World Eaters – Khorne Berzerkers
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6

Khorne Berzerkers

NoNAME  M WS BS S T W A Ld Sv Base
22
Khorne Berzerker (base: 32mm)
4‑9
22
Khorne Berzerker
6" 3+ 3+ 5 4 2 4 8 3+ 32mm
22
Khorne Berzerker Champion (base: 32mm)
1
22
Khorne Berzerker Champion
6" 3+ 3+ 5 4 2 5 9 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 12. Every model is equipped with: bolt pistol; Berzerker chainblade; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Berzerker chainblade
Berzerker chainblade
Melee
Melee
User
-2
1
-
+5
Khornate eviscerator
+5
Khornate eviscerator
Melee
Melee
+3
-4
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+5
Berzerker icon
The bearer’s unit gains the ICON keyword. Each time this unit makes a Blood Surge move (see below), before making that move, if this unit is performing an action, that action is completed instead of failing.
+5
Berzerker icon
The bearer’s unit gains the ICON keyword. Each time this unit makes a Blood Surge move (see below), before making that move, if this unit is performing an action, that action is completed instead of failing.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Khorne Berzerker Champion’s bolt pistol can be replaced with 1 plasma pistol.
 • For every 5 models in this unit, one Khorne Berzerker’s bolt pistol can be replaced with 1 plasma pistol.
 • For every 5 models in this unit, one Khorne Berzerker’s Berzerker chainblade can be replaced with 1 Khornate eviscerator.
 • One model can be equipped with 1 Berzerker icon.
ABILITIES
ABILITIES
The Blood Tithe
Blood Surge: Each time an enemy unit is selected to shoot, if any of those attacks target this unit, after that enemy unit’s attacks have been resolved, if any models from this unit were destroyed by those attacks, this unit can make a Blood Surge move. If it does so, any actions this unit is performing fail, then roll one D6. Each model in this unit can be moved a distance in inches up to the result, but must finish this move as close as possible to the closest enemy unit. This unit cannot end this move within Engagement Range of any enemy units other than the closest enemy unit. A unit cannot make a Blood Surge move in the same turn it disembarked from a destroyed TRANSPORT model or if it is already within Engagement Range of any enemy units.
FACTION KEYWORDS: CHAOS, KHORNE, HERETIC ASTARTES, BUTCHER ASTARTES,
KEYWORDS: INFANTRY, CORE, KHORNE BERZERKERS

Datasheet-related Stratagems

GORY DISMEMBERMENT1CP
World Eaters – 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 CORE or CHARACTER unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. A maximum of 6 mortal wounds can be inflicted each time this Stratagem is used.
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.
BLOOD FRENZY1CP/2CP
World Eaters – Strategic Ploy Stratagem

Even mortal wounds are insufficient to prevent World Eaters from giving Khorne his due, spilling blood until their very last breaths.

Use this Stratagem in the Fight phase, when an enemy unit is selected to fight. Select one CORE unit from your army that is within Engagement Range of that enemy unit. Until that enemy unit’s attacks have been resolved, each time a model in the selected unit is destroyed by a melee attack, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after that enemy unit’s attacks have been resolved, and is then removed from play. If the selected unit is a Troops unit, this Stratagem costs 1CP; otherwise, it costs 2CP.
AGGRESSIVE INTERVENTION1CP
World Eaters – Strategic Ploy Stratagem

The Sons of Angron are ever eager to meet their foe in glorious hand-to-hand combat. Such warriors do not wait for their foe to reach them, but instead surge forward, desperate to spill blood.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one CORE unit from your army. Until the end of the phase, that unit is eligible to perform a Heroic Intervention as if it were a CHARACTER unit, and is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy units. When performing a Heroic Intervention with that unit, you can move each model in that unit up to 6". All other rules for Heroic Interventions still apply.
BLOOD FRENZY1CP
World Eaters – Boarding Actions – Strategic Ploy Stratagem

Even mortal wounds are insufficient to prevent a World Eater from spilling blood until his very last breath.

Use this Stratagem in the Fight phase, when an enemy unit is selected to fight. Select one CORE unit from your army that is within Engagement Range of that enemy unit. Until that enemy units attacks have been resolved, each time a model in that CORE unit is destroyed by a melee attack, 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 attacks, and is then removed from play.
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.
ICON OF WRATH1CP
World Eaters – Wargear Stratagem

The brass icons raised above Khorne’s hosts radiate killing energy. Those who fight beneath them race towards the foe, eager to consecrate their sigils with the blood of their enemy.

Use this Stratagem in the Charge phase, when a ICON unit 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.
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.

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

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

Lords of War
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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PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Bolt pistol used in the following datasheets:

Plasma pistol used in the following datasheets:

Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.

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

Alternative models by Artel W:

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


– if equipped with the Jakhal icon this unit gains the ICON keyword.
– if equipped with the Berzerker icon this unit gains the ICON keyword.
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.

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

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


– if equipped with the Jakhal icon this unit gains the ICON keyword.
– if equipped with the Berzerker icon this unit gains the ICON keyword.
© Vyacheslav Maltsev 2013-2023