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.

This section contains all of the datasheets that you will need in order to fight battles with your World Eaters miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several World Eaters units – these are described below and referenced on the datasheets.


Books

BookKindEditionVersionLast update
  World Eaters
  World EatersCodex9Indomitus 1.0March 2023
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.9February 2023
  Arks of Omen: Angron
  Arks of Omen: AngronExpansion9February 2023

FAQ

Codex: World Eaters

Q:Can I replace a named character’s Warlord Trait with one of those presented in this book, as per the description of Warlord Traits here?
A:
No. Named characters’ Warlord Traits can never be replaced.

Army Rules

The World Eaters are Khornes chosen Legion, a brotherhood of bloodthirsty fanatics utterly dedicated to the butchery of their foes in the Blood Gods name.

Battle-forged Rules

A WORLD EATERS Detachment is one that only includes models with the WORLD EATERS keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keyword).
  • WORLD EATERS Detachments gain the Chosen of Khorne and Mere Mortals abilities (see below).
  • Troops units in WORLD EATERS Detachments gain the Objective Secured ability.

When mustering your army, if it includes one or more WORLD EATERS Detachments, you must select one of the following sets of Sub-faction rules for your army to use for the duration of the battle (make a note of any Sub-faction rules your army is using on your army roster):

When you select one of these sets of Sub-faction rules, WORLD EATERS units in WORLD EATERS Detachments in your army gain the Relentless Rage Legion Trait (found in both sets of Sub-faction rules) and you gain access to all of the other rules found in the Sub-faction rules you selected. These may include:

Relics
When mustering your army, if a WORLD EATERS CHARACTER model is your WARLORD, you can give one of these Relics to a WORLD EATERS CHARACTER model from your army, instead of selecting a Relic from any other source. Note that some Relics replace a piece of existing wargear; where this is the case, that model must be equipped with the wargear a Relic replaces, and if you are using points values, you must still pay the points cost for that wargear.

Warlord Traits
If a WORLD EATERS CHARACTER model is your WARLORD, you can give it one of these Warlord Traits, instead of one from any other source.

Stratagems
You have access to these Stratagems, and can spend CPs to use them.

Chosen of Khorne

You can include a maximum of one DAEMON PRINCE unit in each WORLD EATERS Detachment in your army.

Mere Mortals

You cannot include more CULTISTS units than BUTCHER ASTARTES CORE units in each WORLD EATERS Detachment in your army.

Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.

Daemon Engine

Ensorcelled war machines animated by the malevolent sentience of a possessing daemon, these iron-wrought abominations resist the most powerful attacks, and their sigil-inscribed hulls can regenerate as if they were living flesh.

  • This model has a 5+ invulnerable save.
  • In your Command phase, this model regains 1 lost wound.

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.

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 WORLD EATERS 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 WORLD EATERS 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 WORLD EATERS 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 WORLD EATERS units from your army.
MARTIAL EXCELLENCE5BTP
Until the end of the battle, each time a WORLD EATERS 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 WORLD EATERS model from your army, add 1 to that attack’s hit roll.
WRATHFUL DEVOTION4BTP
Until the end of the battle, each time a WORLD EATERS 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 WORLD EATERS 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.

Disciples of the Red Angel

Only those imbued with unnatural resilience are able to plunge themselves into the apocalyptic fighting that draws the attention of the Red Angel.

Restrictions and Benefits

When mustering your army, the following apply:
  • Your army must include an ANGRON model and that model must be your WARLORD.
  • Your army can only include KHORNE DAEMON units and WORLD EATERS CHAOS LAND RAIDER units.
  • EIGHTBOUND units in your army have the Objective Secured ability.

Legion Trait

RELENTLESS RAGE

The World Eaters fight in a perpetual fury, driven ever onwards to slaughter all who stand in their way. All of their warriors have been subject to horrific psycho-surgery, implanted with crude devices that amplify their aggression, while some also submit to possession by the raging daemons of the Blood God. Whatever drives their berserk rage, these warriors only stop killing when every foe lies in ruin at their feet - and sometimes not even then.

At the start of the Fight phase, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, until the end of the phase add 1 to the Strength and Attacks characteristics of models in this unit.

Relics

BURNING PLATE

This impervious armour drips constantly with molten brass.

  • Add 1 to armour saving throws made for the bearer.
  • Add 1 to the bearer’s Wounds characteristic.

SOULBURNER

This weapon draws its unnatural ammunition directly from the boiling blood at the base of Khorne’s great brazen throne.

This Relic replaces an infernal cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Soulburner
Soulburner
12"
Assault 2D6
7
-2
1
Abilities: Each time an attack is made with this weapon, that attack automatically hits the target.

THE SKULL OF AN’GR’ANT

This brazen skull perceives the weaknesses of any foe, and whispers them to the bearer.

In your Command phase, select one enemy unit that is visible to the bearer. Until the start of your next Command phase, each time the bearer makes a melee attack against the selected enemy unit, you can re-roll the wound roll.

Daemonic Infusions

When mustering your army, you can select one WORLD EATERS EIGHTBOUND unit from your army, then select one of the following Daemonic Infusions for that unit to gain for the duration of the battle. Record this selection on your army roster.

DRAWN TO POWER

These bound daemons are drawn to sites of bloody significance.

Each model in this unit counts as 2 models when determining control of an objective marker.

MUTABLE FORM

The bodies of these warriors are constantly growing bladed horns, brazen claws and other vicious adornments.

Each time a model with this ability makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (a unit can suffer a maximum of 6 mortal wounds per phase as a result of this ability).

BRAZEN SKIN

The armour fused to these Eightbound has mixed with brass from Khorne's own realm, taking on an otherworldly resilience.

Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 4+, that wound is not lost.


Stratagems

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 WORLD EATERS 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 WORLD EATERS 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.
DIABOLIC MACHINES2CP/1CP
Disciples of the Red Angel – Epic Deed Stratagem

Even the tainted machineries of the World Eaters are affected by Angron’s rageful presence, their bound spirits seeking to destroy their foe despite any damage done to their metallic form.

Use this Stratagem in your Command phase. Select one WORLD EATERS MACHINE SPIRIT or WORLD EATERS DAEMON ENGINE model from your army that has characteristics that change as it suffers damage. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. If that model has the Titanic keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
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 WORLD EATERS 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 WORLD EATERS 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 WORLD EATERS 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 WORLD EATERS 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.

Stratagems by Phase

Battle Round

Command phase

DIABOLIC MACHINES (Disciples of the Red Angel – Epic Deed)

Movement phase

THE DIRECT APPROACH (World Eaters – Boarding Actions – Strategic Ploy)

APOPLECTIC FRENZY (Disciples of the Red Angel – Strategic Ploy)

Enemy Movement phase

BLOODSCENT (Disciples of the Red Angel – Battle Tactic)

Enemy Psychic phase

SCORN OF SORCERY (World Eaters – Boarding Actions – Strategic Ploy)

Enemy Shooting phase

SAVAGE RESILIENCE (World Eaters – Boarding Actions – Battle Tactic)

FURIOUS SURGE (Disciples of the Red Angel – Battle Tactic)

Being targeted

SAVAGE RESILIENCE (World Eaters – Boarding Actions – Battle Tactic)

Charge phase

THE DIRECT APPROACH (World Eaters – Boarding Actions – Strategic Ploy)

WRATHFUL CHARGE (World Eaters – Boarding Actions – Wargear)

BLOODTHIRSTY DETERMINATION (Disciples of the Red Angel – Strategic Ploy)

TERRIFYING ASSAULT (Disciples of the Red Angel – Strategic Ploy)

Fight phase

BLOOD FRENZY (World Eaters – Boarding Actions – Strategic Ploy)

GORY DISMEMBERMENT (World Eaters – Boarding Actions – Battle Tactic)

VIOLENT DISMEMBERMENT (Disciples of the Red Angel – Strategic Ploy)

GRATUITOUS BLOODLETTING (Disciples of the Red Angel – Battle Tactic)

Enemy Fight phase

BLOOD FRENZY (World Eaters – Boarding Actions – Strategic Ploy)

GORY DISMEMBERMENT (World Eaters – Boarding Actions – Battle Tactic)

VIOLENT DISMEMBERMENT (Disciples of the Red Angel – Strategic Ploy)

GRATUITOUS BLOODLETTING (Disciples of the Red Angel – Battle Tactic)

Enemy taking casualties

GORY DISMEMBERMENT (World Eaters – Boarding Actions – Battle Tactic)

VIOLENT DISMEMBERMENT (Disciples of the Red Angel – Strategic Ploy)

Crusade Rules

In this section you'll find additional rules for playing Crusade battles with World Eaters, such as Agendas, Battle Traits and Crusade Relics that are bespoke to WORLD EATERS units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

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 force includes one or more World Eaters units (excluding named characters), before any Crusade battle, your Crusade force can begin a Skull Harvest.

If it does so, you must start tracking Worthy Skulls for your Crusade force. The simplest way to do this is to use a Skull Harvest Tracker such as the example included on page 75.

During each battle, your army will gain Worthy Skulls for destroying enemy units of the types specified on the Skull Harvest Tracker. Each type of enemy unit specified also has a Worthy Skulls value. You can find these values on the table below, as well as on the Skull Harvest Tracker. During each battle, make a note each time one of the specified units is destroyed by a melee attack made by a WORLD EATERS unit from your army. At the end of the battle, the total value of these Worthy Skulls will be claimed by a unit from your army (see below).

WORTHY SKULLS
TYPE OF UNITWORTHY SKULLS VALUE
CHARACTER unit (excluding MONSTER of VEHICLE units)*2
MONSTER or VEHICLE unit*3
Any other unit1

*If this unit is a named character unit, increase its Worthy Skulls value by 1.

Skull Harvest Tracker

Below you will find a pdf file of this tracker, which you can print for use in your Crusade games.

Claiming Skulls

At the end of the Determine Victor step of each battle, you must determine which unit from your army will lay claim to the Worthy Skulls. The unit with the highest Leadership characteristic (excluding named characters and JAKHALS units) that is not destroyed claims the Worthy Skulls for that battle. If there are no eligible units, then the Worthy Skulls from that battle go unclaimed and are lost. If there is more than one eligible unit with the same Leadership characteristic, you must make a Confrontation roll for each eligible unit, as these warriors each seek to claim the skulls for themselves. To do so, roll one D6 for each eligible unit, adding 1 to the result for the unit with the highest Crusade points total, and re-rolling any ties. The unit with the highest result claims the Worthy Skulls.

When a unit claims the Worthy Skulls, add the total Worthy Skulls value from this battle to that unit’s Worthy Skulls total on your Skull Harvest Tracker.

Example: At the end of a battle, Wades World Eaters army has destroyed 2 CHARACTER units (one of which was a named character), 1 VEHICLE unit and 3 other units with melee attacks. These units have a total Worthy Skulls value of 11. The unit from his army with the highest Leadership characteristic that was not destroyed during the battle was his WORLD EATERS TERMINATOR SQUAD unit. As such, that unit claims the Worthy Skulls and Wade adds 11 to that unit’s Worthy Skulls total on his Skull Harvest Tracker.

Judgement

At the start of the Update Crusade Cards step of each battle, if any WORLD EATERS units from your Order of Battle have a Worthy Skulls total of 1 or more, you can choose for any of those units to dedicate their claimed skulls to Khorne and ask him to judge their worth. For details of how to do this, see Judgement of the Blood God.

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.


When you decide that a WORLD EATERS unit will dedicate their claimed skulls to Khorne, the Blood God may judge some of those skulls to be unworthy. Make a Judgement roll for that unit. To do so, roll a number of D6 based on their current rank, as specified below, and compare the result to that unit’s Worthy Skulls total.

JUDGEMENT ROLL
UNIT’S RANKNUMBER OF D6
Battle-ready or BloodedD6
Battle-hardened or Heroic2D6
Legendary3D6

Reduce that unit’s Worthy Skulls total by the total of that Judgement roll. If this reduces the Worthy Skulls total to 0 or less, that unit’s offering is judged unworthy and no rewards are gained. Otherwise, that unit is rewarded (see below).

Rewards of the Worthy

After a Judgement roll is made for a unit, if that unit’s remaining Worthy Skulls total is 1 or more, its offering is judged worthy and it is rewarded, as follows.
Remaining Worthy Skulls1-10
That unit gains one Lesser Reward (see above).
Remaining Worthy Skulls11-20
That unit gains one Lesser Reward or one Greater Reward (see above). If that unit gains one Lesser Reward in this way, you can select which one it gains instead of randomly determining one.
Remaining Worthy Skulls21+
That unit gains one Lesser Reward, one Greater Reward or one Exalted Reward. If that unit gains one Lesser Reward or Greater Reward in this way, you can select which one it gains instead of randomly determining one.

A New Harvest

After a unit has dedicated its claimed skulls to Khorne (whether it is judged worthy or not), that unit’s Worthy Skulls total is reset to 0.

Lesser and Greater Rewards

Each time a WORLD EATERS unit gains a Lesser Reward or a Greater Reward, roll one D3 and consult the appropriate rewards table below to determine which reward that unit gains. If that unit is a CHARACTER unit, roll one D6 instead. If that unit already has that reward, re-roll the result. Each time a unit gains a Lesser Reward, increase that unit’s Crusade points total by 1. Each time a unit gains a Greater Reward, increase that unit’s Crusade points total by 2.

D6LESSER REWARD
1Favoured Killers

These warriors are marked for greatness. Khorne knows their offerings will always be of the highest calibre.

Each time you make a Judgement roll for this unit, you can re-roll that roll.
2Lessons of Slaughter

Blessed with murderous insights gained from every battle and every killing stroke, these warriors use such lessons to further honour Khorne.

Each time this unit gains an experience point from Dealers of Death, it gains 1 additional experience point.
3Bloody Destiny

Even if appearing slain, these warriors merely stagger back to their feet at battle’s end. Many whisper that they owe a debt to the Blood God, and that he will not allow them to fall until they have paid their bloody dues in full.

Out of Action tests made for this unit are automatically passed.
4Boon of Khorne

Khorne sees the potential in these devotees and blesses them with new mutations to aid the bloody rampages they carry out in his name.

This unit gains one Chaos Boon.
5Slayers of Champions

These killers are true judges of a warrior’s worth, and take special care to seek out enemy champions, taking their skulls in the name of Khorne and piling them beneath brass icons.

Each time this unit destroys an enemy WARLORD or named character, that destroyed unit is worth 1 additional Worthy Skull.
6Martial Cunning

Though bloodthirsty in the extreme, these warriors are blessed with a grasp of strategy, able to turn the tide of battle with a single barked command.

Once per battle, if this unit is on the battlefield when you use a World Eaters Strategic Ploy Stratagem or a Disciples of the Red Angel Strategic Ploy Stratagem, reduce the CP cost of that Stratagem by 1CP. Note that the CP cost is only reduced for that use, any future usages of it cost the normal amount of CPs.
D6GREATER REWARD
1Murderous Clarity

Even through the most furious rage, these warriors are able to focus on the greater goals they must achieve.

At the start of the Update Crusade Cards step, if you are keeping any tallies for this unit as the result of any Agendas, add 1 to one of those tallies.
2Chosen Head-takers

Blessed by their bloody patron, these butchers are preternaturally gifted in reaping skulls and painting the battlefield red with gore.

Once per battle, if this unit is on the battlefield, when you purchase a Blessing of the Blood God, reduce the BTP cost of that blessing by 1. The cost of a Blessing of the Blood God cannot be reduced more than once.
3Dominating Presence

These warriors’ wrath is enough to cow even mighty foes. Those unfortunates who face them forget all strategic considerations as they strive to avoid brutal decapitation.

This unit gains the Objective Secured ability. If this unit already has this ability, each model in this unit counts as 2 models when determining control of an objective marker.
4Greater Boon of Khorne

Khorne warps the flesh and bone of these warriors into mighty forms more pleasing to him.

This unit gains one Chaos Boon. When it does so, instead of randomly generating one, you can instead select one Chaos Boon this unit does not already have.
5Skull Collectors

These warriors adorn their armour with trophies, ensuring that their killing prowess is displayed for all to see.

Increase the range of this unit’s aura abilities by 3" (to a maximum of 12"). If this unit does not have any aura abilities, they instead gain the Lord of the World Eaters ability (see the World Eaters Daemon Prince datasheet).
6Scarred Murderers

For some, savage wounds are no obstacle, but simply a learning experience. If Khorne judges these warriors worthy, even their most debilitating injuries will swiftly heal, replaced with a blessing from their patron.

Each time this unit gains a Battle Scar, roll one D6: on a 4+, this unit does not gain that Battle Scar. Instead, select one of the following:

Exalted Rewards

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

Each time a unit gains an Exalted Reward, it gains access to one of the additional Blessings of the Blood God presented below. To determine which one it gains access to, roll one D6: that unit gains access to the blessing whose number corresponds with the result of that roll (e.g. a roll of 2 gives access to Furious Determination). If that unit already has access to that blessing, re-roll the result. Make a note of that blessing on that unit’s Crusade card.

During any battle in which that unit is included on your army roster, when purchasing a Blessing of the Blood God, you can purchase one of the Blessings of the Blood God noted on its Crusade card instead of any of the others available to you, as described in The Blood Tithe.

Each time a unit gains an Exalted Reward, increase that unit’s Crusade points total by 2.

1. BLOODTHIRST2BTP
Until the end of the battle, each time a WORLD EATERS model from your army consolidates, it can move an additional 2".
2. FURIOUS DETERMINATION5BTP
Until the end of the battle, WORLD EATERS units from your army that are below Half-strength have the Objective Secured ability. If such a unit already has this ability, each model in that unit counts as 2 models when determining control of an objective marker.
3. VIRULENT FURY5BTP
Until the end of the battle, each time a melee attack is made against a WORLD EATERS unit from your army, that attack’s hit roll cannot be re-rolled.
4. GORY REVITALISATION4BTP
Until the end of the battle, each time an enemy unit is destroyed by a melee attack made by a WORLD EATERS INFANTRY or WORLD EATERS CAVALRY unit from your army, one model in the attacking unit can regain up to D3 lost wounds.
5. DESPERATION TO SLAY6BTP
Until the end of the battle, WORLD EATERS units from your army are eligible to charge in a turn in which they Advanced.
6. BLOOD-SOAKED NIGHTMARES2BTP
Until the end of the battle, WORLD EATERS units from your army have the following ability:

Blood-soaked Nightmares (Aura): While an enemy unit is within Engagement Range of this unit, each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test.

Agendas

If your Crusade army includes any WORLD EATERS units, you can select an Agenda from the World Eaters Agendas, listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

PROVE YOUR WORTH
World Eaters Agenda

For those warriors who aspire to daemonhood, opportunities for greatness must be grasped, lest they be consigned to an eternity of mediocrity far from Khorne’s gaze, or worse...

You must select this Agenda if you purchased the Ascension in Blood Requisition before the battle, and you cannot select this Agenda if you did not purchase that Requisition before the battle. Keep a Prove Your Worth tally for the WORLD EATERS LORD or WORLD EATERS MASTER OF EXECUTIONS model you selected for the Ascension in Blood Requisition.
  • Add 1 to this tally each time that model destroys an enemy model.
  • Add an additional 1 to this tally each time that model destroys a CHARACTER model.
  • Add an additional 1 to this tally each time that model destroys a WARLORD model (add an additional 2 instead if that WARLORD model is a SLAANESH model).
At the end of the battle, if the total of that models Prove Your Worth tally is 8 or more, that model has proven its worth. If the total is 1-7, that model has failed to prove its worth. If the total is 0, that model has failed Khorne for the last time (see the Ascension in Blood Requisition).
ANOINT THE FIELD
World Eaters Agenda

The World Eaters seek to drown worlds in the blood of the slain, killing across the breadth of the battlefield and soaking it with their foes' life force.

The first time an enemy unit is destroyed in a battlefield quarter by a unit from your army, that battlefield quarter is said to have been anointed by your army.

At the end of the battle, each WORLD EATERS unit from your army that has not been destroyed gains a number of experience points as follows:
  • If two battlefield quarters have been anointed by your army, each WORLD EATERS unit from your army that has not been destroyed gains 1 experience point.
  • If three battlefield quarters have been anointed by your army, each WORLD EATERS unit from your army that has not been destroyed gains 2 experience points instead.
  • If all four battlefield quarters have been anointed by your army, each WORLD EATERS unit from your army that has not been destroyed gains 3 experience points instead and you gain 2 Requisition points.
A BRUTAL HARVEST
World Eaters Agenda

When given momentary respite, World Eaters remove the heads of their slain foes and ritually pile them to give praise to their bloody god, before the killing urge descends again and they move on to new victims.

If you selected this Agenda, keep a Piled Skulls tally for each BUTCHER ASTARTES unit from your army.

Each time an enemy unit is destroyed by a melee attack made by a BUTCHER ASTARTES model from your army while that models unit is within range of an objective marker, if that models unit is not within Engagement Range of any other enemy units, that unit can pile the skulls of the foe. If it does so, add 1 to that unit’s Piled Skulls tally.

At the end of the battle:
  • Each BUTCHER ASTARTES unit earns a number of experience points equal to its Piled Skulls tally (to a maximum of 3).
  • If your Crusade force is undertaking a Skull Harvest, and the total of all Piled Skulls tallies for units from your army is 5 or more, add 1 to the Worthy Skulls total of each WORLD EATERS CHARACTER unit on your army roster.
RAISE ICONS
World Eaters Agenda

The World Eaters despoil their enemies’ sacred places, raising their blasphemous icons on such sites and rendering them terrifying to behold.

If you selected this Agenda, WORLD EATERS INFANTRY units from your army can attempt the following action:

Raise Icons (Action): One WORLD EATERS INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker that you control that has not already had an icon raised on it by your army (see below). The action is completed at the start of your next Command phase or at the end of the battle (whichever comes first), provided the unit performing it is still within range of the same objective marker. If the unit performing the action is an ICON unit, the action is completed at the end of your turn instead.

If completed, that objective marker is said to have had an icon raised on it by your army.

At the end of the battle, each unit from your army that raised any icons on an objective marker gains 2 experience points.

Requisitions

If your Crusade force includes any WORLD EATERS units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

HIDEOUS SCARS1RP

While many warriors may shy away from scarring injury for the World Eaters such mutilations are badges of honour, marking their fearlessness in the face of enemies and their ability to weather the worst that can be thrown at them.

Purchase this Requisition when a WORLD EATERS CHARACTER unit from your Order of Battle gains a Battle Scar. While that CHARACTER unit has that Battle Scar it also has the following ability:

Worthy Warrior (Aura): While a friendly WORLD EATERS CORE unit is within 6" of this unit, that unit automatically passes Morale tests.
IRON RULE1RP

When World Eaters come to blows, any confrontation is inevitably solved through bloodshed. While most of their warlords are content to see conflicts resolved in this way, from time to time they may intervene, using force if necessary, to ensure the killing does not get out of hand and detrimental to the warband.

Purchase this Requisition after any battle, when determining which unit will lay claim to any Worthy Skulls as part of a Skull Harvest. If two or more units are tied for highest Leadership value, you can select which one claims those Worthy Skulls instead of making any Confrontation rolls.
BRUTAL ACQUISITION1RP

If a World Eater believes their fellow warriors unworthy of presenting claimed skulls before Khorne, they may seek to challenge them, slaughtering the upstarts and claiming their collected trophies for themselves. While every World Eater has absolute faith in their own martial prowess, from time to time they may underestimate their opponent...

Purchase this Requisition after any battle, if your Crusade force is undertaking a Skull Harvest. Select one WORLD EATERS unit from your army to be the Challenger and one WORLD EATERS unit that has a Worthy Skulls total of 1 or more to be the Challenged, then roll one D6.
  • On a 1, the Challenger is defeated and gains 1 Battle Scar.
  • On a 2+, the Challenger is victorious. Subtract up to 8 from the Challenged unit’s Worthy Skulls total and add that number to the Challenger’s Worthy Skulls total. The Challenged unit gains 1 Battle Scar.
ASCENSION IN BLOOD2RP

The ultimate prize for those dedicated to Khorne is to ascend to the immortal ranks of his daemonic legions. Powerful lords of the World Eaters might beseech Khorne before a battle to turn his bloodthirsty attention to them. But such an attempt is perilous. Should a warrior draw Khornesgaze but fail to prove their martial prowess, they may end their days as a Chaos Spawn.

Purchase this Requisition during the Read Mission Briefing step of the mission sequence. Select one WORLD EATERS LORD or WORLD EATERS MASTER OF EXECUTIONS model from your Crusade army that has the Heroic or Legendary Rank and has one or more Chaos Boons. During that battle you must select the Prove Your Worth Agenda.

At the end of the battle:
  • If the selected model has proven its worth (see the Prove Your Worth Agenda), remove that model from your Order of Battle and replace it with one WORLD EATERS DAEMON PRINCE model. That model has the following additional ability: ‘Brutal Ascension: Add 1 to this model’s Strength and Attacks characteristics.’
  • If the selected model has failed to prove its worth, nothing happens.
  • If the selected model has failed Khorne for the last time, remove that model from your Order of Battle and replace it with one WORLD EATERS CHAOS SPAWN unit containing one model.

Any new DAEMON PRINCE or CHAOS SPAWN model starts with the same number of experience points as the unit it replaced, and gains the appropriate number of Battle Honours for its rank.

If the model being replaced had any Warlord Traits, Chaos Boons or Relics, any new DAEMON PRINCE model retains all such upgrades it is eligible to have, without spending any additional Requisition points. If that model had any Lesser, Greater or Exalted Rewards (see The Skull Harvest), it retains these as well. If the model is being replaced with a CHAOS SPAWN model, any such upgrades or rewards it had are lost.

You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.

Crusade Relics

When a WORLD EATERS CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Artificer Relics

A WORLD EATERS CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

The Bloodstep Blade

This simple blade features a single jagged rune carved into its rough bone hilt. When blood is spilled on this rune, the weapon can be used to cut through the skein of reality itself.

The bearer has the Warp Strike ability.

Witchskull Totem

The tortured soul of a great champion of Tzeentch is bound within this brass-coated skull, its psychic death cry torturing the minds of those nearby who would use sorcery instead of martial might.

The bearer has the following ability:

Witchskull Totem (Aura): While an enemy PSYKER unit is within 12" of the bearer, each time a Psychic test is taken for that unit, subtract 2 from the result.

Skullseeker

The daemonic spirit sealed within this pistol visits eightfold blessings upon each round as it is chambered. Thus blessed, these bolts seek out their target, passing through any armour or wards.

This Relic replaces a bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Skullseeker
Skullseeker
12"
Pistol 3
5
-5
2
Abilities: Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.

Antiquity Relics

A WORLD EATERS CHARACTER model of Heroic rank or higher can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a model’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

The Brazen Rune

Khorne’s hatred of witchery given evil, furious form, the Brazen Rune is a burning brand that sears itself into the very skull of the bearer. Though agonising to become one with, the rune wards off the psychic machinations of the foe, preserving its bearer from pernicious spellcraft.

The bearer cannot be targeted or affected by psychic powers.

Blood-soaked Mantle

As the wearer of this tattered cloth spills the blood of their foes, it is absorbed by this unnatural fabric, transferring a portion of the victims strength into the wearer.

At the end of the Fight phase, if any enemy models (excluding VEHICLE models) were destroyed by an attack made by the bearer this phase, then until the end of the battle, add 1 to the bearers Strength characteristic.

Mighty Skullrack

A great brass trophy rack rests between this warriors shoulders, displaying their might to those who oppose them. Those who go to battle under the wearer’s command do so in the knowledge that their leader is a true killer, worthy of emulation.

The bearer has the following ability:

Mighty Skullrack (Aura): While a friendly WORLD EATERS CORE unit is within 6" of the bearer, each time a model in that unit makes a melee attack, re-roll a wound roll of 1.

The first time in each battle the bearer destroys an enemy CHARACTER unit with a melee attack, increase the range of this ability to 9".

Legendary Relics

A WORLD EATERS CHARACTER model of Legendary rank can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a model’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

Gorefather

This immense chainaxe is said to have once been wielded by Angron himself. Though it was ultimately cast aside, this relic is of such importance to the Legion that wars have been fought between rival warbands seeking to claim it for themselves. One strong enough to wield Gorefather can scythe through his enemies in explosions of blood and ruined flesh.

This Relic replaces an axe of dismemberment, exalted chainblade or daemonic axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Gorefather
Gorefather
Melee
Melee
x2
-3
3
Abilities: Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and on an unmodified wound roll of 6, the target suffers 3 mortal wounds and the attack sequence ends.

Chaos Boons

Chaos Boons are a new type of Battle Honour that can be given to WORLD EATERS CHARACTER models (excluding DAEMON PRINCE models). Each time such a model from your Crusade force would gain a Battle Honour, you can instead choose for it to gain a Chaos Boon. No model from your Crusade force can have more than three Chaos Boons.

Each time a model gains a Chaos Boon, roll a D33 to determine one of the Boons from the table on the right. To do so, roll two D3s one after the other: the first dice result represents ‘tens’ and the second represents ‘digits’. For example, if you rolled two D3s and the first result was a 2 and the second was a 1, then the D33 result would be a 21.

A model can have more than one Chaos Boon, but if a duplicate result is rolled, the model suffers Spawndom (see below). As with any Battle Honour, make a note on the model’s Crusade card when it gains a Chaos Boon, and increase its Crusade points total by 1.

SPAWNDOM
If a model suffers Spawndom, remove it from your Order of Battle; you can replace it with a WORLD EATERS CHAOS SPAWN unit containing 1 model. The new CHAOS SPAWN unit starts with the same number of experience points as the CHARACTER model it replaced and gains the appropriate number of Battle Honours for its rank.

CHAOS BOONS
D33BOON
11Bestial Limbs: Add 3 to this model s Move characteristic.
12Muscular Bulk: Add 1 to this model’s Wounds characteristic.
13Tearing Claws: Each time this model makes an attack, if it made a charge move or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
21Jagged Horns: Add 1 to this model’s Attacks characteristic.
22Brazen Flesh: Add 1 to the Toughness characteristic of this model.
23Steel Sinews: You can re-roll Advance and charge rolls made for this model.
31Warp-strength: Improve the Armour Penetration characteristic of melee weapons (excluding Relics) this model is equipped with by 1.
32Unnatural Reflexes: Each time an attack is made against this model, subtract 1 from that attack’s hit roll.
33Daemonic Senses: Once per turn, you can re-roll a single hit roll, wound roll, damage roll or saving throw made for this model.

Battle Traits

When a WORLD EATERS unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine which Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

KHORNE BERZERKERS UNITS ONLY
D6TRAIT
1-2Peerless Fighters

These bloodied slayers spend their lives in battle and their every strike finds a foe.

Improve the Weapon Skill characteristic of models in this unit by 1.
3-4Aspiring Champion

The leader of these warriors has demonstrated his bestial fury and dedication to Khorne in many battles.

Add 1 to the Attacks, Wounds and Leadership characteristics of this unit’s Khorne Berzerker Champion model.
5-6Warp-touched

These Berzerkers are infused with the energies of the warp, granting them unnatural resilience.

Models in this unit have a 5+ invulnerable save.
DAEMON ENGINE and MACHINE SPIRIT MODELS ONLY
D6TRAIT
1-2Ascendant Spirit

The daemonic spirits bound within this shell are ferociously aggressive and unwilling to be subjugated.

  • If this model has the MACHINE SPIRIT keyword, it gains the DAEMON and DAEMON ENGINE keywords and it gains the DAEMON ENGINE ability.
  • If this model does not have the MACHINE SPIRIT keyword, add 1 to its Attacks characteristic and, in your Command phase, this model regains up to D3 lost wounds as a result of the Daemon Engine ability, instead of 1.
3-4Burning Runes

The hull of this machine glows with runes of power, its armoured flanks warping back into shape after even the most catastrophic damage.

You can re-roll failed Out of Action tests for this model.
5-6Brass Ornamentation

This creature’s hull has manifested ornate sculptures of thick bronze, rendering it much more resilient.

Add 2 to this model’s Wounds characteristic.
EIGHTBOUND UNITS ONLY
D6TRAIT
1-2Pack Slayers

These warriors share a pack mentality; when one of them falls, the rest will fight all the harder to avenge them.

While this unit is below its Starting Strength, add 1 to the Attacks characteristic of models in this unit.
3-4Skull-takers

These warriors are masters in the craft of butchery, and every strike of their weapons is a potential death blow.

Each time an attack made by models in this unit destroys an enemy CHARACTER unit:
  • Until the end of the battle, add 1 to the Strength characteristic of models in this unit.
  • Subtract 1 from that CHARACTER unit’s Out of Action test at the end of the battle.
5-6Soul-marked

Some World Eaters have a dark destiny. When subjected to the eightcage, Khorne ensures that only the mightiest of his daemonic servants are bound within such warriors’ bodies.

Each time this unit is Marked for Greatness, it gains 2 additional experience points.
JAKHALS UNITS ONLY
D6TRAIT
1-3Anointed

These warriors ritually scar their flesh with runes of dedication before battle. When their blood is spilled, it is a prepared offering to the Blood God.

When this unit is destroyed, you gain 1 additional Blood Tithe point.
4-6Enhanced Chemicals

Whether through higher grade blood infusions or more potent or experimental stimulant mixes, the combat stimms these warriors pump through their systems drive their bodies to the absolute limit of their abilities.

Each time you use this unit’s Jakhal Stimms ability:
  • This unit only suffers 1 mortal wound instead of D3.
  • Until the end of the phase, improve the Attacks characteristic of models in this unit by 1.

Boarding Actions

The chosen Legion of Khorne and the scions of Angron, the World Eaters are amongst the most savage fighters in the galaxy. They slaughter all in their path, dedicating the skulls of the butchered to the Blood God.

Mustering a Boarding Patrol

When mustering a Boarding Patrol, if your Faction is WORLD EATERS, then the following rules apply when adding units to your Boarding Patrol Detachment, and they take priority over the normal rules for mustering a Boarding Patrol.
  • You can include one Fast Attack unit, but only if it is a CHAOS SPAWN unit.
  • You cannot include more CULTISTS units than KHORNE BERZERKERS units.
  • When forming Boarding Squads, do not split CULTISTS units into separate units.

Rules Adaptations

If your Faction is WORLD EATERS, then the following rules adaptations apply to World Eaters rules found in Codex: World Eaters.
  • KHÂRN THE BETRAYER’s The Betrayer ability only affects friendly units that are visible to him.
  • Each time a unit from your army is destroyed, you gain 1 Blood Tithe point.
  • KHORNE BERZERKER units lose the Blood Surge ability while they are on the battlefield.

Enhancements

If your WARLORD has the WORLD EATERS keyword, then when mustering your Boarding Patrol, they can be given one of the following Enhancements instead of one from Arks of Omen: Abaddon.

BATTLE LUST

This warrior’s lust for battle draws him into any and all fights, his thirst driving him to new heights of battlefield frenzy.

The first time the bearer destroys an enemy model each phase, you gain 1 Blood Tithe point.

BURNING PLATE

This armour, nigh-impervious to enemy blows, drips constantly with hissing, molten brass.

  • Add 1 to armour saving throws made for the bearer.
  • Add 1 to the bearers Wounds characteristic.

MUTABLE FORM

This warrior’s body is constantly growing bladed horns, claws that drip with gore, or a whole host of other vicious adornments, rendering them a formidable killer.

  • You can re-roll Advance rolls and charge rolls made for the bearer.
  • Overwatch attacks cannot be made against the bearer.


Boarding Action Stratagems

If your Faction is WORLD EATERS, then when playing a Boarding Action game you will have access to the following Stratagems, and can spend CP to use them.

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 WORLD EATERS 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 WORLD EATERS 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
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 WORLD EATERS 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 WORLD EATERS 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.
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 WORLD EATERS 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 WORLD EATERS 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 WORLD EATERS 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).

Wargear Reference

Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

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.

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

Chosen of Khorne
You can include a maximum of one DAEMON PRINCE unit in each WORLD EATERS Detachment in your army.

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

Mere Mortals
You cannot include more CULTISTS units than BUTCHER ASTARTES CORE units in each WORLD EATERS Detachment in your army.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

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

Lords of War
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
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.
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.

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

Lords of War
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.
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 WORLD EATERS and CHAOS LAND RAIDER keywords are used in the following World Eaters datasheets:

Heavy Support

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

Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
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.

INFERNAL CANNON

WEAPON
RANGE
TYPE
S
AP
D
Infernal cannon
Infernal cannon
24"
Heavy 3
5
-2
2
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
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 WORLD EATERS and EIGHTBOUND keywords are used in the following World Eaters datasheets:

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.
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.
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 WORLD EATERS and MACHINE SPIRIT keywords are used in the following World Eaters datasheets:

Heavy Support

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

Elites
Flyers
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.
DIABOLIC MACHINES2CP/1CP
Disciples of the Red Angel – Epic Deed Stratagem

Even the tainted machineries of the World Eaters are affected by Angron’s rageful presence, their bound spirits seeking to destroy their foe despite any damage done to their metallic form.

Use this Stratagem in your Command phase. Select one WORLD EATERS MACHINE SPIRIT or WORLD EATERS DAEMON ENGINE model from your army that has characteristics that change as it suffers damage. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. If that model has the Titanic keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
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 WORLD EATERS 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.
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 WORLD EATERS 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.
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".
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 WORLD EATERS units from your army, roll one D6: on a 4+, that psychic power is denied.
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 WORLD EATERS 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.
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.
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 WORLD EATERS 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).
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 WORLD EATERS 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.
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 WORLD EATERS 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.

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

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 WORLD EATERS 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 WORLD EATERS 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.
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 WORLD EATERS 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.
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 WORLD EATERS 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.
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 WORLD EATERS 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 WORLD EATERS unit makes an attack against the selected enemy unit, add 1 to that attack’s wound roll.

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

Lords of War

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

Lords of War

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

Elites
Flyers
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).
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 WORLD EATERS 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 WORLD EATERS 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 WORLD EATERS 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 WORLD EATERS units from your army.
MARTIAL EXCELLENCE5BTP
Until the end of the battle, each time a WORLD EATERS 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 WORLD EATERS model from your army, add 1 to that attack’s hit roll.
WRATHFUL DEVOTION4BTP
Until the end of the battle, each time a WORLD EATERS 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 WORLD EATERS 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.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).

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

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

The WORLD EATERS LORD keyword is used in the following World Eaters datasheets:

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

Exalted Rewards

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

Each time a unit gains an Exalted Reward, it gains access to one of the additional Blessings of the Blood God presented below. To determine which one it gains access to, roll one D6: that unit gains access to the blessing whose number corresponds with the result of that roll (e.g. a roll of 2 gives access to Furious Determination). If that unit already has access to that blessing, re-roll the result. Make a note of that blessing on that unit’s Crusade card.

During any battle in which that unit is included on your army roster, when purchasing a Blessing of the Blood God, you can purchase one of the Blessings of the Blood God noted on its Crusade card instead of any of the others available to you, as described in The Blood Tithe.

Each time a unit gains an Exalted Reward, increase that unit’s Crusade points total by 2.

1. BLOODTHIRST2BTP
Until the end of the battle, each time a WORLD EATERS model from your army consolidates, it can move an additional 2".
2. FURIOUS DETERMINATION5BTP
Until the end of the battle, WORLD EATERS units from your army that are below Half-strength have the Objective Secured ability. If such a unit already has this ability, each model in that unit counts as 2 models when determining control of an objective marker.
3. VIRULENT FURY5BTP
Until the end of the battle, each time a melee attack is made against a WORLD EATERS unit from your army, that attack’s hit roll cannot be re-rolled.
4. GORY REVITALISATION4BTP
Until the end of the battle, each time an enemy unit is destroyed by a melee attack made by a WORLD EATERS INFANTRY or WORLD EATERS CAVALRY unit from your army, one model in the attacking unit can regain up to D3 lost wounds.
5. DESPERATION TO SLAY6BTP
Until the end of the battle, WORLD EATERS units from your army are eligible to charge in a turn in which they Advanced.
6. BLOOD-SOAKED NIGHTMARES2BTP
Until the end of the battle, WORLD EATERS units from your army have the following ability:

Blood-soaked Nightmares (Aura): While an enemy unit is within Engagement Range of this unit, each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test.
ASCENSION IN BLOOD2RP

The ultimate prize for those dedicated to Khorne is to ascend to the immortal ranks of his daemonic legions. Powerful lords of the World Eaters might beseech Khorne before a battle to turn his bloodthirsty attention to them. But such an attempt is perilous. Should a warrior draw Khornesgaze but fail to prove their martial prowess, they may end their days as a Chaos Spawn.

Purchase this Requisition during the Read Mission Briefing step of the mission sequence. Select one WORLD EATERS LORD or WORLD EATERS MASTER OF EXECUTIONS model from your Crusade army that has the Heroic or Legendary Rank and has one or more Chaos Boons. During that battle you must select the Prove Your Worth Agenda.

At the end of the battle:
  • If the selected model has proven its worth (see the Prove Your Worth Agenda), remove that model from your Order of Battle and replace it with one WORLD EATERS DAEMON PRINCE model. That model has the following additional ability: ‘Brutal Ascension: Add 1 to this model’s Strength and Attacks characteristics.’
  • If the selected model has failed to prove its worth, nothing happens.
  • If the selected model has failed Khorne for the last time, remove that model from your Order of Battle and replace it with one WORLD EATERS CHAOS SPAWN unit containing one model.

Any new DAEMON PRINCE or CHAOS SPAWN model starts with the same number of experience points as the unit it replaced, and gains the appropriate number of Battle Honours for its rank.

If the model being replaced had any Warlord Traits, Chaos Boons or Relics, any new DAEMON PRINCE model retains all such upgrades it is eligible to have, without spending any additional Requisition points. If that model had any Lesser, Greater or Exalted Rewards (see The Skull Harvest), it retains these as well. If the model is being replaced with a CHAOS SPAWN model, any such upgrades or rewards it had are lost.

You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).

The BUTCHER ASTARTES keyword is used in the following World Eaters datasheets:

Heavy Support
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.
PROVE YOUR WORTH
World Eaters Agenda

For those warriors who aspire to daemonhood, opportunities for greatness must be grasped, lest they be consigned to an eternity of mediocrity far from Khorne’s gaze, or worse...

You must select this Agenda if you purchased the Ascension in Blood Requisition before the battle, and you cannot select this Agenda if you did not purchase that Requisition before the battle. Keep a Prove Your Worth tally for the WORLD EATERS LORD or WORLD EATERS MASTER OF EXECUTIONS model you selected for the Ascension in Blood Requisition.
  • Add 1 to this tally each time that model destroys an enemy model.
  • Add an additional 1 to this tally each time that model destroys a CHARACTER model.
  • Add an additional 1 to this tally each time that model destroys a WARLORD model (add an additional 2 instead if that WARLORD model is a SLAANESH model).
At the end of the battle, if the total of that models Prove Your Worth tally is 8 or more, that model has proven its worth. If the total is 1-7, that model has failed to prove its worth. If the total is 0, that model has failed Khorne for the last time (see the Ascension in Blood Requisition).
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating of 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
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.
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.

BOLT PISTOL

WEAPON
RANGE
TYPE
S
AP
D
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
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.

AXE OF DISMEMBERMENT

WEAPON
RANGE
TYPE
S
AP
D
Axe of dismemberment
Axe of dismemberment
Melee
Melee
+3
-3
2
Abilities: Each time an attack is made with this weapon, an unmodified hit roll of 6 inflicts 2 mortal wounds on the target and the attack sequence ends.

EXALTED CHAINBLADE

WEAPON
RANGE
TYPE
S
AP
D
Exalted chainblade
Exalted chainblade
Melee
Melee
User
-2
2

DAEMONIC AXE

WEAPON
RANGE
TYPE
S
AP
D
Daemonic axe
Daemonic axe
Melee
Melee
+2
-2
3
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.

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

Elites
Flyers

The MACHINE SPIRIT keyword is used in the following World Eaters datasheets:

Heavy Support
Daemon Engine

Ensorcelled war machines animated by the malevolent sentience of a possessing daemon, these iron-wrought abominations resist the most powerful attacks, and their sigil-inscribed hulls can regenerate as if they were living flesh.

Factions
A unit's Faction is important when building a Battle-forged army, because most Detachments require all units included in them to be from the same Faction. Importantly, for an army to be Battle-forged it must have an Army Faction (see below).

The Factions that a unit belongs to will be listed in the Faction keywords section of its datasheet.

  • Faction: Described by Faction keywords on a unit's datasheet.
  • If Detachment requires all units to be from the same Faction, they must all share at least one Faction Keyword.

For example: An Intercessor Squad has the IMPERIUM and ADEPTUS ASTARTES Faction keywords, so belongs to both the Imperium and Adeptus Astartes Factions. This means that if an Intercessor Squad was part of a Detachment that specified that all units in it must be from the same Faction, all other units in that Detachment must either be from the Imperium Faction, or they must all be from the Adeptus Astartes Faction.
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.

Baleflamer used in the following datasheets:

Flyers

Bolt pistol used in the following datasheets:

Combi-bolter used in the following datasheets:

Heavy Support
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.

Combi-flamer used in the following datasheets:

Heavy Support

Combi-melta used in the following datasheets:

Heavy Support

Daemongore cannon used in the following datasheets:

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.

Decimator butcher cannon used in the following datasheets:

Elites

Decimator conversion beamer used in the following datasheets:

Elites

Defiler cannon used in the following datasheets:

Heavy Support

Demolisher cannon used in the following datasheets:

Ectoplasma cannon used in the following datasheets:

Heavy Support

Frag grenades used in the following datasheets:

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.

Gorestorm cannon used in the following datasheets:

Hades autocannon used in the following datasheets:

Flyers

Hades gatling cannon used in the following datasheets:

Havoc launcher used in the following datasheets:

Heavy Support

Heavy hades autocannon used in the following datasheets:

Heavy Support

Hellflamer used in the following datasheets:

Elites

Hellmaw flame cannon used in the following datasheets:

Ichor cannon used in the following datasheets:

Impaler harpoon used in the following datasheets:

Infernal cannon used in the following datasheets:

Krak grenades used in the following datasheets:

Kytan gatling cannon used in the following datasheets:

Lords of War

Magma cutter used in the following datasheets:

Heavy Support

Plasma pistol used in the following datasheets:

Reaper autocannon used in the following datasheets:

Heavy Support

Scorpion cannon used in the following datasheets:

Skullhurler used in the following datasheets:

Soulburner petard used in the following datasheets:

Elites

Storm laser used in the following datasheets:

Elites

Twin heavy bolter used in the following datasheets:

Heavy Support

Twin heavy flamer used in the following datasheets:

Heavy Support

Twin lascannon used in the following datasheets:

Heavy Support

Twin soulshatter lascannon used in the following datasheets:

Heavy Support

Coward’s Bane used in the following datasheets:

Daemonic axe used in the following datasheets:

Decimator claw used in the following datasheets:

Elites

Defiler claws used in the following datasheets:

Heavy Support

Defiler scourge used in the following datasheets:

Heavy Support

Eightbound chainfist used in the following datasheets:

Eightbound eviscerator used in the following datasheets:

Exalted chainblade used in the following datasheets:

Forgefiend jaws used in the following datasheets:

Heavy Support

Great cleaver of Khorne used in the following datasheets:

Heavy chainglaive used in the following datasheets:

Heldrake claws used in the following datasheets:

Flyers

Hellcrusher claws used in the following datasheets:

Hellforged sword used in the following datasheets:

Juggernaut’s bladed horn used in the following datasheets:

Kytan cleaver used in the following datasheets:

Lords of War

Lacerators used in the following datasheets:

Lasher tendrils used in the following datasheets:

Heavy Support

Malefic talons used in the following datasheets:

Maulerfiend fists used in the following datasheets:

Heavy Support

Samni’arius and Spinegrinder used in the following datasheets:

Lords of War

Slaughter blade used in the following datasheets:

Wings used in the following datasheets:

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

Flyers
Lords of War

– if equipped with the Wings this unit gains the FLY keyword.

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