World Eaters – Exalted Eightbound
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7

Exalted Eightbound

NoNAME  M WS BS S T W A Ld Sv Base
Exalted Eightbound (base: 40mm)
2Exalted Eightbound 9" 2+ 3+ 6 5 3 4 8 3+ 40mm
Exalted Eightbound Champion (base: 40mm)
1Exalted Eightbound Champion 9" 2+ 3+ 6 5 3 5 9 3+ 40mm
Every model is equipped with: Eightbound eviscerator; Eightbound chainfist.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Eightbound eviscerator
Eightbound eviscerator
Melee
Melee
User
-3
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Eightbound chainfist
Eightbound chainfist
Melee
Melee
+3
-4
2
If the bearer is equipped with 2 Eightbound chainfists, improve the Damage characteristic of this weapon by 1.
If the bearer is equipped with 2 Eightbound chainfists, improve the Damage characteristic of this weapon by 1.
Heavy chainglaive
Heavy chainglaive
Melee
Melee
+1
-3
1
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Exalted Eightbound Champion’s Eightbound eviscerator can be replaced with 1 Eightbound chainfist.
 • The Exalted Eightbound Champion’s Eightbound eviscerator and Eightbound chainfist can be replaced with 1 heavy chainglaive.
ABILITIES
ABILITIES
The Blood Tithe, Warp Strike
Exalted Daemonkin: Models in this unit have a 4+ invulnerable save.
Fearsome (Aura): While an enemy unit is within 6" of this unit, subtract 1 from the Leadership characteristic of models in that unit.
Blood Fury (Aura): While an enemy unit (excluding VEHICLE units) is within 6" of this unit, each time that unit is selected to Fall Back or perform an action, roll one D6: on a 4+, that unit cannot Fall Back this turn, or that action automatically fails.
FACTION KEYWORDS: CHAOS, KHORNE, HERETIC ASTARTES, BUTCHER ASTARTES,
KEYWORDS: INFANTRY, DAEMON, EIGHTBOUND, EXALTED EIGHTBOUND

Datasheet-related Stratagems

RED BUTCHERS2CP
World Eaters – Battle Tactic Stratagem

The elite of the World Eaters are a particularly vicious breed. Killers beyond compare, they have committed atrocities beyond number in the name of Khorne.

Use this Stratagem in the Fight phase, when a TERMINATORS or EIGHTBOUND unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to the Damage characteristic of that attack.
GRATUITOUS BLOODLETTING1CP
Disciples of the Red Angel – Battle Tactic Stratagem

When the scent of the foe's blood is on the wind, the followers of Angron will ensure that every last drop is spilled in honour of the Lord of Battle.

Use this Stratagem in the Fight phase, when a unit from your army is selected to fight. Select one enemy unit within Engagement Range of that unit that is below Half-strength. Until the end of the phase, each time a model in that unit makes an attack against the selected enemy unit, add 1 to that attack’s wound roll.
BLOODSCENT1CP
Disciples of the Red Angel – Battle Tactic Stratagem

Cowardice cannot be countenanced by the sons of Angron. Should the foe seek to flee, the World Eaters give chase to ensure the attempt is futile.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit within Engagement Range of any EIGHTBOUND units from your army Falls Back. After that enemy unit has finished that move, select one EIGHTBOUND unit from your army that was within Engagement Range of that enemy unit at the start of the phase. The selected unit can immediately consolidate, and when it does so, each model in that unit can move up to 6" instead of up to 3".
FURIOUS SURGE1CP
Disciples of the Red Angel – Battle Tactic Stratagem

The Eightbound exist in a state of almost permanent fury, and when their brethren are struck down from afar, they charge forward to exact retribution for the cowardly act.

Use this Stratagem in your opponent’s Shooting phase, after an enemy unit has finished making its attacks. Select one EIGHTBOUND unit from your army that had one or more models destroyed as a result of those attacks. That EIGHTBOUND unit can make a Normal Move as if it were your Movement phase.
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.
APOPLECTIC FRENZY1CP
Disciples of the Red Angel – Strategic Ploy Stratagem

Those who fight in the shadow of the Red Angel are driven to even greater depths of rage, surging towards the foe in a barely controlled tide.

Use this Stratagem in your Movement phase, when a unit from your army is selected to Advance. Do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
VIOLENT DISMEMBERMENT1CP
Disciples of the Red Angel – Strategic Ploy Stratagem

The World Eaters do not kill with elegance, but as savage butchers, hacking apart their prey and letting their lifeblood pump onto the battlefield. Those who witness these massacres frequently attempt to flee to avoid being the next victims.

Use this Stratagem in the Fight phase, when a unit from your army destroys an enemy unit. Until the end of the turn, that unit gains the following ability:

Violent Dismemberment (Aura): While an enemy unit is within 6" of this is unit:
  • Subtract 2 from the Leadership characteristic of models in that unit.
  • Subtract 1 from Combat Attrition tests taken for that unit.
TERRIFYING ASSAULT1CP
Disciples of the Red Angel – Strategic Ploy Stratagem

The Disciples of the Red Angel are terrifying to behold. Many foes who would normally fight boldly freeze in terror at the sight of such daemonic horrors bearing down upon them.

Use this Stratagem in your Charge phase, when you select any enemy units as the target of a charge made by a unit from your army. Select one of those enemy units:
  • That enemy unit cannot fire Overwatch or Set to Defend against that charge.
  • In the subsequent Fight phase, each time a model in that enemy unit makes a melee attack, subtract 1 from that attack’s hit roll.
BLOODTHIRSTY DETERMINATION1CP
Disciples of the Red Angel – Strategic Ploy Stratagem

Those who follow Angron on his bloody rampages let nothing stand in the way of getting to grips with the foe.

Use this Stratagem in your Charge phase, when you select a unit from your army to charge. Until the end of the phase, you can ignore any or all modifiers to charge rolls made for that unit.
THE DIRECT APPROACH1CP
World Eaters – Boarding Actions – Strategic Ploy Stratagem

Even an armoured bulkhead provides no obstacle to the formidable advance of World Eaters Terminators.

Use this Stratagem at the start of your Movement phase or your Charge phase. Select one TERMINATOR or EIGHTBOUND unit from your army. Until the end of the phase, when making a Normal Move, an Advance or a charge move, that 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 an enemy unit that is not visible to it, but to do so that enemy unit must be within 1" of that Hatchway.
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).

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

Lords of War
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.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit 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 hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The AGENT OF CHAOS keyword is used in the following Chaos Space Marines datasheets:


- If this model is your WARLORD it gains the AGENT OF CHAOS keyword.
Warp Strike

World Eaters launch their violent assaults from all directions. While their more traditionalist warriors engage in vicious frontal assaults, others utilise ancient teleporter technologies or gory ritual to appear in the midst of the foe, the brutal slaughter beginning before their prey even realise they are under attack.

During deployment, you can set up this unit in blasphemous reserves instead of setting it up on the battlefield. If you do so, 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.
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.
The Blood Tithe

Khorne is the god of warfare and slaughter, and provides mighty boons to those who consecrate the battlefield in his name.

If every unit from your army has the keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keyword), you can gain Blood Tithe points (BTP) over the course of the battle, as described below. Keep a note of your Blood Tithe points total.
  • Each time a unit is destroyed, you gain 1 BTP.
  • At the end of each phase, if any CHARACTER, MONSTER or VEHICLE units were destroyed that phase, you gain 1 additional BTP.
  • At the end of each phase, if any TITANIC units were destroyed that phase, you gain 1 additional BTP.
Example: At the end of the Fight phase, one TITANIC VEHICLE CHARACTER unit and one other unit have been destroyed. You would gain 1 Blood Tithe point for each unit as they are destroyed, then at the end of the phase, you would gain 1 additional Blood Tithe point because a CHARACTER or VEHICLE unit had been destroyed, and 1 additional Blood Tithe point because a TITANIC unit had been destroyed, for a total of 4 Blood Tithe points during that phase.

Designer’s Note: This rule applies during both players’ turns, and whether those destroyed models are friendly or enemy models. After all, Khorne cares not from whence the blood flows!

At the end of each phase, after gaining any Blood Tithe points, you can spend them to purchase a Blessing of the Blood God. You can purchase as many of these Blessings of the Blood God as you wish during the battle, but you can only purchase one per phase. With the exception of Reborn in Blood (see below), you can only purchase each Blessing of the Blood God once per battle. Each Blessing of the Blood God has an associated BTP cost. If you do not have enough BTP for a blessing, you cannot purchase it. When you select a Blessing of the Blood God, its BTP cost is deducted from your total.

SPITEFUL NULLIFICATION2BTP
Until the end of the battle, each time a model from your army would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
WARP BLADES4BTP
Until the end of the battle, each time a model from your army makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
RAGE-FUELLED INVIGORATION3BTP
Until the end of the battle, add 1 to charge rolls made for units from your army.
MARTIAL EXCELLENCE5BTP
Until the end of the battle, each time a model from your army makes a melee attack, an unmodified hit roll of 6 scores one additional hit.
SAVAGE GUIDANCE5BTP
Until the end of the battle, each time a melee attack is made by a model from your army, add 1 to that attack’s hit roll.
WRATHFUL DEVOTION4BTP
Until the end of the battle, each time a model from your army would lose a wound, roll one D6: on a 6, that wound is not lost.
TOTAL CARNAGE6BTP
Until the end of the battle, each time a melee attack is made by a model from your army, an unmodified hit roll of 6 automatically wounds the target.
REBORN IN BLOOD6BTP
Place a destroyed ANGRON model from your army into blasphemous reserves (see Warp Strike) with 8 wounds remaining. That model is no longer considered to be destroyed, and can be set up again in your Reinforcements step as if it had the Warp Strike ability.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
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.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
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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Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

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

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

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

Eightbound eviscerator used in the following datasheets:

Heavy chainglaive used in the following datasheets:

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

Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Price per unit
© Vyacheslav Maltsev 2013-2023