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Khorne v2

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0% found this document useful (0 votes)
130 views8 pages

Khorne v2

Uploaded by

Dom
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Chaos - World Eaters - Khorne - (2000 pts)

Army Roster (Chaos - World Eaters) (2000 pts)

Configuration
Battle Size

Blessings of Khorne Reference Blessings of Khorne: 1. Rage-fuelled Invigoration, 2. Wrathful Devotion, 3. Martial Excellence, 4. Total
Carnage, 5. Warp Blades, 6. Unbridled Bloodlust

Detachment Choice Berzerker Warband

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Titans are visible, Legends are visible,
Khorne Daemons are visible, Chaos Knights are visible

Epic Hero (575 pts)


Angron (1) Rules: Deadly Demise D6, Deep Strike, Blessings of Khorne
(435 pts) Unit: Angron
Abilities: Invulnerable Save[1], Reborn in Blood, Wrathful Presence, Damaged: 1-6 wounds remaining,
Relentless Rage
Wrathful Presence: Glorious Bloodletting (Aura), Infectious Rage (Aura), Righteous Slaughter (Aura)
Melee Weapons: Samni’arius and Spinegrinder - strike, Samni’arius and Spinegrinder - sweep

Lord Invocatus (1) Rules: Leader, Scouts 6", Blessings of Khorne, Pistol, Devastating Wounds, Extra Attacks, Lance
(140 pts) Abilities: Invulnerable Save[1], Counter-attacks, Road of Eight Bloody Steps, Leader[1], Relentless Rage
Unit: Lord Invocatus
Ranged Weapons: Bolt pistol
Melee Weapons: Coward's Bane, Juggernaught's bladed horn

Character (135 pts)


World Eaters Master of Executions (1) Berzerker Glaive
(135 pts)
Rules: Leader, Blessings of Khorne, Precision, Devastating Wounds, Pistol
Unit: World Eaters Master of Executions
Abilities: Leader[2], Trophy Taker, Murderous Swing, Relentless Rage, Berzerker Glaive
Melee Weapons: Axe of dismemberment
Ranged Weapons: Bolt pistol (x5) (x5)

Battleline (400 pts)


Jakhals (10) B: 1 mauler chainblade, 7 chainblades
(65 pts) • Jakhal w/ mauler chainblade
• 7x Jakhal
• Dishonoured w/ skullsmasher
• Jakhal Pack Leader

Rules: Feel No Pain 6+, Blessings of Khorne, Pistol, Sustained Hits


Abilities: Objective Ravaged, Relentless Rage
Unit: Jakhal (x4) (x8)
Ranged Weapons: Autopistol (x6) (x18)
Melee Weapons: Jakhal chainblades (x4) (x8), Skullsmasher (x2) (x2), Mauler chainblade (x2) (x2)

Jakhals (10) B: 1 mauler chainblade, 7 chainblades


(65 pts) • Jakhal w/ mauler chainblade
• 7x Jakhal
• Dishonoured w/ skullsmasher
• Jakhal Pack Leader

Rules: Feel No Pain 6+, Blessings of Khorne, Pistol, Sustained Hits


Abilities: Objective Ravaged, Relentless Rage
Unit: Jakhal (x4) (x8)
Ranged Weapons: Autopistol (x6) (x18)
Melee Weapons: Jakhal chainblades (x4) (x8), Skullsmasher (x2) (x2), Mauler chainblade (x2) (x2)

Khorne Berserkers (10) • 9x Khorne Berserker


(180 pts) • Khorne Berserker Champion: Bolt pistol

Rules: Blessings of Khorne, Pistol


Abilities: Blood Surge, Relentless Rage
Unit: Khorne Berserker (x2) (x2)
Melee Weapons: Berserker chainblade (x4) (x8)
Ranged Weapons: Bolt pistol (x5) (x10)
Khorne Berserkers (5) • 4x Khorne Berserker
(90 pts) • Khorne Berserker Champion: Bolt pistol

Rules: Blessings of Khorne, Pistol


Abilities: Blood Surge, Relentless Rage
Unit: Khorne Berserker (x2) (x2)
Melee Weapons: Berserker chainblade (x4) (x8)
Ranged Weapons: Bolt pistol (x5) (x10)

Infantry (745 pts)


Eightbound (3) • Eightbound Champion: Lacerators
(140 pts) • 2x Eightbound

Rules: Scouts 6", Blessings of Khorne


Unit: Eightbound (x4) (x4)
Abilities: Beacons of Rage (Aura), Invulnerable Save[2], Relentless Rage
Melee Weapons: Eightbound eviscerators (x2) (x2), Lacerators (x2) (x2)

Eightbound (3) • Eightbound Champion: Lacerators


(140 pts) • 2x Eightbound

Rules: Scouts 6", Blessings of Khorne


Unit: Eightbound (x4) (x4)
Abilities: Beacons of Rage (Aura), Invulnerable Save[2], Relentless Rage
Melee Weapons: Eightbound eviscerators (x2) (x2), Lacerators (x2) (x2)

Exalted Eightbound (6) • Exalted Eightbound Champion: Paired Eightbound chainfists


(310 pts) • 5x Exalted Eightbound

Rules: Feel No Pain 6+, Deep Strike, Blessings of Khorne, Twin-linked


Unit: Eightbound (x4) (x4)
Abilities: Overwhelming Wrath (Aura), Invulnerable Save[2], Relentless Rage
Melee Weapons: Eightbound chainfist (x2) (x2), Eightbound eviscerator (x2) (x2), Paired Eightbound chainfists
(x2) (x2)

Exalted Eightbound (3) • Exalted Eightbound Champion: Paired Eightbound chainfists


(155 pts) • 2x Exalted Eightbound

Rules: Feel No Pain 6+, Deep Strike, Blessings of Khorne, Twin-linked


Unit: Eightbound (x4) (x4)
Abilities: Overwhelming Wrath (Aura), Invulnerable Save[2], Relentless Rage
Melee Weapons: Eightbound chainfist (x2) (x2), Eightbound eviscerator (x2) (x2), Paired Eightbound chainfists
(x2) (x2)

Beast (70 pts)


World Eaters Chaos Spawn (2) • 2x Chaos Spawn
(70 pts)
Rules: Feel No Pain 5+, Blessings of Khorne
Unit: World Eaters Chaos Spawn
Abilities: Regenerating Monstrosities, Relentless Rage
Melee Weapons: Hideous Mutations

Dedicated Transport (75 pts)


World Eaters Rhino (1) Rules: Deadly Demise D3, Blessings of Khorne, Firing Deck 2, Rapid Fire
(75 pts) Unit: World Eaters Rhino
Abilities: Self-repair, Relentless Rage
Transport: World Eaters Rhino
Melee Weapons: Armoured tracks
Ranged Weapons: Combi-bolter
Rules:

Deadly Demise D6 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.

Blessings of Khorne If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so,
roll eight D6. You can then use those dice to activate up to two Blessings of Khorne from the Blessings of Khorne list. Each
Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher
is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of
Khorne roll are then discarded.
Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round.

Example: Ash makes their Blessings of Khorne roll and gets the following dice: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s
to activate Warp Blades (which requires a double 5+), leaving the following dice: 1, 2, 2, 2, 3, 4.
They then use the two 2s to activate Wrathful Devotion (which requires any double), leaving the following dice: 1, 2, 3, 4.
However, now that they have activated two Blessings of Khorne, they cannot activate any more and the remaining dice are
discarded.

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

Scouts 6" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more
Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes
attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The
number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is
explicitly specified in that rule.
Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the
bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.

Feel No Pain 6+ Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model suffers damage and so would lose a wound.

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.

Feel No Pain 5+ Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model suffers damage and so would lose a wound.

Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Firing Deck 2 Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the
Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for
each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding
weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being
equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those
selected models’ units are not eligible to shoot.

Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Blessings of Khorne Roll

1. Rage-fuelled Invigoration Any double

Add 2" to the Move characteristic of models in this unit.

2. Wrathful Devotion Any double

Models in this unit have the Feel No Pain 6+ ability. If models in this unit already have the Feel No Pain ability, add 1 to their Feel No Pain rolls.

3. Martial Excellence Double 3+

Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

4. Total Carnage Double 4+ or any triple

Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The
destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

5. Warp Blades Double 5+ or any triple

Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

6. Unbridled Bloodlust Double 6 or triple 4+

This unit is eligible to declare a charge in a turn in which it Advanced.


Unit M T SV W LD OC

Angron 14" 11 2+ 16 5+ 6

Lord Invocatus 12" 6 2+ 8 6+ 2

World Eaters Master of Executions 6" 4 3+ 4 6+ 1

Jakhal (x4) (x4) 6" 3 6+ 1 7+ 1

Khorne Berserker (x2) (x2) 6" 4 3+ 2 6+ 2

Eightbound (x4) (x4) 9" 6 3+ 3 6+ 1

World Eaters Chaos Spawn 8" 5 4+ 4 7 1

World Eaters Rhino 12" 9 3+ 10 6+ 2


Abilities

Invulnerable Save[1]

This model has a 4+ invulnerable save.

Reborn in Blood

Each time you make a Blessings of Khorne roll, if this model is destroyed, you can use a triple 6 from that roll to use this ability. If you do, this model is no
longer destroyed and is placed into Reserves with its full wounds remaining.

Wrathful Presence

At the start of your Charge phase, select one Wrathful Presence ability. Until the start of your next Charge phase, this model has that ability.

Damaged: 1-6 wounds remaining

While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Relentless Rage

Each time a WORLD EATERS unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the
Strength and Attacks characteristics of melee weapons equipped by models in that unit.

Counter-attacks

While this model is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Road of Eight Bloody Steps

At the start of the battle, before any moves are made using the Scouts ability, you can select up to two friendly WORLD EATERS INFANTRY units within 6" of
this model. Until the end of the battle, all models in the selected units have the Scouts 6" ability.

Leader[1]

This model can be attached to the following units:


- EIGHTBOUND
- EXALTED EIGHTBOUND
- KHORNE BERSERKERS

Leader[2]

This model can be attached to the following unit:


- KHORNE BERSERKERS

Trophy Taker

While this model is leading a unit, models in that unit have the Fights First ability.

Murderous Swing

Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll.

Berzerker Glaive

WORLD EATERS model only. Add 1 to the Attacks and Damage characteristics of melee weapons equipped by the bearer.

Objective Ravaged

At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you
have no models within range of it, until your opponent controls it at the start or end of any turn.

Blood Surge

Each time an enemy unit is selected to shoot, after that unit has finished making its attacks, if any models from this unit were destroyed as a result of those
attacks, this unit can make a Blood Surge move. To do so, roll one D6: this unit can be moved a number of inches up to the result, but this unit must finish that
move as close as possible to the closest enemy unit (excluding Aircraft). When doing so, those models can be moved within Engagement Range of that
enemy unit. A unit cannot make a Blood Surge move while it is Battle-shocked.

Beacons of Rage (Aura)

While a friendly WORLD EATERS unit is within 6" of this unit, each time a model in that unit makes a melee attack, re-roll a Wound roll of 1. If that attack
targets a unit that is Below Half-strength, you can re-roll the Wound roll instead.

Invulnerable Save[2]

Models in this unit have a 5+ invulnerable save.


Overwhelming Wrath (Aura)

Each time an enemy unit within 6" of this unit is selected to Fall Back, that unit must take a Leadership test. If that test is failed, that unit must
Remain Stationary this phase instead.

Regenerating Monstrosities

At the start of each player’s Command phase, one model in this unit regains up to D3 lost wounds.

Self-repair

At the start of your Command phase, this model regains 1 lost wound.

Wrathful Presence

Glorious Bloodletting (Aura)

While a friendly WORLD EATERS unit is within 6" of this model, each time a Charge roll is made for that unit, add 1 to the roll.

Infectious Rage (Aura)

While a friendly WORLD EATERS unit that is below its Starting Strength is within 6" of this model, add 1 to the Attacks characteristic of melee weapons
equipped by models in that unit. For the purposes of this ability, if a unit has a Starting Strength of 1, it is considered to be below its Starting Strength while it
has lost one or more wounds.

Righteous Slaughter (Aura)

While a friendly WORLD EATERS unit is within 6" of this model, each time a model in that unit makes an attack, you can re-roll the Hit roll.

Melee Weapons Range A WS S AP D Keywords

Samni’arius and Spinegrinder - strike Melee 8 2+ 16 -4 D6+2 -

Samni’arius and Spinegrinder - sweep Melee 18 2+ 8 -2 2 -

Coward's Bane Melee 7 2+ 6 -2 2 Devastating Wounds

Juggernaught's bladed horn Melee 4 3+ 6 -1 2 Extra Attacks, Lance

Axe of dismemberment Melee 5 2+ 7 -2 2 Devastating Wounds, Precision

Jakhal chainblades (x4) (x4) Melee 2 4+ 3 0 1 Sustained Hits 1

Skullsmasher (x2) (x2) Melee 4 4+ 4 -1 2 -

Mauler chainblade (x2) (x2) Melee 2 5+ 5 -1 2 Sustained Hits 1

Berserker chainblade (x4) (x4) Melee 4 3+ 5 -1 1 -

Eightbound eviscerators (x2) (x2) Melee 6 3+ 5 -2 2 -

Lacerators (x2) (x2) Melee 4 3+ 9 -2 3 -

Eightbound chainfist (x2) (x2) Melee 3 3+ 14 -3 2 -

Eightbound eviscerator (x2) (x2) Melee 5 2+ 6 -2 2 -

Paired Eightbound chainfists (x2) (x2) Melee 5 3+ 14 -3 2 Twin-linked

Hideous Mutations Melee D6+2 4+ 6 -1 2 -

Armoured tracks Melee 3 4+ 6 0 1 -

Ranged Weapons Range A BS S AP D Keywords

Bolt pistol 12" 1 2+ 4 0 1 Pistol

Bolt pistol (x5) (x5) 12" 1 3+ 4 0 1 Pistol

Autopistol (x6) (x6) 12" 1 4+ 3 0 1 Pistol

Combi-bolter 24" 2 3+ 4 0 1 Rapid Fire 2


Transport

World Eaters Rhino

This model has a transport capacity of 12 WORLD EATERS INFANTRY models. It cannot transport EIGHTBOUND, EXALTED EIGHTBOUND or
TERMINATOR models.

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