World Eaters – Chaos Terrax-pattern Termite
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10

Chaos Terrax-pattern Termite

NoNAME  M WS BS S T W! A Ld Sv Base
180
Chaos Terrax-pattern Termite (base: Use model)
1
180
Chaos Terrax-pattern Termite
8" 4+ 3+ 7 8 8-14 3 8 3+ Use model
5" 4+ 4+ 7 8 4-7 D3 8 3+
3" 4+ 5+ 7 8 1-3 1 8 3+
A Chaos Terrax-pattern Termite is equipped with: Terrax melta cutter; 2 Terrax combi-bolters; Termite drill.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Terrax melta cutter
Terrax melta cutter
12"
Heavy 5
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Terrax combi-bolter
Terrax combi-bolter
24"
Rapid Fire 2
4
0
1
-
Terrax heavy flamer
Terrax heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Twin Terrax volkite charger
+5
Twin Terrax volkite charger
20"
Heavy 4
5
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Termite drill
Termite drill
Melee
Melee
x2
-4
D3+3
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+6.
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+6.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 Terrax combi-bolters can be replaced with one of the following: 2 Terrax heavy flamers; 2 twin Terrax volkite chargers.
ABILITIES
ABILITIES
Subterranean Assault: During deployment, you can set up this model underground instead of setting it up on the battlefield. If you do, then 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" away from any enemy models. Any embarked models can then disembark, but must be set up on the battlefield more than 9" away from any enemy models.
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 12 <LEGIONS> INFANTRY models. It cannot transport JUMP PACK, TERMINATOR or CULT OF DESTRUCTION models. Each POSSESSED model takes up the space of 2 models.
FACTION KEYWORDS: CHAOS, KHORNE, TRAITORIS ASTARTES, HERETIC ASTARTES, BUTCHER ASTARTES,
KEYWORDS: VEHICLE, TRANSPORT, CHAOS TERRAX-PATTERN TERMITE

Datasheet-related Stratagems

SAVAGE RESILIENCE1CP
World Eaters – Boarding Actions – Battle Tactic Stratagem

In the heat of battle, World Eaters become almost oblivious to enemy fire, charging forward with little regard for even grievous injuries.

Use this Stratagem in your opponent’s Shooting phase, when a unit is selected as the target of an attack. Until the end of the phase, each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
GORY DISMEMBERMENT1CP
World Eaters – Boarding Actions – Battle Tactic Stratagem

The World Eaters are not noble fighters. They hack their foes down with smashing blows, tear them apart with screaming chainaxes or fell them with tainted blades in the most brutal fashion imaginable.

Use this Stratagem in the Fight phase, when a model (excluding CULTIST models) from your army destroys a model in an enemy unit. Until the end of the turn, subtract 3 from the Leadership characteristic of models in that enemy unit and your opponent cannot re-roll any Morale tests taken for it.
SCORN OF SORCERY1CP
World Eaters – Boarding Actions – Strategic Ploy Stratagem

Like the god they worship, the warriors of the World Eaters despise psykers and their trickery, and through the sheer force of their hatred can cause sorcerous powers to be undone.

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch attempt is made. If that PSYKER unit is within 18" of and visible to any units from your army, roll one D6: on a 4+, that psychic power is denied.
WRATHFUL CHARGE1CP
World Eaters – Boarding Actions – Wargear Stratagem

With unrestrained fury, the World Eaters bound forward to savage the foe with axes, swords and even their bare hands.

Use this Stratagem in your Charge phase, when a unit (excluding CULTIST units) from your army is selected to charge. Until the end of the phase:
  • Each time you make a charge roll for that unit, roll one additional D6 and discard the lowest result.
  • When making a charge move, models in that unit can move horizontally through other models (but cannot finish that move on top of another model, or its base).
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

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

Troops
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.

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HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

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

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

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

© Vyacheslav Maltsev 2013-2023