Jump to content

WIP Codex: World Eaters


Khornestar

Recommended Posts

Codex Heretic Astartes: World Eaters

 

ABILITIES:

 

Butcher’s Nails: When a unit with this trait makes a successful charge, you can make one additional attack with each of its models in the subsequent Fight phase

 

Death to the False Emperor: Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

 

Daemonic Ritual: Instead of moving in their Movement phase, any WORLD EATERS CHARACTER can, at the end of their Movement phase, attempt to summon a KHORNE DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn). Roll up to 3 dice – this is your summoning roll. You can summon one new KHORNE DAEMON unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned. If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

 

WORLD EATERS WARGEAR LIST:

 

Melee Weapons:

  • Chainsword, Chainaxe, Great chainaxe Lightning claw, Power sword, Power axe, Power maul, Power fist

Champion Wargear:

  • Bolt pistol, Chainaxe, Great chainaxe, Chainsword, Lightning Claw, Power sword, Power Axe, Power Maul, Power fist, Plasma pistol, Boltgun, Combi-bolter, Combi-melta, Combi-plasma, Combi-flamer

Special Weapons:

  • Plasma gun, Meltagun, Flamer

ARMY LIST:

 

HQ:

 

Khârn the Betrayer

 

Daemon Prince/Wings

 

Chaos Lord/Jump pack: Strength 5

 

Chaos Lord in Terminator Armor: Strength 5

 

Chaos Lord on Juggernaut

  • M10" WS2+ BS2+ S6 T5 A4 W6 Ld9 Sv3+
  • Bolt pistol, chainsword, and frag/krak grenades. The juggernaut mount attacks with its bladed horn.
  • This model may replace its bolt pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
  • This model may replace its chainsword with one item from the Pistols or Melee Weapons lists.
  • Death to the False Emperor!
  • Sigil of Corruption: This model has a 4+ invulnerable save.
  • Lord of Chaos: You can re-roll hit rolls of 1 made for friendly WORLD EATERS units within 6" of this model.
  • Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
  • Keywords: CHARACTER, CHAOS LORD, CAVALRY, DAEMON

 

Brass Prophet:

  • M10" WS2+ BS3+ S6 T5 A4 W5 Ld9 Sv3+
  • This model is armed with a bolt pistol, frag/krak grenades, and an Icon of Slaughter. The juggernaut mount attacks with its bladed horn.
    • Icon of Slaughter: S:User AP:-1 D:2
  • Aura: Add 1 to the Attacks and Leadership characteristics of WORLD EATERS units within 8” of one or more friendly models with this ability
  • Death to the False Emperor!
  • Sigil of Corruption: This model has a 4+ invulnerable save.
  • Daemonic momentum: This model may advance and charge in the same turn.
  • Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
  • Keywords: CHARACTER, CAVALRY, DAEMON, BRASS PROPHET

Bloodfather:

  • M6” WS2+ BS3+ S5 T4 W4 A3 Ld9 Sv3+
  • Bolt pistol, Frag/Krak grenades, Daemon Axe
  • Daemon Axe: S:+1 AP:-2 D:1; Daemon Weapon
    • Daemon Weapon: Roll a D6 each time the bearer fights. On a roll of 1 he suffers a mortal wound and cannot use this weapon further during this phase. On a roll of 2+, he can make that many additional attacks with this weapon.
  • Aura: You can re-roll failed hit rolls in the Fight phase for friendly WORLD EATERS units that are within 8" of a Bloodfather.
  • Death to the False Emperor
  • Sigil of Corruption: This model has a 4+ invulnerable save.
  • Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
  • Keywords: CHARACTER, INFANTRY, BLOODFATHER

 

Goresoaked Champion:

  • M6” WS2+ BS3+ S5 T4 W4 A3 Ld8 Sv3+
  • Bolt pistol, Frag/Krak grenades, Chainaxe
  • This model may replace its bolt pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
  • This model may replace its chainsword with one item from the Pistols or Melee Weapons lists.
  • Aura: You can re-roll failed wounds in the Fight phase for friendly WORLD EATERS units that are within 8” of a Goresoaked Champion
  • Death to the False Emperor
  • Blessed Bloodrune: This model has a 5+ invulnerable save
  • Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
  • Keywords: CHARACTER, INFANTRY, GORESOAKED CHAMPION

 

TROOPS:

 

Blood Cult:

  • Blood Cultist: M6” WS4+ BS4+ S3 T3 W1 A1 Ld5 Sv6+
  • Warchief: M6” WS4+ BS4+ S3 T3 W1 A2 Ld6 Sv6+
  • Unit size: 10 (9 Blood Cultists and 1 Warchief)
    • May add up to 30 additional Blood Cultists
  • Autopistol, Brutal combat weapon
  • The Bloodchief may replace his autopistal or brutal combat weapon with a power sword, power axe, or power maul
  • May It Please Khorne: During the opponent’s shooting phase, if the opponent selects a target that is partially obscured by a unit with this special rule and contains 5 or more models, the attacker suffers a -1 penalty to their hit rolls. After all shooting attacks by the firing unit have been resolved, the unit of Blood Cultists suffers d3 mortal wounds. This effect may apply multiple times, as long as the above criteria are met.

Berzerkers: No changes

 

Bloodletters: No changes

ELITES:

 

Skullhunter:

  • M12” WS2+ BS3+ S5 T4 W3 A3 Ld8 Sv3+
  • Bolt pistol, Frag/Krak grenades, Master-crafted power axe
  • Master-crafted power axe: S:+1 AP:-2 D:2
  • Worthy skull: You can re-roll hit and wound rolls of 1 in the Fight phase for this model if the target is an enemy CHARACTER
  • Finish the Fight­­: CHARACTER models (friendly and enemy) that are part of the same combat as this model may not fall back.
  • Death to the False Emperor
  • Blessed Bloodrune: This model has a 5+ invulnerable save
  • Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
  • Keywords: CHARACTER, INFANTRY, JUMP PACK, FLY, SKULLHUNTER

Spellbreaker:

  • M6” WS3+ BS3+ S5 T4 W3 A3 Ld8 Sv3+
  • Bolt pistol, Frag/Krak grenades, Witchcleaver
  • Witchcleaver: S:+1 AP:-2 D:1; Witcheater
    • Witcheater: If the target has the PSYKER keyword, the damage for this weapon becomes d3 instead. In addition, if a PSYKER suffers 1 or more unsaved wounds from this weapon, it also suffers 1 mortal wound.
  • Death to the False Emperor
  • Collar of Khorne: This unit can attempt to deny 1 psychic power in each enemy psychic phase.
  • “Not today, witch.” Any PSYKER that successfully manifests a psychic power within 24” of a model with this rule must re-roll the psychic test for that power with a -1 modifier. If the second test is passed, the power is successfully manifested.
  • Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
  • Keywords: CHARACTER, INFANTRY, SPELLBREAKER

Helbrute: No changes

 

Possessed: No changes

 

Devourers:

  • Devourer: M4” WS3+ BS3+ S4 T4 W2 A3 Ld8 Sv2+
  • Devourer Champion: M4” WS3+ BS3+ S4 T4 A4 Ld9 Sv2+
  • Unit size: 5 (4 Devourers and 1 Devourer Champion)
    • May add up to 5 additional Devourers
  • Each model is armed with two power swords, two power axes, or two power mauls.
  • Cataphractii armor: Models in this unit have a 4+ invulnerable save, but you must halve the result of the dice rolled when determining how far this unit Advances.
  • Death to the False Emperor
  • Blood for the Blood God: This unit can fight twice in each Fight phase, instead of only once.
  • Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
  • Keywords: INFANTRY, TERMINATOR, DEVOURER

Dominators:

  • Dominator: M4” WS3+ BS3+ S4 T4 W2 A2 Ld8 Sv2+
  • Dominator Champion: M4” WS3+ BS3+ S4 T4 A3 Ld9 Sv2+
  • Unit size: 3 (2 Dominators and 1 Dominator Champion)
    • May add up to 2 additional Dominators
  • Each model is armed with a Gorehammer
  • Gorehammer: S:x2 AP:-3 D:2; Crushing blow; When attacking with this weapon, you must subtract 1 from the hit roll.
    • Crushing blow: The model may choose to make a single attack with this weapon, instead of its normal attacks. If this attack hits successfully, it inflicts 1 mortal wound.
  • Death to the False Emperor:
  • Fatal Defiance: If this model is slain in the Fight phase, it may immediately make a single attack with the Gorehammer’s basic profile.
  • Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
  • Keywords: INFANTRY, TERMINATOR, DOMINATOR

Skullcrushers:

  • Skullcrusher: M10” WS3+ BS3+ S5 T5 W3 A3 Ld8 Sv3+
  • Skull Champion: M10” WS3+ BS3+ S5 T5 W3 A3 Ld8 Sv3+
  • Unit size: 3 (2 Skullcrushers and 1 Skull Champion)
    • May add up to 8 additional Skullcrushers
  • Each model is armed with a bolt pistol, a chainsword, and frag/krak grenades. Each model’s juggernaut mount attacks with its bladed horn.
  • Any Skullcrusher may replace his chainsword with an item from the Melee Weapons list
  • The Skull Champion may replace his bolt pistol or chainsword with items from the Champion Equipment list.
  • Death to the False Emperor
  • Daemonic momentum: This model may advance and charge in the same turn.
  • Daemonic: This model has a 5+ invulnerable save
  • Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
  • Keywords: CAVALRY, SKULLCRUSHER

 

FAST ATTACK:

 

Flesh Hounds: No changes

 

Raptors: May replace their chainswords with chainaxes

 

Warp Talons: No changes

 

Juggernauts:

  • M10” WS3+ BS6+ S5 T5 W2 A3 Ld7 Sv3+
  • Unit size: 1 Juggernaut
    • May add up to 7 additional juggernauts
  • Each model attacks with its bladed horn.
  • Daemonic: This model has a 5+ invulnerable save.
  • Savage Guardians: Roll a dice each time a friendly WORLD EATERS CHARACTER is hit by a ranged or melee weapon whilst he is within 3" of this unit. On a 2+ a Juggernaut intercepts that hit – the character is not hit by that attack but this unit is instead.
  • Faction Keywords: CHAOS, KHORNE, DAEMON
  • Keywords: BEAST, JUGGERNAUT

 

HEAVY SUPPORT:

 

Skull Cannon: No changes

 

Forgefiend: No changes

 

Maulerfiend: No changes

 

Defiler: No changes

 

Land Raider

 

Land Raider Pillager:

  • M* WS6+ BS* S8 T8 W16 A* Ld9 Sv2+
  • Remaining W:
    • 9-16+: M10” BS3+ A6
    • 5-8: M5” BS4+ Ad6
    • 1-4: M3” BS5+ A1
  • A Land Raider Pillager is equipped with a twin heavy bolter.
  • This model may take a havoc launcher and/or one item from the Combi-weapons list.
  • Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, a  Land Raider Pillager can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
  • Daemonic Machine Spirit: Ignore the -1 to hit modifier for moving and shooting Heavy weapons for this model.
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark; on a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
  • This model can transport 18 WORLD EATERS INFANTRY models (each TERMINATOR and JUMP PACK model takes up the space of two other models.

 

DEDICATED TRANSPORTS:

 

Chaos Rhino: No changes

 

FLYERS:

 

Heldrake: No changes

 

LORDS OF WAR:

 

Lord of Skulls: No changes

 

Angron: Coming soon…

 

NEW WARGEAR:

 

- Chain greataxe: Range: Melee Type: Melee S:+2 AP:-1 D:1; Make 2 hit rolls for each attack with this weapon.

 

- Gorehammer: S:x2 AP:-3 D:2; Crushing blow; When attacking with this weapon, you must subtract 1 from the hit roll.

  • Crushing blow: The model may choose to make a single attack with this weapon, instead of its normal attacks. If this attack hits successfully, it inflicts 1 mortal wound.

 

WARLORD TRAITS:

  1. Roll a dice each time your Warlord loses a wound. On a roll of 5, your warlord shrugs off the damage and does not lose the wound.
  2. You may re-roll one or more dice when determining your Warlord’s charge distance.
  3. A psyker who targets the warlord with a psychic power and successfully manifests that power suffers d6 mortal wounds.
  4. If a unit fails a morale test within 8” of the warlord, roll a d6. If the result is 4 or greater, the unit counts as having successfully passed the morale test.
  5. Units within 8” of the warlord who did not shoot during the shooting phase may advance and charge in that turn.
  6. Units with 8” of the warlord increase their Strength characteristic by 1.

RELICS OF HATE:

  1. Helm of Scorn: Add 1” to your Warlord’s advance and charge distance. In addition, any unit within 8” of your Warlord that attempts to fall back suffers d3 mortal wounds.
  2. Daemonic Warplate: Grants the bearer a 2+ armor save and 3+ invulnerable save. If the bearer falls back from combat, he suffers d3 mortal wounds. If the bearer attacks a target in the fight phase and fails to inflict any unsaved wounds, he suffers 1 mortal wound.
  3. Gorefather: Daemon Prince model with daemonic axe only. Gorefather replaces the model’s daemonic axe and has the following profile:
    • S:+3 AP:-3 D:3; Re-roll failed wound rolls if the bearer’s target has the VEHICLE or MONSTER keyword
  4. Burning Brand of Skalathrax: Replace’s a model’s combi-flamer and has the following profile:
    1. 10” Assault 2d6 S:4 AP:-1 D:1 This weapon hits automatically
  5. Molten Eye: While the warlord is on the battlefield, roll 2d6 every time a unit is destroyed. If the result is 8, the warlord’s controlling player gains 1 Command Point. These rolls may not be re-rolled or modified in any way.
  6. Fist of Khorne: Fist of Khorne replaces a model’s power fist, and has the following profile:
    1. S:x2 AP:-3 D:d3; Daemon Weapon; When attacking with this weapon, you must subtract 1 from the hit roll.
      • Daemon Weapon: Roll a d6 each time the bearer fights. On a roll of 1 he suffers a mortal wound and cannot use this weapon further during this phase. On a roll of 2+, he can make that many additional attacks with this weapon.

 

STRATAGEMS:

 

Gifts of Hate: 1/3 CP:  Use this Stratagem before the battle. Your army can have one extra Relic of Decay for 1 CP, or two extra Relics of Hate for 3 CPs. All of the Relics of Hate that you include must be different and be given to different WORLD EATERS CHARACTERS.

 

Chaos Boon: 1 CP: No change

 

Veterans of the Long War: 1 CP: No change

 

Scorn of Sorcery: 1 CP: No change

 

Daemonforge: 1 CP: No change

 

Daemon Weapon: 1 CP: Upgrades a power axe, power sword, or power maul wielded by a WORLD EATERS CHARACTER to have the Daemon Weapon special rule.

 

Wrecking Ball: 1 CP: Use this stratagem before selecting a WORLD EATERS unit with the HELBRUTE keyword to move in the movement phase. That unit may move through any terrain that is not impassable and does not suffer a penalty for charging through terrain. In addition, if the unit successfully charges, its target suffers 1 mortal wound.

 

Ritual of Blood: 1 CP: Use this stratagem when a WORLD EATERS CHARACTER attempts to summon a unit of KHORNE DAEMONS using a Daemonic Ritual. You can roll up to 4 dice rather than 3 for the summoning roll, and your character will not suffer any mortal wounds for rolling doubles, triples, or quadruples.

 

Bloodcursed Weapons: 1 CP: Use this stratagem before a WORLD EATERS unit makes its attacks in the Fight phase. For the duration of that fight phase, the unit’s weapons gain an additional -1 AP modifier.

 

 

Furious Charge: 2 CP: Use this stratagem before rolling the charge distance for a WORLD EATERS unit in the charge phase. Roll 3d6 to determine that unit’s charge distance.

 

Bloodlust: 2 CP: Use this stratagem before the game begins. Select a WORLD EATERS unit with the INFANTRY, CAVALRY, or DAEMON PRINCE keyword. That unit gains the Blood for the Blood God! special rule. This stratagem can only be used once. Using this stratagem on a unit that already has the Blood for the Blood God! special rule

 

Adrenaline Surge: 2 CP: Use this stratagem when a WORLD EATERS unit is selected as the target of an attack in the Shooting or Fight phase. Roll a d6 for each suffered wound, a 5+ the wound is ignored. This effect lasts until the end of the phase, and may not be used again on the same unit for the rest of the game.

 

Fury of Khorne: 3 CP: No change

Link to comment
https://bolterandchainsword.com/topic/348651-wip-codex-world-eaters/
Share on other sites

What is up with the FNP on Terms?

Also beside obvious, Pyskers, cult units and non WB SC, what does your army give up for their new units?

Strategems and Relic wise which strategems and relics are you losing for your new ones (besides obligatory ones you couldn’t access initially). Or relics you losing all vanilla Chaos relics. Chaos Marines strategems are slightly more confusing, sense you don’t have some obvious initial drops. (Honestly one of the best ways to kill a couple birds with one or two stones, in my Templar DIY I dropped Stern/Master Marksman And Scout/Scout strategems). You lacking some of the more unit restricted strategems make this harder but another thing to check perhaps is what generic chaos Marine strategems do Thousand and Deathgaurd lose for their things.

 

Correct me but don’t both current cult armies not have access to vanilla Chaos Marines Troops? Only other thing is you put thought into the daemon cultist troop (Tzaangors, and PoxWalkers) your army will have?

Sorry, not ready to update the OP yet, but I just wanted a space to set my design priorities.

 

1.) Close combat monsters/superiority

- The army list has very little shooting, and what shooting there is will not be particularly strong.

- The army, therefore, must have a close combat answer to most units in the game

- The army must have a way(s) of actually reaching combat, or those units that do reach combat must be able to actually do something

- For some units, survivability must be a factor. Sure, berzerkers die as readily as any other power armor. There must be some units that can survive a slugfest long enough to at least inflict some damage.

 

2.) Power of characters

- Champions and devotees of Khorne must stand out, adding buffs to their fellow fighters but also being competent killers themselves. There should be a trade-off between individual killing power and AoE buffs.

- Relics are part of what makes a champion powerful, but also introduce versatility.

 

3.) CP play a big role in augmenting the army's power

- Be it through bringing additional relics or other stratagems

Well, I included the daemons as an analogue to the Death Guard and Thousand Sons books. I didn't want to include too many, but enough (I think) of them. Bloodletters are already in the base CSM codex, for example. 

 

As for juggernauts, I wanted to create something different to replace spawn, and my name should give away the fact that this entire endeavor was basically an excuse to make units that involve juggernauts. :wink:

 

I appreciate your feedback very much. I think the cultists (and their special rule) is something of a necessity for the army, though the trade-off for that boost in survivability means a slower advance.

So Bloodletters and Juggarnauts are only in dex for summoning reasons? Then that is fine. The other issue here is that given the example given in Deathgaurd is Chaos Lords don’t gain the codex stats (DR and +1T). So I don’t think they should here either.

 

Instead you should make a sidegrade in vein of Lord of Plague’s. Unless that was the intention with the Bloodfather. Second I would have your new UU start with Chainswords but upgrade to Chainaxes.

 

The Chain Great Ax is the intention to double the models attack’s or only double actual successful hits (presumably so it stacks with Death to False)? If so I would write it as the following depending on your intention

“A model armed with this weapon an attack additional time equal to the number of attacks on its profile”

Or

“A model armed with this weapon may an additional time for each attack on profile”

 

If your intention was doubling roll to wounds based on successful to hits;

“When an attack made using this weapon successful hits, you make two roll to wounds instead of just one roll to wound”

 

And I maybe think about having regular Cultists. And potentially renaming blood cultists to Marauders or something. Also final thing one of my favorite things with your Rules is how your anti-denial/Pyskers is not by giving more Denys but making Pyskers hurt themselves

Well, in this codex as with (I believe) any of them (CSM, Thousand Sons, Death Guard), one can choose to take the daemons whether or not they're for summoning, but either way the army list doesn't have access to the full range of Codex: Daemons units. Only bloodletters, flesh hounds, skull cannons, and a unique unit - juggernauts.

Aaah good point! I can dig that, they would be very cool and thematic if summoned. Strategically, it would allow the player to choose which character to protect, and when. I believe I will add spawn back to the army list, in that case. Both serve a distinct purpose and the blood god definitely amuses himself from time to time by turning weaklings into screaming blobs of amalgamated flesh and claw.

 

As to your other points, I'll address them in a little bit. I'm doing math like a madman ATM. Building a damage spreadsheet... this is more work than it's probably worth, but for some reason I find it fun.

So Bloodletters and Juggarnauts are only in dex for summoning reasons? Then that is fine. The other issue here is that given the example given in Deathgaurd is Chaos Lords don’t gain the codex stats (DR and +1T). So I don’t think they should here either.

 

Instead you should make a sidegrade in vein of Lord of Plague’s. Unless that was the intention with the Bloodfather. Second I would have your new UU start with Chainswords but upgrade to Chainaxes.

 

The Chain Great Ax is the intention to double the models attack’s or only double actual successful hits (presumably so it stacks with Death to False)? If so I would write it as the following depending on your intention

“A model armed with this weapon an attack additional time equal to the number of attacks on its profile”

Or

“A model armed with this weapon may an additional time for each attack on profile”

 

If your intention was doubling roll to wounds based on successful to hits;

“When an attack made using this weapon successful hits, you make two roll to wounds instead of just one roll to wound”

 

And I maybe think about having regular Cultists. And potentially renaming blood cultists to Marauders or something. Also final thing one of my favorite things with your Rules is how your anti-denial/Pyskers is not by giving more Denys but making Pyskers hurt themselves

 

1.) I see your point regarding the Chaos Lord and the legion-related buffs being absent in Codex: Death Guard, but IMO this is a failure on GW's part. I could perhaps be convinced to drop the +1S depending on my analysis, but losing the legion trait is just "unfair." Taking a World Eaters lord in the CSM codex would give him that rule, so IMO he should have it in this book, as well. Another option is, as you say, to simply rename him and perhaps bump his points a tiny bit to compensate for the buff. This could be the most interesting choice, as re-rolling 1's to hit in both phases is not so valuable for a (nearly) pure CC army, and re-roll all hits in the Fight phase is already handled by the Bloodfather (Dark Apostle analogue of sorts).

- One idea is to remove the +1S Aura from the Warlord Traits table and give it to this new Lord of Khorne unit. Not bad. Though, what I don't like about this is that it makes the Lord less self-sufficient.  Perhaps he will re-roll his own 1's in CC, but it won't be an aura.

- For example:

Gorelord:
  • M6” WS2+ BS2+ S4 T4 A4 W5 Ld9 Sv3+
  • Bolt pistol, chainaxe, and frag/krak grenades.
  • This model may replace its bolt pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
  • This model may replace its chainsaxe with one item from the Pistols or Melee Weapons lists.
  • Sigil of Corruption: This model has a 4+ invulnerable save.
  • Consummate Warrior: You can re-roll hit rolls of 1 made for this model in the Fight phase.
  • Beacon of Hatred: Add 1 to the Strength characteristic of WORLD EATERS units within 8” of one or more models with this ability.
  • Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
  • Keywords: CHARACTER, INFANTRY, GORELORD

 

2.) The Chain greataxe's effect is intended to essentially double the model's attacks. I changed the wording to "Make 2 hit rolls for each attack with this weapon" for the sake of clarity.

 

3.) I like the idea of adding regular ol' Cultists to the army list. For the sake of unit diversity, if nothing else. And woe to them that underestimate 40 rapid-firing autoguns buffed with Veterans of the Long War.

In fairness Juggarnaut the Chaos Lord in Deathgaurd do gain legion trait (Rapid at 18). Perhaps in fairness, it would be better to say they don’t gain legion characteristic (the things built into the rules like DR and +1T). I don’t disagree with you I just think it should match GW for consistency reasons. Still I’d keep him in just minus strength buff. Making another character for the strength buff as an aura instead Warlord trait would I think be a good idea through.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.