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 EatersFaction Pack101.1April 2026
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion111.0

FAQ

Faction Pack: World Eaters

Q:Can I use the Summoned by Slaughter Stratagem to deploy Bloodletters in the first battle round?
A:
Bloodletter units that started the battle in Reserves cannot deploy in the first battle round using the Summoned by Slaughter Stratagem. Bloodletter units that started the battle on the battlefield and have subsequently been placed into Strategic Reserves can deploy in the first battle round.
Q:If Angron is destroyed and I use his Reborn in Blood ability, can I still use the Wrath of Khorne Detachment ability for the Vessels of Wrath Detachment?
A:
Yes.
Q:After being the target of a ranged attack, can a Leader unit make a Blood Surge move if it was previously attached to a unit of Khorne Berzerkers and if the last model in the attached unit was destroyed by that ranged attack?
A:
No.
Q:While using the Khorne Daemonkin Detachment, can I select a CHARACTER with the Disciple of Khorne Enhancement to be my WARLORD?
A:
No.
Q:While using the Khorne Daemonkin Detachment, if I attach a Lord on Juggernaut with the Disciple of Khorne Enhancement to a unit of Bloodcrushers or Flesh Hounds, does that unit benefit from the Blessings of Khorne ability, even though only the Lord on Juggernaut has that ability?
A:
Yes.

Keywords

AIRCRAFT (7);
ARTILLERY (1);
BATTLELINE (2);
BEAST (2);
BERZERKERS (1);
BLOOD LEGIONS (5);
CHAOS (58);
CHARACTER (10);
DAEMON (19);
DAEMON PRINCE (2);
DEDICATED TRANSPORT (2);
DREADNOUGHT (3);
EPIC HERO (4);
FLY (11);
FRAME (8);
GRENADES (4);
INFANTRY (10);
KHORNE (57);
LAND RAIDER (1);
LORD OF SKULLS (1);
MONSTER (5);
MOUNTED (3);
POSSESSED (3);
PREDATOR ANNIHILATOR (1);
PREDATOR DESTRUCTOR (1);
PRIMARCH (1);
RHINO (1);
SMOKE (19);
SUMMONED (5);
TERMINATOR (1);
TERMINATOR SQUAD (1);
THUNDERHAWK (1);
TITANIC (8);
TOWERING (1);
TRANSPORT (10);
VEHICLE (38);
WALKER (10);
WORLD EATERS (53)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

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

This unit has +1 to charge rolls

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 35 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 30 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 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 a surge move. Instead, when making a surge move, those 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. You can only use this Stratagem once per battle.
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. (If that unit is a TRANSPORT, any units embarked within that TRANSPORT model must disembark first.)

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 more than 6" horizontally away from all 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, when an enemy unit has shot, if a model in this unit was destroyed as a result of those attacks, this unit can make a surge move of up to D6". That surge move is a Brazen Fury move.

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, unless that move was a Charge move, it 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.
UNIQUE: Onslaught

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 make a disembark move and then make a surge move of up to D6+2".

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

Brazen Engines

THE ARMOURED MIGHT OF THE WORLD EATERS IS AN UNSTOPPABLE ONSLAUGHT OF MURDEROUS MACHINES

Detachment Rule

Rampaging Terrors

To stand in the path of stampeding Khornate daemon engines is to know the instinctive terror of cornered prey.

Friendly DAEMON VEHICLE units have the following ability:
Terror of Khorne: At the start of the Fight phase, you can select one enemy unit engaged with this unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll. You cannot select the same enemy unit for this effect more than once per phase.
This detachment has the ONSLAUGHT tag and cannot be taken with another ONSLAUGHT detachment.

Enhancements

  • Talons of ButcheryUPGRADE 25 pts

The vicious talons of this daemon engine are said to have been fashioned in the blazing forges of the Blood God’s empyric realm.

MAULERFIEND unit only. This unit’s Maulerfiend Fists have [CLEAVE 2].

  • Murder-Forged EntityUPGRADE 10 pts

Within this armoured shell burns the bloodthirsty essence of a greater daemon of Khorne, its power barely contained.

WORLD EATERS VEHICLE unit only. This unit has DAEMON


Stratagems

APOPLECTIC CLARITY
1CP
Brazen Engines Stratagem
So perfect a state of supernatural rage does this ironclad entity exist in that nothing can distract it from its single‑minded slaughter.
WHEN: Your Shooting phase or the Fight phase, when a friendly DAEMON VEHICLE unit is selected to attack.

TARGET: That DAEMON VEHICLE unit.

EFFECT: Your unit’s attacks can ignore modifiers to:
  • BS.
  • WS.
  • Hit rolls and wound rolls.
TRAIL OF DESTRUCTION
1CP
Brazen Engines Stratagem
Like a runaway engine of destruction, this Khornate war machine bulldozes a path through even the densest terrain in its urgency to reach the foe.
WHEN: Your Movement phase, when a friendly DAEMON VEHICLE unit is selected to move.

TARGET: That DAEMON VEHICLE unit.

EFFECT: Your unit has MOBILE.
GOADED TO FURY
1CP
Brazen Engines Stratagem
Incensed by the cowardly affront of the foe, this war engine charges down those who would dare fire upon it.
WHEN: Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged DAEMON VEHICLE unit (excluding TITANIC units) has shot.

TARGET: That DAEMON VEHICLE unit.

EFFECT: Your unit can make a surge move of up to D6".

Butchers of Khorne

BANDS OF TERMINATOR‑ARMOURED WORLD EATERS LEAD THE CHARGE INTO THE HEART OF THE FOE

Detachment Rule

Adamantine Avalanche

Hurling themselves into battle with savage ferocity, the sheer armoured bulk of the World Eaters’ Terminator elites is enough to shatter armour and crush bone.

At the start of the Fight phase, if a friendly TERMINATOR SQUAD unit is engaged, make a Blessings of Khorne roll and use the results to activate one Blessing of Khorne. Until the end of the phase, that Blessing of Khorne is active for friendly TERMINATOR SQUAD units in addition to any other Blessings of Khorne that are currently active.

Enhancements

  • Sanctified in SlaughterUPGRADE 25 pts

These Terminator‑armoured butchers soak the battlefield in gore, and in so doing consecrate it in the name of Khorne.

TERMINATOR SQUAD unit only. This unit has +1 OC.

  • Gore-Stained VeteransUPGRADE 10 pts

Countless fields of bloody battle have honed these warriors’ martial skills to the keenest killing edge.

TERMINATOR SQUAD unit only. This unit’s melee attacks have +1 WS.


Stratagems

FOCUSED FEROCITY
1CP
Butchers of Khorne Stratagem
Fighting with lunatic fierceness, these elite killers hack their victims limb from limb in a blizzard of blows.
WHEN: Fight phase, when a friendly TERMINATOR SQUAD unit is selected to fight.

TARGET: That TERMINATOR SQUAD unit.

EFFECT: Your unit’s melee attacks have +1 A.
A TROPHY FOR THE THRONE
1CP
Butchers of Khorne Stratagem
The greater and more terrible the enemies these warriors face in battle, the mightier the trophies they can take in the Blood God’s name.
WHEN: Fight phase, when a friendly TERMINATOR SQUAD unit is selected to fight.

TARGET: That TERMINATOR SQUAD unit.

EFFECT: Your unit’s attacks that target a MONSTER/VEHICLE unit have +1 to wound rolls.
WRATH BEYOND REASON
2CP
Butchers of Khorne Stratagem
So seized by furious bloodlust are these killers that they fight on through even the most grievous mortal wounds.
WHEN: Your opponent’s Shooting Phase, when an enemy unit targets a friendly TERMINATOR SQUAD unit.

TARGET: That TERMINATOR SQUAD unit.

EFFECT: Ranged attacks that target your unit have -1 D until that enemy unit has attacked.

Vessels of Wrath

THE CHAMPIONS OF KHORNE EARN THEIR DEITY'S BOONS THROUGH DEEDS OF SPECTACULAR BUTCHERY

Detachment Rule

Wrath of Khorne

Every Khornate champion treads a personal Path to Glory. Through carnage and bloodshed, they earn empowering boons of martial might.

When a friendly WORLD EATERS CHARACTER unit (excluding EPIC HERO units) is selected to fight, that unit’s CHARACTER models’ melee attacks can have:
  • [CLEAVE 1].
  • Or: +1 AP.

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. (Once per battle, per army) In your Command phase, you can use this ability. If you do, every Blessing of Khorne is active for this unit until the start of your next turn.

  • Gateways to Glory 10 pts

With but a stroke of its infernal weapons, this favoured entity can hack paths through the meat of realspace itself to reach the foe all the quicker.

WORLD EATERS DAEMON PRINCE model only. This model has:


Stratagems

SCORN THE WITCH
1CP
Vessels of Wrath Stratagem
Those who feel Khorne’s blessings burning through their bodies and minds can shrug off hostile witchery with the force of their hate-fuelled contempt.
WHEN: Any phase, when a friendly WORLD EATERS CHARACTER unit (excluding EPIC HERO units) suffers a mortal wound.

TARGET: That WORLD EATERS CHARACTER unit.

EFFECT: Your unit has Feel No Pain 4+ against mortal wounds.
ASPIRE TO INFAMY
1CP
Vessels of Wrath Stratagem
Feeling that the Blood God’s eye must surely be sweeping the field of war, his champions strive with wild ferocity to prove themselves.
WHEN: Fight phase, when a friendly WORLD EATERS CHARACTER unit (excluding EPIC HERO units) is selected to fight.

TARGET: That WORLD EATERS CHARACTER unit.

EFFECT: Your unit’s CHARACTER models’ melee attacks have:
  • +1 A.
  • +2 S.
PUNISH THE CRAVEN
1CP
Vessels of Wrath 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, when a unit is selected to make a fall-back move, if that unit is engaged with a friendly WORLD EATERS CHARACTER unit.

TARGET: That WORLD EATERS CHARACTER unit.

EFFECT: When an enemy unit engaged with your unit is selected to make a fall-back move, that enemy unit must use the desperate escape mode. If that enemy unit is battle-shocked, -1 from those hazard rolls.

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.

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.

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

03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
01.02.02 Persisting Rules Effects
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
18.03 Disembarking
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see below).

If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see below) with each unit embarked within it.

DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.

SEE ALSO
  • Hazard Rolls 06.03
  • Persisting Rules Effects
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. (If that unit is a TRANSPORT, any units embarked within that TRANSPORT model must disembark first.)

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 more than 6" horizontally away from all enemy units, then remove the destroyed model from play.

RESTRICTIONS: You cannot use this Stratagem more than once per battle round.

The WORLD EATERS and CHARACTER keywords are used in the following World Eaters datasheets:

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

Wrath of Khorne
Vessels of Wrath Detachment

Every Khornate champion treads a personal Path to Glory. Through carnage and bloodshed, they earn empowering boons of martial might.

When a friendly WORLD EATERS CHARACTER unit (excluding EPIC HERO units) is selected to fight, that unit’s CHARACTER models’ melee attacks can have:
LEADER24.22 / SUPPORT24.23

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.

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

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.
02.05.01 Using Keywords & Mixed Keywords in Units
When using keywords, the following points apply:
  • A unit has all the keywords of all models in that unit. A model only has its own keywords.
  • If a rule specifies that it applies to a unit with a keyword, it applies to a unit which includes one or more models with that keyword.
  • If a rule specifies that it applies to a model with a keyword, it only applies to a model with that keyword.
  • If a rule specifies that it applies to ‘non-KEYWORD’ models/units, it only applies to models/units that do not have that keyword. For example, if a rule applies to non-VEHICLE units, it only applies to units that do not have the VEHICLE keyword.
  • Some units can contain models that have different keywords. While this is the case, such a unit is considered to have all of the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. Remember that attacks are made against units, not models.
  • If a rule only applies to models with a specific keyword, then it instead only applies to models in such a unit that have the correct keyword.
  • A rule with a comma-separated list of keywords, or a series of keywords separated by slashes (‘/’), or two keywords separated by the word ‘or’ (e.g. ‘an IMMORTALS, DEATHMARKS or LYCHGUARD unit’) refers to a model/unit that has any one of those keywords.
  • A rule with multiple adjacent keywords (e.g. ‘an AELDARI GUARDIANS unit’) only refers to a model/unit that has all of those keywords.
  • Some older rules use keywords without specifying model or unit: for example, MONSTER/VEHICLE or TRANSPORT. These rules refer to units with those keywords.
  • Singular and plural instances of the same keyword function in the same way.
Keywords
Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD.

Some rules are linked to one or more keywords. For example, a rule might say that it applies to INFANTRY units. This means it only applies to units that have the INFANTRY keyword. Singular and plural instances of the same keyword function in the same way.

SEE ALSO
  • Mixed Keywords in Units
  • Disciple of Khorne
    15 pts
Khorne Daemonkin Detachment

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.

CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be within range of the selected objective.
[LETHAL HITS]24.23

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

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
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

This unit has +1 to charge rolls

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.

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

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

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

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

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

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

Battleline

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

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

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

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

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

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

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

17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

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

Dedicated Transports

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

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

The LAND RAIDER keyword is used in the following World Eaters datasheets:

The LORD OF SKULLS keyword is used in the following World Eaters datasheets:

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

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

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

Characters

The PREDATOR ANNIHILATOR keyword is used in the following World Eaters datasheets:

The PREDATOR DESTRUCTOR keyword is used in the following World Eaters datasheets:

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

Characters

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

Dedicated Transports

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

Battleline

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

The TERMINATOR SQUAD keyword is used in the following World Eaters datasheets:

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

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

22.05 Plunging Fire
Each time a model makes a ranged attack that targets a visible unit containing one or more models on ground level, if one or more of the following conditions apply, improve the BS characteristic of that attack by 1:
  • The attacking model is on a section of a terrain feature that is 3" or more in height.
  • The attacking model has the TOWERING keyword and the target unit is within 12".

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

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

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

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.
[EXTRA ATTACKS]24.11

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.

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

UNBRIDLED BLOODLUST

This unit has +1 to charge rolls

04.03.04 Shot
When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.

When all of a model’s ranged weapons have shot, that model has shot.

When all models in a unit that are making ranged attacks have resolved all of those attacks, that unit has shot.

If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
Surge Move
SURGE MOVE21.02
SET-UP DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
  • The rule allowing this move type has been triggered.
  • Your unit is not battle-shocked.
  • Your unit is unengaged.
  • Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
  • Each model must end its move engaged with the surge target if possible.
  • Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
AFTER MOVING:
  • Your unit cannot be engaged with one or more enemy units that were not the surge target.
  • Your unit cannot move again this phase.

The WORLD EATERS and TITANIC keywords are used in the following World Eaters datasheets:

The WORLD EATERS and MONSTER keywords are used in the following World Eaters datasheets:

Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
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
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).
22.01 Aura Abilities
Abilities that affect models or units within a stated range are aura abilities, and are tagged with the word ‘Aura’.

While a model with an aura ability is on the battlefield, it 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.

The WORLD EATERS and INFANTRY keywords are used in the following World Eaters datasheets:

INFILTRATORS24.20

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, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
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 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.
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.
[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the 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 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.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
[TWIN-LINKED]24.38

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

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.

The WORLD EATERS and POSSESSED keywords are used in the following World Eaters datasheets:

Characters
Brazen Fury
Possessed Slaughterband Detachment

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, when an enemy unit has shot, if a model in this unit was destroyed as a result of those attacks, this unit can make a surge move of up to D6". That surge move is a Brazen Fury move.

The WORLD EATERS and DAEMON keywords are used in the following World Eaters datasheets:

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
DEADLY DEMISE24.08

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

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; 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: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
01.02.04 Not On The Battlefield
A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
18.02 Embarking
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
  • Each model in that unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
  • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

SEE ALSO
  • Not on the Battlefield
SCOUTS24.31

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

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (see below).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

The DAEMON and VEHICLE keywords are used in the following World Eaters datasheets:

[CLEAVE]
[CLEAVE]24.06

With sufficient might or skill, warriors may sweep blades or talons through their foes in long lethal arcs.

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
04.01.05 Selected to Attack
Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.
02.02.02 Ignore Modifiers
Some rules enable a player, weapon, model or unit to ignore modifiers. When using such rules, the following points apply:

Unless otherwise stated, that rule allows you to ignore modifiers to the unit’s rolls and the unit’s profile and weapon characteristics.

When a rule states you can ignore modifiers to a stated roll or characteristic, you can choose to ignore all of those modifiers, or only some of them. For example, you can still choose to apply positive/beneficial modifiers while ignoring negative/detrimental modifiers.

Example: Your unit can ignore characteristic modifiers and is under the effect of +2" M and -2" M. You can choose to ignore the -2" M, meaning that unit’s M characteristic will only be modified by the +2" M.

Example: Your unit’s ranged attacks can ignore roll modifiers and are under the effect of +1 to hit rolls and -1 to hit rolls. You can choose to ignore the -1 to hit rolls, meaning those attacks will only be affected by the +1 to hit rolls.
13.06 Terrain and Movement
Models can move through different categories of terrain feature as follows:
  • Exposed/Light: All models can move horizontally and vertically through exposed and light terrain features.
  • Dense:
    • INFANTRY/BEASTS/SWARM/MOBILE models can move horizontally through dense terrain features.
    • INFANTRY/BEASTS/SWARM models can move vertically through dense terrain features.
    • Other models can move horizontally through dense terrain features provided that all sections of that terrain feature that the moving model’s base would move through are 2" or less in height. Otherwise, the moving model must move vertically to ascend or descend such sections. They cannot move through ceilings and floors while doing so, and they cannot end that move on any surface of that terrain feature that is not on ground level (see below).
04.03.06 Finished Making Its Attacks
When all of an attacking unit’s attacks have been resolved, it has finished making its attacks, and that unit has attacked.

The WORLD EATERS and DAEMON PRINCE keywords are used in the following World Eaters datasheets:

The WORLD EATERS and EPIC HERO keywords are used in the following World Eaters datasheets:

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.
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
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 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.
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.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
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.
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.

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