Chaos - World Eaters - khorne - (2000 pts)
Army Roster (Chaos - World Eaters) (2000 pts)
Configuration
Battle Size Strike Force (2000 Point limit)
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 (535 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
Khârn the Betrayer (1) Rules: Leader, Blessings of Khorne, Pistol
(100 pts) Unit: Khârn the Betrayer
Abilities: Legendary Killer, The Betrayer, Berserker Frenzy, Invulnerable Save[1], Leader, Relentless Rage
Melee Weapons: Gorechild
Ranged Weapons: Khârn's plasma pistol
Battleline (360 pts)
Khorne Berserkers (10) • 9x Khorne Berserker
(180 pts) • Khorne Berserker Champion: Plasma pistol
Rules: Blessings of Khorne, Pistol, Hazardous
Abilities: Blood Surge, Relentless Rage
Unit: Khorne Berserker (x2) (x2)
Melee Weapons: Berserker chainblade (x4) (x8)
Ranged Weapons: Plasma pistol - standard (x2) (x2), Plasma pistol - supercharge (x2) (x2), Bolt pistol (x2)
(x2)
Khorne Berserkers (10) • 9x Khorne Berserker
(180 pts) • Khorne Berserker Champion: Plasma pistol
Rules: Blessings of Khorne, Pistol, Hazardous
Abilities: Blood Surge, Relentless Rage
Unit: Khorne Berserker (x2) (x2)
Melee Weapons: Berserker chainblade (x4) (x8)
Ranged Weapons: Plasma pistol - standard (x2) (x2), Plasma pistol - supercharge (x2) (x2), Bolt pistol (x2)
(x2)
Infantry (360 pts)
World Eaters Terminator Squad (6) • 4x Combi-bolter, accursed weapon
(360 pts) • Heavy weapon: Accursed weapon, Reaper autocannon
• Terminator Champion: Combi-bolter, accursed weapon
Rules: Deep Strike, Blessings of Khorne, Rapid Fire, Sustained Hits, Devastating Wounds
Unit: World Eaters Terminator
Abilities: Invulnerable Save[2], Bloody Fury, Relentless Rage
Melee Weapons: Accursed weapon (x3) (x9)
Ranged Weapons: Combi-bolter (x4) (x8), Reaper autocannon
Vehicle (595 pts)
World Eaters Forgefiend (1) Forgefiend jaws, 2 Hades autocannons
(145 pts)
Rules: Deadly Demise D3, Blessings of Khorne
Unit: World Eaters Forgefiend
Abilities: Furious Onslaught, Invulnerable Save[3], Damaged: 1-4 wounds remaining, Relentless Rage
Ranged Weapons: Hades autocannon (x3) (x3)
Melee Weapons: Forgefiend jaws
World Eaters Heldrake (1) Hades autocannon
(210 pts)
Rules: Deadly Demise D3, Hover, Blessings of Khorne, Anti-, Devastating Wounds
Abilities: Swooping Predator, Invulnerable Save[3], Relentless Rage, Damaged: 1-4 wounds remaining
Unit: World Eaters Heldrake
Melee Weapons: Heldrake claws
Ranged Weapons: Hades autocannon (x3) (x3)
World Eaters Land Raider (1) Rules: Deadly Demise D6, Blessings of Khorne, Sustained Hits, Twin-linked
(240 pts) Unit: World Eaters Land Raider
Abilities: Assault Ramp, Damaged: 1-5 wounds remaining, Relentless Rage
Transport: World Eaters Land Raider
Melee Weapons: Armoured tracks
Ranged Weapons: Soulshatter lascannon (x2) (x2), Twin heavy bolter
Dedicated Transport (150 pts)
World Eaters Rhino (1) Rules: Deadly Demise D3, Blessings of Khorne, Firing Deck 2, Rapid Fire
(75 pts) Unit: World Eaters Rhino (x2) (x2)
Abilities: Self-repair, Relentless Rage
Transport: World Eaters Rhino
Melee Weapons: Armoured tracks (x2) (x2)
Ranged Weapons: Combi-bolter (x4) (x4)
World Eaters Rhino (1) Rules: Deadly Demise D3, Blessings of Khorne, Firing Deck 2, Rapid Fire
(75 pts) Unit: World Eaters Rhino (x2) (x2)
Abilities: Self-repair, Relentless Rage
Transport: World Eaters Rhino
Melee Weapons: Armoured tracks (x2) (x2)
Ranged Weapons: Combi-bolter (x4) (x4)
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.
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.
Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):
% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
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’.
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’
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.
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").
Hover Some AIRCRAFT models have 'Hover' listed in their abilities. When you are instructed to Declare Battle Formations, before
doing anything else, you must first declare which models from your army with this ability will be in Hover mode.
If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT
keyword and it loses all associated rules for being an AlRCRAFT model. Models in Hover mode do not start the battle in
Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish.
Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.
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.
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.
Unit M T SV W LD OC
Angron 14" 11 2+ 16 5+ 6
Khârn the Betrayer 6" 4 3+ 5 6+ 1
Khorne Berserker (x2) (x2) 6" 4 3+ 2 6+ 2
World Eaters Terminator 5" 5 2+ 3 6+ 1
World Eaters Forgefiend 8" 10 3+ 12 6+ 3
World Eaters Heldrake 20"+ 9 3+ 12 6+ 0
World Eaters Land Raider 10" 12 2+ 16 6+ 5
World Eaters Rhino (x2) (x2) 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.
Legendary Killer
While this model is leading a unit, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
The Betrayer
At the end of your Charge phase, if this model is leading a unit and that unit is not within Engagement Range of one or more enemy units, you must take a
Leadership test for this model. If that test is failed, one Bodyguard model of your choice in that unit is destroyed.
Berserker Frenzy
If this model is destroyed by a melee attack, if it has not fought this phase, do not remove it from play. It can fight after the attacking model’s unit has finished
making its attacks, and is then removed from play.
Leader
This model can be attached to the following unit:
- KHORNE BERSERKERS
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.
Invulnerable Save[2]
Model in this unit have a 4+ invulnerable save.
Bloody Fury
Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is
Below Half-strength.
Furious Onslaught
In your Shooting phase, after this model has finished making its attacks, if one or more of those attacks scored a hit against an enemy INFANTRY unit, that
INFANTRY unit must take a Battle-shock test.
Invulnerable Save[3]
This model has a 5+ invulnerable save.
Damaged: 1-4 wounds remaining
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Swooping Predator
Each time this model ends a Normal move, you can select one enemy unit that it moved over during that move and roll two D6: for each 4+, that enemy unit
suffers D3 mortal wounds.
Assault Ramp
Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
Damaged: 1-5 wounds remaining
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
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 -
Gorechild Melee 8 2+ 6 -2 3 -
Berserker chainblade (x4) (x4) Melee 4 3+ 5 -1 1 -
Accursed weapon (x3) (x3) Melee 4 3+ 6 -2 1 -
Forgefiend jaws Melee 5 3+ 7 0 2 -
Heldrake claws Melee 5 3+ 7 -1 2 Anti-FLY 2+, Devastating Wounds
Armoured tracks Melee 6 4+ 8 0 1 -
Armoured tracks (x2) (x2) Melee 3 4+ 6 0 1 -
Ranged Weapons Range A BS S AP D Keywords
Khârn's plasma pistol 12" 1 2+ 8 -3 2 Pistol
Plasma pistol - standard (x2) (x2) 12" 1 3+ 7 -2 1 Pistol
Plasma pistol - supercharge (x2) (x2) 12" 1 3+ 8 -3 2 Hazardous, Pistol
Bolt pistol (x2) (x2) 12" 1 3+ 4 0 1 Pistol
Combi-bolter (x4) (x4) 24" 2 3+ 4 0 1 Rapid Fire 2
Reaper autocannon 36" 4 3+ 7 -1 1 Devastating Wounds, Sustained Hits 1
Hades autocannon (x3) (x3) 36" 6 3+ 8 -1 2 -
Soulshatter lascannon (x2) (x2) 48" 2 3+ 12 -3 D6+1 -
Twin heavy bolter 36" 3 3+ 5 -1 2 Sustained Hits 1, Twin-linked
Transport
World Eaters Land Raider
This model has a transport capacity of 12 WORLD EATERS INFANTRY models. Each EIGHTBOUND, EXALTED EIGHTBOUND and TERMINATOR model
takes up the space of 2 models.
World Eaters Rhino
This model has a transport capacity of 12 WORLD EATERS INFANTRY models. It cannot transport EIGHTBOUND, EXALTED EIGHTBOUND or
TERMINATOR models.