Chaos - World Eaters - WORLD EATERS INCURSION FORCE - (980 pts)
Army Roster (Chaos - World Eaters) (980 pts)
Configuration
Battle Size Incursion (1000 Point limit)
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
Rules: Relentless Rage
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 (100 pts)
Khârn the Betrayer (1) Warlord
(100 pts)
Rules: Leader, Relentless Rage, Blessings of Khorne, Pistol
Unit: Khârn the Betrayer
Abilities: Legendary Killer, The Betrayer, Berserker Frenzy, Invulnerable Save[1], Leader[1]
Melee Weapons: Gorechild
Ranged Weapons: Khârn's plasma pistol
Character (105 pts)
World Eaters Lord on Juggernaut (1) Helm of Brazen Ire
(105 pts)
Rules: Leader, Relentless Rage, Blessings of Khorne, Extra Attacks, Lance, Pistol, Hazardous
Abilities: Aggressive Advance, Bloody Stampede, Invulnerable Save[1], Leader[2], Helm of Brazen Ire
Unit: World Eaters Lord on Juggernaut
Melee Weapons: Exalted chainblade, Juggernaught's bladed horn
Ranged Weapons: Plasma pistol - standard[1], Plasma pistol - supercharge[1]
Battleline (490 pts)
Jakhals (10) A: 8 chainblades
(65 pts) • 8x Jakhal
• Dishonoured w/ chainblades
• Jakhal Pack Leader
Rules: Feel No Pain 6+, Blessings of Khorne, Relentless Rage, Pistol, Sustained Hits
Abilities: Objective Ravaged
Unit: Jakhal (x2) (x2)
Ranged Weapons: Autopistol (x4) (x8)
Melee Weapons: Jakhal chainblades (x4) (x8), Dishonoured chainblades (x2) (x2)
Jakhals (10) A: 8 chainblades
(65 pts) • 8x Jakhal
• Dishonoured w/ chainblades
• Jakhal Pack Leader
Rules: Feel No Pain 6+, Blessings of Khorne, Relentless Rage, Pistol, Sustained Hits
Abilities: Objective Ravaged
Unit: Jakhal (x2) (x2)
Ranged Weapons: Autopistol (x4) (x8)
Melee Weapons: Jakhal chainblades (x4) (x8), Dishonoured chainblades (x2) (x2)
Khorne Berserkers (10) • 7x Khorne Berserker
(180 pts) • Khorne Berserker w/ eviscerator and bolt pistol: Bolt pistol, Khornate eviscerator
• Khorne Berserker w/ chainblade and plasma pistol: Plasma pistol, Berserker chainblade
• Khorne Berserker Champion: Bolt pistol
Rules: Relentless Rage, Blessings of Khorne, Pistol, Hazardous
Abilities: Blood Surge
Unit: Khorne Berserker (x2) (x2)
Melee Weapons: Berserker chainblade (x5) (x15), Khornate eviscerator
Ranged Weapons: Bolt pistol (x5) (x15), Plasma pistol - standard[2], Plasma pistol - supercharge[2]
Khorne Berserkers (10) • 9x Khorne Berserker
(180 pts) • Khorne Berserker Champion: Bolt pistol
Rules: Relentless Rage, Blessings of Khorne, Pistol
Abilities: Blood Surge
Unit: Khorne Berserker (x2) (x2)
Melee Weapons: Berserker chainblade (x5) (x10)
Ranged Weapons: Bolt pistol (x5) (x10)
Infantry (140 pts)
Eightbound (3) • Eightbound Champion: Lacerators
(140 pts) • 2x Eightbound
Rules: Scouts 6", Relentless Rage, Blessings of Khorne
Unit: Eightbound
Abilities: Beacons of Rage (Aura), Invulnerable Save[2]
Melee Weapons: Eightbound eviscerators, Lacerators
Vehicle (145 pts)
World Eaters Forgefiend (1) Forgefiend jaws, 2 Hades autocannons
(145 pts)
Rules: Deadly Demise D3, Relentless Rage, Blessings of Khorne
Unit: World Eaters Forgefiend
Abilities: Furious Onslaught, Invulnerable Save[3], Damaged: 1-4 wounds remaining
Ranged Weapons: Hades autocannon (x2) (x2)
Melee Weapons: Forgefiend jaws
Rules:
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.
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.
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.
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.
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.
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.
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’
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.
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").
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
Khârn the Betrayer 6" 4 3+ 5 6+ 1
World Eaters Lord on Juggernaut 10" 6 2+ 7 6+ 2
Jakhal (x2) (x2) 6" 3 6+ 1 7+ 1
Khorne Berserker (x2) (x2) 6" 4 3+ 2 6+ 2
Eightbound 9" 6 3+ 3 6+ 1
World Eaters Forgefiend 8" 10 3+ 12 6+ 3
Abilities
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.
Invulnerable Save[1]
This model has a 4+ invulnerable save.
Leader[1]
This model can be attached to the following unit:
- KHORNE BERSERKERS
Aggressive Advance
While this model is leading a unit, you can re-roll any or all of the following rolls made for that unit: Advance rolls; Charge rolls; Blood Surge rolls (see Khorne
Berzerkers).
Bloody Stampede
Each time this model’s unit ends a Charge move, select one enemy unit within Engagement Range of this model and roll one D6: on a 2-3, that enemy unit
suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
Leader[2]
This model can be attached to the following units:
- EIGHTBOUND
- EXALTED EIGHTBOUND
- KHORNE BERSERKERS
Helm of Brazen Ire
WORLD EATERS model only. Each time an attack is allocated to the bearer, halve the Damage characteristic of that attack.
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.
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.
Melee Weapons Range A WS S AP D Keywords
Gorechild Melee 8 2+ 6 -2 3 -
Exalted chainblade Melee 7 2+ 6 -1 2 -
Juggernaught's bladed horn Melee 4 3+ 6 -1 2 Extra Attacks, Lance
Jakhal chainblades (x4) (x4) Melee 2 4+ 3 0 1 Sustained Hits 1
Dishonoured chainblades (x2) (x2) Melee 3 4+ 4 0 1 Sustained Hits 1
Berserker chainblade (x5) (x5) Melee 4 3+ 5 -1 1 -
Khornate eviscerator Melee 3 3+ 8 -2 2 -
Eightbound eviscerators Melee 6 3+ 5 -2 2 -
Lacerators Melee 4 3+ 9 -2 3 -
Forgefiend jaws Melee 5 3+ 7 0 2 -
Ranged Weapons Range A BS S AP D Keywords
Khârn's plasma pistol 12" 1 2+ 8 -3 2 Pistol
Plasma pistol - standard[1] 12" 1 2+ 7 -2 1 Pistol
Plasma pistol - supercharge[1] 12" 1 2+ 8 -3 2 Hazardous, Pistol
Autopistol (x4) (x4) 12" 1 4+ 3 0 1 Pistol
Bolt pistol (x5) (x5) 12" 1 3+ 4 0 1 Pistol
Plasma pistol - standard[2] 12" 1 3+ 7 -2 1 Pistol
Plasma pistol - supercharge[2] 12" 1 3+ 8 -3 2 Hazardous, Pistol
Hades autocannon (x2) (x2) 36" 6 3+ 8 -1 2 -