KTA: World Eaters
Composition
World Eaters Roster (v1)
Army Overview
- Total Models: 25
- Total Activations: 15
- Composition: 1 Boss, 4 Leaders, 20 Standard Units, 1 Vehicle
Boss (1 Unit / 1 Activation)
- Angron, the Daemon Primarch
Leaders (4 Units / 3 Activations)
- Daemon Prince Vorrakh
- Lord on Juggernaut
- Master of Execution
- Berzerker Champion (activates with berzerkers)
Standard Units (20 Units / 10 Activations)
- Berserkers (10 units / 5 activations)
- Jakhals (10 units / 5 activations)
Vehicles (1 Unit / 1 Activation)
- Forgefiend
Team Rule
- Blood for the Blood God: When engaged in melee combat, for every 3 wounds dealt to the enemy, the World Eaters gain 1 wound back
World Eaters Stratagems
Universal Stratagems - 1CP
- Command Reroll: Reroll 1 dice
- Tank Shock: If vehicle moves into an enemy unit and engages in melee, deal 4 damage
- Rapid Ingress: D6 inches for extra movement of any unit
Team Stratagems - 1CP
- Armor of Contempt: Roll 1 extra save dice
- Blessings of Khorne: Reduce 50% (rounded up) of incoming melee damage
- Reinforce!: Reinforce an entire Berserker or Jakhal squad within 6" of your deployment zone. The squad will display a ready token.
Team Stratagems - 2CP
- Spiteful Endurance: When a standard unit is reduced to 0 wounds, they can remain on the board until they finish/complete their activation.
- Medicae Stims: Heal a single non vehicle unit 5 wounds
- Gore Hook: A friendly World Eater throws a hook at an enemy model within 6" and pulls them directly into melee range
Ultimate Stratagems - 3CP
- Bathed in Blood: When a Boss or Leader kills an enemy in melee, the blood refreshes them, allowing another melee attack on a target within 3" of them.
- Direct the Slaughter: Add 2 attack dice when engaging in melee combat with a standard unit
Common Abilities and Options
Daemonic Resilience:
Roll 4 save dice instead of 3
Shock Assault:
Can perform two fight actions during its activation
Skulls for the Skull Throne!:
If this unit kills an enemy leader, the World Eaters gain 1 command point. If a boss is killed, 2 command points are gained.
Runes of Khorne:
This unit cannot take more than 10 total damage in one attack
Blood Surge:
Dash distance is replaced with dice roll. Roll D6, add 2" to face value and unit can dash that far.
Obsessive Blood Lust:
If this unit/squad engages in melee and survives, they are granted a free dash
Angron, the Daemon Primarch
A 3
M 12"
S 3+
W 30
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| The Blood Roar (Range 8", Blast 1") | 4 | 3+ | 4/5 |
| Samni'arius and Spinegrinder (Melee, Brutal) | 5 | 2+ | 6/8 |
Abilities
Daemonic ResilienceReborn in BloodShock AssaultSkulls for the Skull Throne!Winged Daemon Prince Vorrakh
A 3
M 12"
S 3+
W 22
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Warped Hellfire (Range 10", Saturate) | 4 | 3+ | 3/4 |
| Hellforged Great Sword (Melee, Brutal) | 5 | 2+ | 5/6 |
Abilities
Daemonic ResilienceHeadtakers mandateShock AssaultSkulls for the Skull Throne!Master of Execution
A 3
M 8"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 10") | 3 | 3+ | 3/4 |
| Axe of Dismemberment (Melee, Brutal) | 4 | 2+ | 5/6 |
Abilities
2AP: Behead the CowardRunes of KhorneShock AssaultSkulls for the Skull Throne!Lord on Juggernaut
A 3
M 10"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Range 18") | 5 | 4+ | 3/5 |
| Daemonic Axe and Bladed Horns (Melee, Brutal) | 5 | 3+ | 5/6 |
Abilities
2AP: Daemon StampedeRunes of KhorneSkulls for the Skull Throne!Berzerker Champion
A 3
M 8"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol (Range 10", Armor Piercing) | 4 | 3+ | 4/5 |
| Grenades | |||
| Frag (Range 6", Blast 2", Saturate) | 4 | 4+ | 3/4 |
| Krak (Range 6". Armor Piercing) | 4 | 3+ | 4/5 |
| Daemonic Great Axe (Melee, Balanced) | 5 | 3+ | 5/6 |
Abilities
Blood SurgeObsessive Blood LustShock AssaultBerzerkers
A 3
M 8"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol (Range 10", Armor Piercing) | 4 | 3+ | 4/5 |
| Bolt Pistol (Range 10") | 3 | 3+ | 3/4 |
| Chainblades and Axes (Melee, Balanced) | 5 | 3+ | 4/5 |
Abilities
Blood SurgeObsessive Blood LustShock AssaultThe Dishonoured
A 3
M 8"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Range 10") | 4 | 4+ | 1/3 |
| Skullsmasher and Mangler (Melee, Brutal) | 5 | 3+ | 4/6 |
Abilities
Blood SurgeObsessive Blood LustShock AssaultJakhal Icon Bearer
A 2
M 8"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Range 10") | 4 | 4+ | 1/3 |
| Chainblades and Mauls (Melee) | 5 | 4+ | 3/4 |
Abilities
Blood SurgeIcon BearerObsessive Blood LustShock AssaultJakhals
A 2
M 8"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Range 10") | 4 | 4+ | 1/3 |
| Chainblades and Mauls (Melee) | 5 | 4+ | 3/4 |
Abilities
Blood SurgeObsessive Blood LustShock AssaultForgefiend
A 3
M 6"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ectoplasm Cannon (Range 18", Blast 2") | 4 | 3+ | 4/6 |
| Forgefiend Jaws (Melee) | 4 | 4+ | 3/4 |
Abilities
Dark PactDeadly DemiseRunes of KhorneOptions
Daemon EngineUniversal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Equipment
Ploys
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.