEGIONS units can never gain Experience points or Battle Honours. However, they automatically pass any Out of Action tests they are required to take, so never gain Battle Scars. You can mark the Experience points section of such units’ Crusade cards with ‘N/A’ to remind you.

The Skull Harvest

The World Eaters are exemplars of bloody fury. Slaying all before them, they take the skulls of those they have butchered to offer up before their bloodthirsty god, hoping their offering will be judged worthy, and that they will be rewarded for their holy slaughter with mighty gifts.

If your Crusade army includes one or more WORLD EATERS units, then those units will gain Skull points during your battles for destroying enemy units. During a battle, each time an enemy unit is destroyed by a melee attack made by a WORLD EATERS unit from your army, that unit gains 1 Skull point, plus 1 bonus Skull point for each of the following bullet points that apply:
  • That enemy unit has one or more of the following keywords: CHARACTER; MONSTER; WALKER.
  • That enemy unit is a WARLORD.
  • That enemy unit is TITANIC.

Legendary Skulls

Enemy EPIC HERO units, and enemy units with the Legendary rank, do not award your units with normal Skull points. Instead, each time such a unit is destroyed by a melee attack made by a World Eaters unit from your army, that unit gains 1 Legendary Skull point.

World Eaters Attached Units

Each time an Attached unit from your Crusade army gains a Skull point or a Legendary Skull point, you must decide whether the Leader unit or the Bodyguard unit gains that point.

World Eaters Epic Heroes

You do not need to track Skull points and Legendary Skull points earned by your WORLD EATERS EPIC HEROES - whilst every kill that these legendary warriors make is added to the mountain of offerings already heaped before the Skull Throne, Khorne judges their worthiness by other standards. As such, feel free to track the points earned by your EPIC HEROES for bragging rights, but they have no other effect on your Crusade force.

You can use the
Skull Harvest tracker
to keep a tally of the Skull points and Legendary Skull points earned by your units, or make a note on that unit’s Crusade card. Unless otherwise stated, a unit cannot gain more than 5 Skull points during a battle (there is no limit to the number of Legendary Skull points a unit can gain during a battle).

Skull Points
Below, Skull points are presented as shown here.

Legendary Skull Points
Below, Legendary Skull points are presented as shown here.

Judgement of the Blood God

Only the greatest champions of the Blood God are granted his personal attention. In bloody rituals, warriors place their collected skulls before great brass icons and beseech Khorne to bless them with his favour.


At the start of the Update Crusade Cards step of each battle, any units from your Crusade army that have 1 or more Skull points can make an offering to Khorne. Each time a unit does so, make a Judgement roll for that unit by rolling one D6 and adding 1 to the result for every 3 Skull points your unit has (rounding down). You also add 1 to the result for every Legendary Skull point your unit has, and consult the table below:

JUDGEMENT ROLL
1-3UNWORTHY OFFERING
Your unit must take a Leadership test. If that test is failed, it suffers either a Devastating Blow or Battle Scar result as if it had just failed an Out of Action test.
4-5PLEASING BOUNTY
Your unit is Marked for Greatness in addition to any other units in your army that are Marked for Greatness this battle.
6-7BLOODY HARVEST
Roll one D6 on the Lesser Rewards of Khorne table and apply that result to your unit.
8+MIGHTY OFFERING
Roll one D6 on the Greater Rewards of Khorne table and apply that result to your unit.

Greater Rewards of Khorne

Greater Rewards of Khorne are a different type of Battle Honour; each is unique and you can only have one instance of each. If a result is rolled that a unit from your Crusade force already has, roll again until a Greater Reward is rolled that no unit from your Crusade force has. When gaining one of these Battle Honours, if that unit already has their maximum number of Battle Honours, you must replace one of their existing non-Greater Rewards of Khorne Battle Honours.

If a unit with a Greater Reward of Khorne is on the battlefield when you make a Blessings of Khorne roll, you have access to the associated Blessing of Khorne described by that unit’s Greater Reward, which you can activate just like any other Blessing of Khorne (note that the associated Blessing of Khorne, when activated, applies to all units from your army with the Blessings of Khorne ability, not just the unit with the Battle Honour).

A New Harvest

After a unit has made an offering to Khorne (regardless of the result), that unit’s Skull points and Legendary Skull points total are reset to 0.

Lesser Rewards of Khorne

LESSONS OF SLAUGHTER

Blessed with murderous insights from centuries of warfare, these warriors use such lessons to honour Khorne further.

This unit gains 5XP.
BOON OF KHORNE

Khorne warps the flesh and bone of his faithful, turning them into twisted, monstrous killers worthy of fighting in his name.

If your unit is a CHARACTER (excluding DAEMON PRINCES), it gains one Boon of Khorne of your choice. Otherwise, your unit gains 5XP.
FAVOURED CHAMPIONS

Only a handful of the Blood God's devotees are truly marked for greatness, those who have harvested the greatest number of gory trophies in his name.

Your unit gains one Battle Honour of your choice (this must be one that unit could normally have).

Greater Rewards of Khorne

DEATH TO COWARDS (DOUBLE 3+)

To the World Eaters, there are no foes more reviled than cowards. They strive to cut down any who would seek to deny the Blood God his due by fleeing combat.

Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability is selected to Fall Back, models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.
BLISTERING FURY (DOUBLE 4+)

The gore spilled by the World Eaters bubbles and boils. Those foes who breathe in its hissing steam are driven into a frenzy, throwing themselves at the Blood God's chosen in a mindless rage, leaving themselves open to the World Eaters' assault.

Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
BLOOD-SOAKED NIGHTMARES (DOUBLE 4+)

Khorne blesses his warriors with the aspect of his most terrifying daemons, rendering their forms nightmarish to behold.

At the start of each player’s Command phase, each enemy unit that is within Engagement Range of one or more units with this ability must take a Battle-shock test.
SAVAGE GUIDANCE (DOUBLE 5+)

As Khorne's blessed warriors raise their blades, conscious thought is replaced by savage instinct as they enter an insensate killing trance.

Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
BLOODTHIRST (DOUBLE 5+)

The Blood God lends his warriors unnatural speed, their sinews straining as they bound towards the foe.

Add 2" to the Move characteristic of models in this unit.
CLEAVING BLOWS (DOUBLE 6+)

Empowered by gore-drenched visions, Khorne's champions rain down furious blows on their foes, their mighty sweeps cleaving through armour, bone and flesh with ease.

Improve the Armour Penetration characteristic of melee weapons equipped by models in this unit by 1.

Agendas

If your Crusade army includes any WORLD EATERS units, you can select Agendas from those presented here.

BLOOD FOR THE BLOOD GOD!

Khorne demands blood! Slaughter all before you and show not one sign of cowardice lest you invite the Blood God’s eternal wrath.

Each time an enemy unit is destroyed by a melee attack made by a WORLD EATERS unit from your Crusade army, that unit gains 1XP. A unit cannot gain more than 3XP from this Agenda during the battle. However, during the battle, each time a WORLD EATERS unit from your army makes a Fall Back move, you must make a note of that unit (or otherwise place a token next to that unit as a reminder); at the end of the battle, each WORLD EATERS unit from your Crusade army that made one or more Fall Back moves during that battle must take an Out of Action test.
SKULLS FOR THE SKULL THRONE!

Seek out the enemy’s mightiest champions, cut them down and offer their skulls to Khorne!

Each time a WORLD EATERS model from your Crusade army destroys an enemy CHARACTER or MONSTER unit with a melee attack, that model’s unit gains 2XP (if the destroyed unit was your opponent’s WARLORD, that unit gains 4XP instead). A unit cannot gain more than 5XP per battle from this Agenda. If a unit gains 4 or more XP from this Agenda, that unit gains 1 additional Skull point at the end of the battle.
ANOINT THE FIELD

The World Eaters seek to drown entire worlds in blood, killing across the breadth of the battlefield and soaking the soil in crimson. In this way, they give the Blood God his due.

Each time an enemy unit that is wholly within a battlefield quarter is destroyed by a WORLD EATERS unit from your Crusade army, that battlefield quarter has been anointed in blood. Once a battlefield quarter has been anointed in blood twice by your army, it has been drowned in blood by your army.
  • At the end of the battle, if three battlefield quarters (but not four) have been drowned in blood by your army, each WORLD EATERS unit from your army that has not been destroyed gains 2XP.
  • At the end of the battle, if all four battlefield quarters have been drowned in blood by your army, each WORLD EATERS unit from your army that has not been destroyed gains 3XP and each unit from your Crusade army that makes an offering to Khorne after this battle can add 1 to the result of their Judgement roll.
A TRIBUTE TO MURDER

The World Eaters despoil their enemies’ sacred places, hewing off heads, flaying captives and piling these gruesome trophies high to venerate the Blood God.

At the start of the battle, all objective markers on the battlefield represent an unexalted Veneration Site.

At the start of your Shooting phase, select one WORLD EATERS unit from your Crusade army (excluding Battle-shocked units) that is eligible to shoot and is within range of one or more unexalted Veneration Sites; that unit can attempt to exalt one of those unexalted Veneration Sites. If attempted, until the end of your turn, that unit is not eligible to shoot or declare a charge. At the end of the turn, if that unit is within range of that Veneration Site and you control it, that Veneration Site is exalted and that unit gains 2XP.

At the end of the battle, if your army has exalted 3 or more Veneration Sites, you can purchase one of the World Eaters Requisitions after the battle once for 0RP.

Requisitions

If your Crusade army includes any WORLD EATERS units, you can spend Requisition points (RP) on any of the following Requisitions.

BRUTAL ACQUISITION1RP

Glory is earned through bloodshed alone. World Eaters warriors see no shame in striking down their allies and claiming their trophies for themselves.

Purchase this Requisition after any battle, before any offerings to Khorne are made (you can only purchase this Requisition once after each battle). Select one WORLD EATERS unit from your Crusade army with the Blooded rank or higher to be the Aggressor and one WORLD EATERS unit to be the Defender. Roll one D6 for each of these units, adding their respective XP totals to the results.
  • If the Aggressor’s roll is greater, the Defender loses all of its Skull points and Legendary Skull points, and it gains a Battle Scar. The Aggressor gains a number of Skull points and Legendary Skull points equal to the number the Defender lost of each, and must immediately make an offering to Khorne.
  • If the Defender’s roll is greater, the Aggressor loses all of its Skull points and Legendary Skull points, and it suffers a Devastating Blow. The Defender gains 3XP.
HIDEOUS SCARS1RP

While lesser warriors may seek to conceal their battle scars, the World Eaters bear them with pride, for each wound carries a gore-drenched tale.

Purchase this Requisition when a WORLD EATERS unit from your Crusade force gains a Battle Scar; this Battle Scar can never be removed by any means. Roll one D6: on a 1-2, your unit gains 5XP; on a 3-4, your unit gains one Battle Trait; on a 5-6, your unit gains one Boon of Khorne. Each unit can only be selected for this Requisition once.
THE BLOOD GOD’S FAVOUR1RP

The path to immortality is treacherous indeed. Should an ambitious mortal fail to meet Khorne’s expectations, they may end their days as a mindless Chaos Spawn.

Purchase this Requisition after a WORLD EATERS CHARACTER unit from your Crusade force makes an offering to Khorne, after making a Judgement roll that did not result in ‘Unworthy Offering’. Roll one D6: on a 1, that unit suffers Spawndom; on a 2+, that unit gains 1 Boon of Khorne.
BLOOD-SOAKED ASCENSION2RP

The ultimate prize for those dedicated to Khorne is to ascend to the immortal ranks of daemonhood. These blessed few ally their newfound infernal might with centuries of combat experience.

Purchase this Requisition when a WORLD EATERS CHARACTER unit from your Crusade force (excluding DAEMON units) that has three Boons of Khorne reaches the Heroic or Legendary rank. Remove that unit from your Crusade force and replace it with one WORLD EATERS DAEMON PRINCE or WORLD EATERS DAEMON PRINCE WITH WINGS.

The new unit can keep any Boons of Khorne the unit it replaced had, even though DAEMON models cannot normally have Boons of Khorne. Any Battle Scars the replaced unit had are not retained. The new unit has the same number of Battle Honours, XP, Skull points and Legendary Skull points as the unit it replaced. You cannot purchase this Requisition if doing so would cause you to exceed your Crusade force’s Supply Limit.
ENTER THE CAGE1RP

To enter the eightcage is to invite a horrific demise. Yet, the rewards are well worth the price for those who possess the willpower and fury to survive such a process.

Purchase this Requisition before a battle. Select one of the following:
In either case, until this new unit is removed from your Crusade force, each time this unit is Marked for Greatness, it gains 5XP instead of 3XP. The new unit has the same number of Battle Honours, XP, Skull points and Legendary Skull points as the unit it replaced. You cannot purchase this Requisition if doing so would cause you to exceed your Crusade force’s Supply Limit.

Boons of Khorne

Boons of Khorne are a type of Battle Honour that can be given to WORLD EATERS CHARACTER models. Each time a WORLD EATERS CHARACTER model from your army would gain a Battle Honour, you can choose for it to gain a Boon of Khorne. DAEMON PRINCE models cannot gain Boons of Khorne, and no model from your Crusade force can have more than three Boons of Khorne.

Each time a model gains a Boon of Khorne, roll a D33 to randomly determine one from the table below. To do so, roll two D3 one after the other: the first result determines your ‘tens’ and the second your ‘units’. For example, if you roll two D3 and the first result is a 2 and the second is a 1, the D33 result is 21.

A model can have more than one Boon of Khorne, but if you roll a result that duplicates a Boon of Khorne a model already has, that model’s unit suffers Spawndom (see below). As with any Battle Honour, make a note on a model’s Crusade card when it gains a Boon of Khorne, and increase its Crusade points by 1.

Spawndom

To court the favour of the Blood God is to risk Khorne’s wrath. Many powerful champions have disappeared beneath an overabundance of gifts, ending their Path to Glory as mindless aberrations of insane mutation. These mindless beasts are then herded together with other unfortunate Spawn and goaded towards the enemy to spill blood in their dark masters name.

If a WORLD EATERS model from your Crusade force suffers Spawndom, remove that model’s unit from your Crusade force, then add a new WORLD EATERS CHAOS SPAWN unit to your Crusade force. The new unit has the same number of Battle Honours, Battle Scars, XP, Skull points and Legendary Skull points as the unit it replaced. If adding this unit would cause your Crusade points total to exceed your Crusade force’s Supply Limit, you must first increase your Supply Limit (such as by using the Increase Supply Limit Requisition) or your unit is removed from your Crusade force and no new unit is added in its place.

BOONS OF KHORNED33
Bestial Limbs: Add 1 to Advance and Charge rolls made for this model’s unit.11
Muscular Bulk: Add 2 to this model’s Wounds characteristic.12
Jagged Horns: This model’s melee weapons have the [LANCE] ability.13
Daemonic Visage: Improve this model’s Leadership characteristic by 1 and its Objective Control characteristic by 2. If this model is within range of an objective marker you control that is wholly within your opponent’s deployment zone at the end of the battle, you gain 1RP.21
Brazen Flesh: This model has a Save characteristic of 2+.22
Steel Sinews: Add 1" to the Move characteristic of models in this model’s unit and add 1 to Advance rolls made for this model’s unit.23
Warp Strength: Improve the Strength characteristic of melee weapons equipped by this model by 2. If this model destroys one or more MONSTER models and/or one or more CHARACTER models during a battle, at the end of the battle, it gains 1 bonus Skull point.31
Collar of Khorne: This model has the Feel No Pain 4+ ability against Psychic Attacks. While this model is leading a unit, Bodyguard models in that unit have the Feel No Pain 5+ ability against Psychic Attacks.32
Tearing Claws: Add 1 to the Attacks characteristic of melee weapons equipped by this model. If this model destroys eight or more models during a battle, at the end of the battle, it gains 1 bonus Skull point.33

Crusade Relics

When a WORLD EATERS model gains a Crusade Relic, you can select one of the Relics presented here.


Artificer Relics

BLOODSTEP BLADE

This simple blade features a single jagged rune carved into its rough bone hilt. When blood is spilt on this rune, the weapon can cut through the skein of reality itself.

Each time the bearer’s unit destroys one or more units in the Fight phase, if there are no enemy units within 3" of the bearer’s unit at the Consolidate step, you can choose to remove the bearer’s unit from the battlefield and place it into Strategic Reserves. If you do, until after the bearer’s unit has been set back up on the battlefield, models in the bearer’s unit have the Deep Strike.
BRASS COLLAR OF BHORGHASTER

Bound within this heavy brass collar is the essence of a Bloodthirster whose hatred of sorcery knows no bounds. A psyker with the audacity to unleash eldritch power near this relic finds their mind screaming with pain.

At the start of your Shooting phase, select one enemy PSYKER unit within 18" of and visible to the bearer. That unit must take a Battle-shock test, subtracting 2 from the result. If the test is failed, that enemy unit suffers 3 mortal wounds.
BURNING PLATE

Almost impervious to damage, this brass-edged armour glows red hot and trails gouts of smoke.

Add 1 to the bearer’s Toughness characteristic. Each time the bearer’s unit is selected to fight, select one enemy unit within Engagement Range of this model and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.

Antiquity Relics

TALISMAN OF RAGE

This brass icon constantly oozes bright-red blood, driving those World Eaters nearby into an even more ferocious killing rage.

The first Blessing of Khorne activated for your army is active for the bearer’s unit until the end of the battle instead of until the end of the battle round, and its effects will apply to the bearer’s unit in addition to any other Blessings of Khorne active during the battle. Duplicated Blessings of Khorne have no additional effect on the bearer’s unit.
SKULL OF AN’GR’ANTK

This brazen skull perceives any foe’s weaknesses, revealing them to the bearer in its guttural whisper.

If the bearer is in your Crusade army, then during the Select Crusade Blessings step, roll one D6 if you are not the Underdog: on a 4+, you can select one Crusade Blessing to use in that battle.
MIGHTY SKULL RACK

Those who battle under the wearer's command know their leader is a true killer.

The bearer has the following ability:

Mighty Skull Rack (Aura): While a friendly WORLD EATERS unit is within 6" of this model, each time a model in that unit makes a melee attack, if this model’s unit (excluding Bodyguard units) has 3 or more Skull points, re-roll a Hit roll of 1. While this model’s unit (excluding Bodyguard units) has 1 or more Legendary Skull points, this ability has a range of 9".

Legendary Relics

GOREFATHER

One strong enough to wield Gorefather can scythe through their enemies in explosions of blood.

The bearer's melee weapons have the [devastating wounds] ability. At the end of the Fight phase, you can select one enemy unit within Engagement Range of the bearer and roll eight D6: for each 4+, that enemy unit suffers 1 mortal wound.
G'RMAKHT THE DESTROYER

This weapon contains the essence of the Bloodthirster G’rmakht, contained only by the bearer’s will.

Improve the Attacks, Strength, Armour Penetration and Damage characteristics of the bearer’s melee weapons by 1. In addition, the bearer has the following ability:

The Destroyer’s Wrath: The first time this model is destroyed, at the end of the phase, add one BLOODTHIRSTER model to your Crusade army (ignoring the points value for your battle size): set that BLOODTHIRSTER model up as close as possible to where the bearer was destroyed, and not within Engagement Range of one or more enemy units. Until the end of the battle, at the end of each player’s turn that BLOODTHIRSTER model suffers D6 mortal wounds. At the end of the battle, that BLOODTHIRSTER model is not added to your Crusade force.

Battle Traits

When a WORLD EATERS unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.


POSSESSED UNITS
D6

GORE FRENZY

The fall of an ally serves only to spur the survivors on, invigorated by the stench of freshly spilt blood.

At the start of the Fight phase, if this unit is below its Starting Strength, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in this unit.
SKULL TITHE

Blessed with the Blood God’s boons, the World Eaters' possessed must take a great tally of skulls to retain them..

This unit can gain up to 8 Skull points a battle, rather than a maximum of 5. If this unit gains 1 or more Skull points in a battle, and/or it gains 1 or more Legendary Skull points, it is Marked for Greatness at the end of the battle in addition to any other units from your army.
DESPERATION TO SLAY

The possessed warriors of the Blood God find their limbs infused with infernal energy, allowing them to reach the foe and sate their desire for bloodshed swiftly.

Add 2" to the Move characteristic of models in this unit and you can ignore any or all modifiers to Charge rolls made for this unit.

VEHICLE UNITS
D6

UNTRAMMELLED RAGE

The daemonic spirits bound within this vehicle's shell are ferociously aggressive and cannot be subjugated. They will vent their fury on any who cross their path.

Each time this model makes a ranged attack that targets the closest eligible target within 12", add 1 to the Hit roll. Each time this model declares a charge that targets the closest eligible target, add 2 to the Charge roll.
BLAZING RUNES

The hull of this machine glows with runes of power, its armoured flanks warping back into shape after even the most catastrophic damage.

At the start of your Command phases, this model regains D3 lost wounds. In addition, you can re-roll failed Out of Action tests for this model.
BRAZEN RESISTANCE

This vehicle's hull has manifested ornate sculptures of thick bronze, adding to its already formidable defenses.

Add 2 to this model’s Wounds characteristic.

INFANTRY AND MONSTER UNITS
D6

PEERLESS FIGHTERS

Khorne's bloodied slayers have slaughtered their foes for centuries, and possess incredible martial skill alongside their berserk fury.

Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1. If this unit made a Charge move this turn then, until the end of the turn, each time a model in this unit makes a melee attack, you can also re-roll a Wound roll of 1.
ASPIRING CHAMPIONS

These warriors are bloodthirsty butchers determined to earn the Blood God's favour.

This unit gains 2XP from Dealers of Death, instead of just 1XP.
SLAYERS OF CHAMPIONS

Many World Eaters seek out the greatest enemy champions, taking their skulls in the name of Khorne and piling them beneath brass icons.

Melee weapons equipped by models in this unit have the [precision] ability.
RED HAZE

In battle, the World Eaters lose themselves in a berserk rage that inures them to even the most agonising wounds and grants them unnatural resilience in the heat of battle.

Each time a melee attack with a Damage characteristic of 1 is allocated to a model in this unit, that model has the Feel No Pain 5+ ability against that attack.
MINDLESS ONSLAUGHT

Khorne's chosen rampage across the battlefield with wanton fury, butchering foes before fading away to strike new targets before the enemy can react.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
BLOODY DESTINY

Should Khorne see potential in his devotees, he may bless them with new and horrific gifts to aid them in their murderous endeavours.

Each time the bearer makes an offering to Khorne, you can re-roll the Judgement roll.

JAKHALS AND GOREMONGERS UNITS
D6

REFINED STIMMS

Refined stimulants are combined with the blood of butchered victims and other macabre reagents to form a distillate of pure hatred.

Each time this unit is selected to fight, you can choose to use this Battle Trait. If you do, until the end of the phase, add 2 to the Attacks characteristic of melee weapons equipped by models in this unit and those weapons have the [hazardous] ability.
SCARIFIED DEDICATIONS

The World Eaters are known to ritually scar their flesh with runes of dedication before battle. When their blood is spilt, it is a prepared offering to the Blood God.

Each time this unit is destroyed, it gains 1 Skull point and 1XP. Each time this unit gains a Battle Scar, it gains an additional D3 Skull points and D3XP.
IRON RULE

While their masters watch over them, Khornate cultists fight with greater hatred and determination.

While this unit is within 12" of one or more friendly WORLD EATERS CHARACTER or WORLD EATERS TITANIC models, improve the Leadership and Objective Control characteristic of models in this unit by 1.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.


Taker of Skulls

You have earned renown as a merciless and savage warlord, claiming a bounty of skulls and spilling rivers of crimson viscera in the name of the Blood God. Through your gory toil, you have earned the boons of Khorne and bear his mark with brazen pride. Mortal thralls whisper that you bear the Blood God’s favour.

  • You have won three or more battles.
  • Units in your Crusade force have a total of three or more Rewards of Khorne, of which one is a Greater Reward of Khorne.
  • One or more WORLD EATERS CHARACTER units in your Crusade force have one or more Boons of Khorne.


Greater Gore-maker

Terrible indeed is the carnage your armies have wrought as your crusade of bloodshed has carved its way across the stars. Such is your growing reputation that cultists, transhuman butchers and daemons have been drawn into its violent orbit. As craven foes flee before your advance and the brave are slaughtered without mercy, Khorne’s power flows through your veins like molten brass.

  • You have won six or more battles.
  • Units in your Crusade force have a total of four or more Rewards of Khorne, of which two or more are Greater Rewards of Khorne.
  • You have used either the Enter the Cage Requisition to add one or more new units to your Crusade force or a WORLD EATERS CHARACTER model in your Crusade force has suffered Spawndom.
  • One or more WORLD EATERS CHARACTER units in your Crusade force have two or more Boons of Khorne.


Exalted Slaughterer

By the hand of your warband, armies have been slaughtered, cities burned to ash and planets drowned in oceans of blood. Truly, you are chosen by Khorne, for you have been gifted diabolic power beyond your wildest dreams. As your warband reaves and slaughters its way across the known galaxy, the final steps upon your Path to Glory loom. Immortality awaits.

  • You have won ten or more battles.
  • Units in your Crusade force have a total of eight or more Rewards of Khorne, of which three or more are Greater Rewards of Khorne.
  • You have used the Blood-soaked Ascension Requisition to add one new unit to your Crusade force.

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancements), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Boarding Butchers

Whether attacking an enemy voidship, or counterassaulting foes unwise enough to board a World Eaters vessel, these blood-drenched slaughterers reduce their victims to headless carcasses with shocking speed. Such close confines suit these murderous berzerkers perfectly.

Mustering a Boarding Patrol

You can include up to two of the following units:
You can include up to three of each of the following units:
* The combined total number of these units cannot be more than the number of KHORNE BERZERKERS units.

You can include up to one of the following units:
You can include up to one of each of the following units:

Forming Boarding Squads


Rules Adaptations


Army Rule

Slaughterers’ Glory

Though not locked in the sorts of immense and epic bloodbaths believed to best draw the eye of Khorne, still these shipboard warbands aspire to earn the Blood God’s favour.

Units from your army with the Blessings of Khorne ability retain that ability and gain this one.

At the start of the battle round, when making a Blessings of Khorne roll, roll four D6 instead of eight D6. You can only activate one Blessing of Khorne per battle round, instead of up to 2.

Detachment Rule

Focused Ferocity

In the close confines of shipboard warfare, with their battle cries reverberating along corpse-strewn corridors, the charge of World Eaters is an elementally terrifying and seemingly unstoppable force.

Each time a WORLD EATERS unit from your army declares a charge, each target of that charge must take a Battle-shock test.

Enhancements

Chosen of Khorne

Many are the skulls this warrior has taken and offered up in the Blood God’s name, which has its rewards.

Once the bearer has destroyed one or more enemy units, until the end of the battle, each time you make a Blessings of Khorne roll, if the bearer is on the battlefield, you can re-roll all of the dice (if you do, you must re-roll every dice).

Battle Lust

Foes attempting to gun this warrior down only stoke his berserk rage still higher.

Each time an enemy unit is selected to shoot, after that unit has shot, if the bearer was the target of one or more of those attacks, it can make a Battle Lust move. To do so, roll one D6: the bearer can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, the bearer can be moved within Engagement Range of that enemy unit, but only that enemy unit.

Stratagems

TERRIFYING SCREAMS
1CP
Boarding Butchers – Strategic Ploy Stratagem
These warriors dismember their victims with such apocalyptic violence that the agonised screams of the dying ring throughout the ship.
WHEN: Fight phase, just after a WORLD EATERS unit from your army destroys an enemy unit.

TARGET: That WORLD EATERS unit.

EFFECT: Until the end of your opponent’s next Command phase, subtract 1 from Battle-shock and Leadership tests taken for all enemy units.
UNSTOPPABLE RAGE
1CP
Boarding Butchers – Strategic Ploy Stratagem
Charging headlong into battle, these warriors simply smash hatches from their housings as they bull their way through, often straight into unsuspecting foes waiting in corridors and chambers beyond.
WHEN: Your Movement phase, just after a WORLD EATERS unit from your army (excluding JAKHAL units) opens a Hatchway.

TARGET: That WORLD EATERS unit.

EFFECT: For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Movement phase, that enemy unit is stunned. While a unit is stunned, each time a model in it makes an attack, subtract 1 from the Hit roll.
SAVAGE RESILIENCE
1CP
Boarding Butchers – Battle Tactic Stratagem
Lost to blood madness, these warriors cannot be halted even by ruinous salvoes of enemy fire.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
COWARDS’ BANE
1CP
Boarding Butchers – Strategic Ploy Stratagem
Disgusted by those who seek to flee their axes, the World Eaters cut them down without mercy.
WHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.

TARGET: One WORLD EATERS unit from your army (excluding JAKHAL units) within Engagement Range of that enemy unit.

EFFECT: Until the end of the phase, each time that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.

Skullsworn

The elite of the World Eaters burn with the unholy blessings of Khorne. However, such might is not given freely. Storming headlong into the close-quarters carnage of a boarding action is the ideal way in which such empowered warriors can claim the tithe of skulls they owe their Dark God.

Mustering a Boarding Patrol

You can include up to two of the following units:
You can include up to two of each of the following units:

Rules Adaptations


Army Rule

Slaughterers’ Glory

Though not locked in the sorts of immense and epic bloodbaths believed to best draw the eye of Khorne, still these shipboard warbands aspire to earn the Blood God’s favour.

Units from your army with the Blessings of Khorne ability retain that ability and gain this one.

At the start of the battle round, when making a Blessings of Khorne roll, roll four D6 instead of eight D6. You can only activate one Blessing of Khorne per battle round, instead of up to 2.

Detachment Rule

Reap the Tally

Nothing, not even death, can prevent these ferocious killers from claiming the skulls that are the Blood Gods due.

Each time a WORLD EATERS model from your army (excluding KHÂRN THE BETRAYER) is destroyed by a melee attack and it has not fought this phase, roll one D6: on a 5+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

Enhancements

Frenzied

So gripped is this warrior by the need to kill and kill again in Khornes name, that they never for even a moment pause in their endless hunt for fresh victims.

You can re-roll Advance and Charge rolls made for the bearer, and the bearer is eligible to declare a charge in a turn in which it Advanced.

Carmine Corona

As this murderous champion butchers his foes, so a blazing crown of rage, hate and agony blazes to life about his brows. None can look upon this ghastly spectacle without their eyes bleeding and a bleak despair gripping their hearts.

When the bearer destroys an enemy unit for the first time, until the end of the battle, the bearer has an Objective Control characteristic of 5.

Stratagems

BLOOD RITE
1CP
Skullsworn – Strategic Ploy Stratagem
Ground upon which Khorne’s champions have shed the blood of their foes is indelibly stained with the mark of their wrathful god.
WHEN: Fight phase, just after a WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army destroys an enemy unit.

TARGET: That unit.

EFFECT: Select one objective marker that your unit or the destroyed unit was within range of at the start of the phase. That objective marker is Secured by your army.
FURIOUS MOMENTUM
1CP
Skullsworn – Strategic Ploy Stratagem
Gripped by supernatural levels of fury, these warriors surge through the raging heart of battle like a bloody tide.
WHEN: Fight phase.

TARGET: One WORLD EATERS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
RUINOUS RAMPAGE
1CP
Skullsworn – Strategic Ploy Stratagem
These berserk warriors smash through armoured hatchways as though they were no more durable than parchment.
WHEN: Your Movement or Charge phase.

TARGET: One WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army that has not been selected to move this phase and has not declared a charge this phase.

EFFECT: Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.

RESTRICTIONS: You can only use this Stratagem once per turn.
SHOCKING ONSLAUGHT
1CP
Skullsworn – Battle Tactic Stratagem
The horrifying onset of these warriors can paralyse enemies with fear at the crucial moment.
WHEN: Your Movement or Charge phase, just after an enemy unit is selected to fire Overwatch.

TARGET: One WORLD EATERS unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit is selected to fire Overwatch, it must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit cannot fire Overwatch at your unit this phase.

Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while %000015069performing actions%.
Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.

The BLOOD LEGIONS keyword is used in the following World Eaters datasheets:

Battleline
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Extra Attacks

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.
Blessings of Khorne

Khorne is the Chaos god of warfare and slaughter to whom all World Eaters are devoted. He blesses those who spill blood and take skulls in his infernal name.

If your Army Faction is , at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round.

Example: Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded.

UNBRIDLED BLOODLUST

You can re-roll Charge rolls made for this unit.

RAGE-FUELLED INVIGORATION

Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

TOTAL CARNAGE

Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

MARTIAL EXCELLENCE

Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

WARP BLADES

Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

DECAPITATING STRIKES

Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability.

UNBRIDLED BLOODLUST

You can re-roll Charge rolls made for this unit.

Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Invulnerable Saves

Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s 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.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Aura Abilities
Some abilities affect multiple models or units in a given range. These are known as Aura abilities and are tagged with the word ‘Aura’. A model with an Aura ability is always within range of its own Aura ability. A unit can be affected by more than one Aura ability at a time, but if a unit is within range of the same Aura ability more than once, that Aura ability only applies to that unit once.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
INFILTRATORS

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Idols of Khorne
Cult of Blood Detachment

Titanic Khornate war engines draw teeming masses of cultists to war.

At the start of your Command phase, you can select one of the Idols of Khorne abilities listed below. Until the start of your next Command phase, that ability is active and its effects apply to all TITANIC and MONSTER units from your army. You can only select each Idols of Khorne ability once per battle.

Idol of Infinite Rage (Aura)
While a friendly JAKHALS or GOREMONGERS unit is within 6" of this model (or within 9" if this model is TITANIC), each time a model in that unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll.

Idol of Burning Wrath (Aura)
While a friendly JAKHALS or GOREMONGERS unit is within 6" of this model (or within 9" if this model is TITANIC), add 1" to the Move characteristic of models in that unit and add 1 to Advance and Charge rolls made for that unit.

Idol of Blessed Blood (Aura)
While a friendly JAKHALS or GOREMONGERS unit is within 6" of this model (or within 9" if this model is TITANIC), models in that unit have a 4+ invulnerable save.

KEYWORDS
JAKHALS and GOREMONGERS units from your army have the BATTLELINE keyword.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
Lance

Lance weapons are deadly on the charge.

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.
Blood Tithe
Khorne Daemonkin Detachment

To call forth the blood legions requires the spilling of oceans of crimson gore.

Each time a BLOOD LEGIONS or unit from your army destroys an enemy unit, roll one D6: on a 3+, you gain 1 Blood Tithe point (BTP). At the start of the Command phase, you can spend one or more of your BTP to activate one of the following abilities until the end of the battle:
  • Enraged Abjuration [2BTP]
    BLOOD LEGIONS and models from your army have the Feel No Pain 5+ ability against Psychic Attacks and mortal wounds.
  • Daemonic Rage [3BTP]
    Melee weapons equipped by BLOOD LEGIONS units from your army have the [lance] ability.
  • Boon of Blood [4BTP]
    BLOOD LEGIONS units from your army have a 4+ invulnerable save.
  • Might of Khorne [5BTP]
    BLOOD LEGIONS units from your army gain the Blessings of Khorne ability.

RESTRICTIONS
You can include the BLOOD LEGIONS units in your army. The combined points cost of such units you can include in your army is:

Incursion: Up to 500 pts
Strike Force: Up to 1000 pts
Onslaught: Up to 1500 pts

No BLOOD LEGIONS model from your army can be your WARLORD.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
Twin-linked

Dual weapons are often grafted to the same targeting system for greater lethality.

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.
Brazen Fury
Possessed Slaughterband Detachment

Incoming fire serves only to fan the flames of daemonic fury, driving Khorne’s possessed into a malicious rage.

POSSESSED units from your army have the following ability:

Brazen Fury: In your opponent’s Shooting phase, each time an enemy unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can make a Brazen Fury move. To do so, roll one D6: models in this unit move a number of inches up to this result, but this unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. This unit cannot make a Brazen Fury move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Brazen Fury move per phase.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.

The DEDICATED TRANSPORT keyword is used in the following World Eaters datasheets:

SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
FIGHTS FIRST

Some warriors attack with blinding speed, landing their blows before their foes can react.

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

The EPIC HERO keyword is used in the following World Eaters datasheets:

Wrath of Khorne
Vessels of Wrath Detachment

From storied conqueror to obscure squad leader, every Khornate champion treads a personal Path to Glory. However unsung their names, they believe that the Blood God may deign to invest any of these hopefuls with a small measure of his wrath in the expectation that they will not squander it.

At the start of the battle round, after activating Blessings of Khorne, you can select one or more models from your army from those listed below (including models that are embarked within TRANSPORTS):

You can select the same type of model multiple times. The maximum number of models you can select depends on the battle size, as follows:

INCURSION:2 MODELS
STRIKE FORCE:3 MODELS
ONSLAUGHT:4 MODELS

Until the end of the battle round, each of those models has the VESSEL OF WRATH keyword (we recommend marking such models with a suitable token). Then, select one Blessing of Khorne that is not currently active for your army. Until the end of the battle round, that Blessing of Khorne is active for VESSEL OF WRATH units from your army in addition to any others that are active for your army.
Legendary Skulls
Enemy EPIC HERO units, and enemy units with the Legendary rank, do not award your units with normal Skull points. Instead, each time such a unit is destroyed by a melee attack made by a World Eaters unit from your army, that unit gains 1 Legendary Skull point.
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.

The DAEMON PRINCE keyword is used in the following World Eaters datasheets:

BOON OF KHORNE

Khorne warps the flesh and bone of his faithful, turning them into twisted, monstrous killers worthy of fighting in his name.

If your unit is a CHARACTER (excluding DAEMON PRINCES), it gains one Boon of Khorne of your choice. Otherwise, your unit gains 5XP.
Spawndom

To court the favour of the Blood God is to risk Khorne’s wrath. Many powerful champions have disappeared beneath an overabundance of gifts, ending their Path to Glory as mindless aberrations of insane mutation. These mindless beasts are then herded together with other unfortunate Spawn and goaded towards the enemy to spill blood in their dark masters name.

If a model from your Crusade force suffers Spawndom, remove that model’s unit from your Crusade force, then add a new WORLD EATERS CHAOS SPAWN unit to your Crusade force. The new unit has the same number of Battle Honours, Battle Scars, XP, Skull points and Legendary Skull points as the unit it replaced. If adding this unit would cause your Crusade points total to exceed your Crusade force’s Supply Limit, you must first increase your Supply Limit (such as by using the Increase Supply Limit Requisition) or your unit is removed from your Crusade force and no new unit is added in its place.
D33
Some of the rules will ask you to roll a D33. To do so, roll two D3s one after the other: the first dice result determines your ‘tens’ and the second your ‘units’. For example, if you rolled two D3s and the first result was a 2 and the second was a 1, then the D33 result is a 21.
INCREASE SUPPLY LIMIT1RP

Information uncovered by your forces has revealed the growing importance of this war zone and the increasing threat posed by enemies. In response, high command has acceded to your urgent request for reinforcements.

Purchase this Requisition at any time. Increase your Crusade force’s Supply Limit by 200 points.

The POSSESSED keyword is used in the following World Eaters datasheets:

Characters

The MONSTER keyword is used in the following World Eaters datasheets:

Precision

Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
ENTER THE CAGE1RP

To enter the eightcage is to invite a horrific demise. Yet, the rewards are well worth the price for those who possess the willpower and fury to survive such a process.

Purchase this Requisition before a battle. Select one of the following:
  • Select one KHORNE BERZERKERS or WORLD EATERS TERMINATOR SQUAD unit from your Crusade force. Remove that unit from your Crusade force and add either one EIGHTBOUND unit or one EXALTED EIGHTBOUND unit to your Crusade force.
  • Select one CHARACTER unit (excluding DAEMON units) from your Crusade force. Remove that unit from your Crusade force and add one SLAUGHTERBOUND unit to your Crusade force.
In either case, until this new unit is removed from your Crusade force, each time this unit is Marked for Greatness, it gains 5XP instead of 3XP. The new unit has the same number of Battle Honours, XP, Skull points and Legendary Skull points as the unit it replaced. You cannot purchase this Requisition if doing so would cause you to exceed your Crusade force’s Supply Limit.
BLOOD-SOAKED ASCENSION2RP

The ultimate prize for those dedicated to Khorne is to ascend to the immortal ranks of daemonhood. These blessed few ally their newfound infernal might with centuries of combat experience.

Purchase this Requisition when a CHARACTER unit from your Crusade force (excluding DAEMON units) that has three Boons of Khorne reaches the Heroic or Legendary rank. Remove that unit from your Crusade force and replace it with one DAEMON PRINCE or DAEMON PRINCE WITH WINGS.

The new unit can keep any Boons of Khorne the unit it replaced had, even though DAEMON models cannot normally have Boons of Khorne. Any Battle Scars the replaced unit had are not retained. The new unit has the same number of Battle Honours, XP, Skull points and Legendary Skull points as the unit it replaced. You cannot purchase this Requisition if doing so would cause you to exceed your Crusade force’s Supply Limit.

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