The World Eaters warband of Karagar the Blooded have been the terror of a score of worlds through the Laervold Belt and beyond. How they travel from battlefield to battlefield is unclear, but rumours persist of unholy portals formed from swirling blood-tides that rise from the butchered bodies of their victims. They care for nothing but killing in the Blood God’s name, piling heaped skulls high and leaving charnel destruction in their wake.
Book | Kind | Edition | Version | Last update |
Karagar’s Rampagers | ||||
Karagar’s Rampagers | Index | 10 | June 2023 |
Khorne is the god of warfare and slaughter, and provides mighty boons to those who consecrate the battlefield in his name.
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 bellow). 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.WRATHFUL DEVOTION ANY DOUBLE |
TOTAL CARNAGE DOUBLE 4+ OR ANY TRIPLE |
WARP BLADES DOUBLE 5+ OR ANY TRIPLE |
The tenets of the Blood God are as singular as they are uncompromising – the heads of worthy foes must be struck from their necks and their skulls offered up in tribute. With such carnal trophies do his champions believe they honour their wrathful god.
Each time the bearer destroys an enemy unit with a melee attack, roll one D6: on a 2+, you gain 1CP.Every blow this dark champion lands upon their enemies is expertly aimed to inflict the maximum damage. With a few strokes, they dismember even the greatest enemies like butchered livestock.
Melee weapons equipped by the bearer have the [PRECISION] ability.Like a ferocious barbarian horde, the World Eaters rip apart their enemies’ strongholds and smash irreplaceable equipment and relics. They murder not just the foe themselves, but also everything they are and all they hold dear.
At the end of your opponent’s turn, you score 4VP if you control the objective marker closest to your opponent’s battlefield edge.Khorne, it is said, cares not from where the blood flows. The battlefield is the only altar required to offer crimson sacrament to such a monstrous deity.
You score 2VP each time a WORLD EATERS model from your army destroys an enemy unit with a melee attack if that enemy unit started the phase within range of an objective marker.RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Plasma pistol – standard [pistol] | |||||||
Plasma pistol – standard [pistol] | 12" | 1 | 2+ | 7 | -2 | 1 | |
Plasma pistol – supercharge [hazardous, pistol] | |||||||
Plasma pistol – supercharge [hazardous, pistol] | 12" | 1 | 2+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Exalted chainblade | |||||||
Exalted chainblade | Melee | 7 | 2+ | 6 | -1 | 2 | |
Juggernaut’s bladed horn [extra attacks, lance] | |||||||
Juggernaut’s bladed horn [extra attacks, lance] | Melee | 4 | 3+ | 6 | -1 | 2 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bolt pistol [pistol] | |||||||
Bolt pistol [pistol] | 12" | 1 | 3+ | 4 | 0 | 1 | |
Plasma pistol – standard [pistol] | |||||||
Plasma pistol – standard [pistol] | 12" | 1 | 3+ | 7 | -2 | 1 | |
Plasma pistol – supercharge [hazardous, pistol] | |||||||
Plasma pistol – supercharge [hazardous, pistol] | 12" | 1 | 3+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Berzerker chainblade | |||||||
Berzerker chainblade | Melee | 4 | 3+ | 5 | -1 | 1 | |
Khornate eviscerator | |||||||
Khornate eviscerator | Melee | 3 | 3+ | 8 | -2 | 2 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autopistol [pistol] | |||||||
Autopistol [pistol] | 12" | 1 | 4+ | 3 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Jakhal chainblades [sustained hits 1] | |||||||
Jakhal chainblades [sustained hits 1] | Melee | 2 | 4+ | 3 | 0 | 1 | |
Mauler chainblade [sustained hits 1] | |||||||
Mauler chainblade [sustained hits 1] | Melee | 2 | 5+ | 5 | -1 | 2 | |
Skullsmasher | |||||||
Skullsmasher | Melee | 4 | 4+ | 4 | -1 | 2 |
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):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.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.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.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.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’.The WORLD EATERS keyword is used in the following Karagar’s Rampagers datasheets:
Khorne is the god of warfare and slaughter, and provides mighty boons to those who consecrate the battlefield in his name.
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 bellow). 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.WRATHFUL DEVOTION ANY DOUBLE |
TOTAL CARNAGE DOUBLE 4+ OR ANY TRIPLE |
WARP BLADES DOUBLE 5+ OR ANY TRIPLE |
Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.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.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.The WORLD EATERS keyword is used in the following Karagar’s Rampagers datasheets:
The CHAOS keyword is used in the following Karagar’s Rampagers datasheets:
The KHORNE keyword is used in the following Karagar’s Rampagers datasheets:
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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.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.The INFANTRY keyword is used in the following Karagar’s Rampagers datasheets:
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.Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.