World Eaters

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 EatersIndex10January 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.7March 2024
  Balance Dataslate
  Balance DataslateRulebook10January 2024January 2024
  Legends: Heretic Astartes
  Legends: Heretic AstartesDatasheet10July 2023
  Horus Heresy Legends: Heretic Astartes
  Horus Heresy Legends: Heretic AstartesDatasheet10June 2023
  Horus Heresy Legends: Adeptus Astartes
  Horus Heresy Legends: Adeptus AstartesDatasheet10June 2023

Army Rules

Blessings of Khorne

Khorne is the god of warfare and slaughter, and provides mighty boons to those who consecrate the battlefield in his 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 from the Blessings of Khorne list (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 their Blessings of Khorne roll and gets the following dice: 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 Wrathful Devotion (which requires any double), leaving the following dice: 1, 2, 3, 4.

However, now that they have activated two Blessings of Khorne, they cannot activate any more and the remaining dice are discarded.


RAGE-FUELLED INVIGORATION

ANY DOUBLE
Add 2" to the Move characteristic of models in this unit.

WRATHFUL DEVOTION

ANY DOUBLE
Models in this unit have the Feel No Pain 6+ ability. If models in this unit already have the Feel No Pain ability, add 1 to their Feel No Pain rolls.

MARTIAL EXCELLENCE

DOUBLE 3+
Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

TOTAL CARNAGE

DOUBLE 4+ OR ANY TRIPLE
Each time a model in this unit is destroyed by a melee attack, if that model 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 model’s unit has finished making its attacks, and is then removed from play.

WARP BLADES

DOUBLE 5+ OR ANY TRIPLE
Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

UNBRIDLED BLOODLUST

DOUBLE 6 OR TRIPLE 4+
This unit is eligible to declare a charge in a turn in which it Advanced.

Berzerker Warband

Detachment Rule

If your Army Faction is WORLD EATERS, you can use this Berzerker Warband Detachment rule.

Relentless Rage

The World Eaters fight in a perpetual fury, driven ever onwards to slaughter all who stand in their way. All of their warriors have been subject to horrific psycho-surgery, implanted with crude devices that amplify their aggression, while some also submit to possession by the raging daemons of the Blood God. Whatever drives their berserk rage, these warriors only stop killing when every foe lies in ruin at their feet – and sometimes not even then.

Each time a WORLD EATERS unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Strength and Attacks characteristics of melee weapons equipped by models in that unit.

Stratagems

If you are using the Berzerker Warband Detachment rule, you can use these Berzerker Warband Stratagems.

GORY MASSACRE
1CP
Berzerker Warband – Strategic Ploy Stratagem
Those who witness the massacres inflicted by the World Eaters flee to avoid being the next victims.
WHEN: Fight phase.

TARGET: One WORLD EATERS unit from your army that made a Charge move this turn and destroyed one or more enemy units this phase.

EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
FOR THE SKULL THRONE!
1CP
Berzerker Warband – Battle Tactic Stratagem
Khorne rewards those who test their might against the strongest foes, blessing the greatest warriors with his favour.
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 melee attack that targets a CHARACTER, MONSTER or VEHICLE unit, add 1 to the Wound roll.
FOR THE BLOOD GOD!
1CP
Berzerker Warband – Battle Tactic Stratagem
When blood spills, the blessings of the Blood God are bountiful.
WHEN: Fight phase, just after a WORLD EATERS unit from your army destroys an enemy unit.

TARGET: That WORLD EATERS unit.

EFFECT: Make a Blessings of Khorne roll. You can use the results of this roll to activate one Blessing of Khorne. That Blessing of Khorne does not count towards your maximum number of activated Blessings of Khorne, but all other rules for Blessings of Khorne apply.
KHORNE CARES NOT...
2CP
Berzerker Warband – Strategic Ploy Stratagem
Khorne cares not from whence the blood flows, so long as it flows, and 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 that enemy unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Damage characteristic of that attack.
BLOOD OFFERING
1CP
Berzerker Warband – Epic Deed Stratagem
The blood of Khorne’s devoted warriors is still blood, and when the battleground runs red, it is still a worthy addition to the Blood God’s domain.
WHEN: Any phase.

TARGET: One WORLD EATERS unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
APOPLECTIC FRENZY
1CP
Berzerker Warband – Battle Tactic Stratagem
Those who fight for Khorne are driven to even greater depths of rage, surging towards the foe in a barely controlled tide.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.

Enhancements

If you are using the Berzerker Warband Detachment rule, you can use these Berzerker Warband Enhancements.

  • Favoured of Khorne 20 pts

This warrior has the favour of Khorne; the Blood God seems to aid him in his slaughter with a portion of his own power.

WORLD EATERS model only. Once per battle, when you make a Blessings of Khorne roll, before doing anything else, the bearer can use this Enhancement. If it does, discard all of the dice from that roll and make a new Blessings of Khorne roll. This new roll does not count as a re-roll, so any rules that enable you to re-roll or manipulate individual dice (e.g. Icon of Khorne) can still be used.

  • Berzerker Glaive 25 pts

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

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

  • Battle-lust 15 pts

This veteran killer’s lust for battle draws him into any and all fights, his thirst driving him to new heights of battlefield frenzy.

WORLD EATERS model only. You can select the bearer’s unit for the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.

  • Helm of Brazen Ire 25 pts

This helm is forged from unbreakable brass from the Blood God’s own throne. Any who seek to take the bearer’s skull find that their blades break upon it.

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


Mortal Wounds

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

Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, 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, 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.
  • 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.
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.
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.
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.
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.
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.
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.

  • 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.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
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.
Blessings of Khorne

Khorne is the god of warfare and slaughter, and provides mighty boons to those who consecrate the battlefield in his 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 from the Blessings of Khorne list (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 their Blessings of Khorne roll and gets the following dice: 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 Wrathful Devotion (which requires any double), leaving the following dice: 1, 2, 3, 4.

However, now that they have activated two Blessings of Khorne, they cannot activate any more and the remaining dice are discarded.


RAGE-FUELLED INVIGORATION

ANY DOUBLE
Add 2" to the Move characteristic of models in this unit.

WRATHFUL DEVOTION

ANY DOUBLE
Models in this unit have the Feel No Pain 6+ ability. If models in this unit already have the Feel No Pain ability, add 1 to their Feel No Pain rolls.

MARTIAL EXCELLENCE

DOUBLE 3+
Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

TOTAL CARNAGE

DOUBLE 4+ OR ANY TRIPLE
Each time a model in this unit is destroyed by a melee attack, if that model 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 model’s unit has finished making its attacks, and is then removed from play.

WARP BLADES

DOUBLE 5+ OR ANY TRIPLE
Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

UNBRIDLED BLOODLUST

DOUBLE 6 OR TRIPLE 4+
This unit is eligible to declare a charge in a turn in which it Advanced.

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.
Charge Bonus

Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.

Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.
HEROIC INTERVENTION
2CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

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