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Eightbound

World Eaters
MODELMTSVINVWLDOC
Eightbound 10" 6 3+ 5 3 6+ 1

Ranged & Melee Weapons

WEAPONRANGEABS/WSSAPD
Chainblades Melee 5 3 8 -2 2

Abilities

[Core] 6"

Beacons of Rage (Aura) [Datasheet]

While a friendly WORLD EATERS unit is within 6" of this unit, each time a model in that unit makes a melee attack that targets a unit (excluding MONSTERS and VEHICLES), add 1 to the Hit roll. If that attack targets a unit (excluding MONSTERS and VEHICLES) that is Below Half-strength, add 1 to the Wound roll as well.

[Faction]

Leader

Unit Composition & Points

1 Eightbound Champion

2-5 Eightbound

3 models 135 pts
6 models 270 pts
KEYWORDS: Chaos Daemon Eightbound Infantry Khorne Possessed
FACTION KEYWORDS: World Eaters
Detachment Abilities (7)

Berzerker Warband →

Relentless Rage

The World Eaters fight in a perpetual fury, driven ever onward to slaughter all who stand in their p
Each time a World Eaters unit from your army makes a Charge move, until the end of the turn, add 1 to the Attacks characteristic and add 2 to the Strength characteristic of melee weapons equipped by models in that unit.

Boarding Butchers →

Focused Ferocity

In the close confines of shipboard warfare, with their battle cries reverberating along corpse-strew
Each time a WORLD EATERS unit from your army declares a charge, each target of that charge must take a Battle-shock test.

Goretrack Onslaught →

Rush to the Fray

The World Eaters use their vehicles to drive into the heart of the enemy before piling out of their
Each time a World Eaters unit from your army disembarks from a Transport, until the end of the turn, add 1 to Charge rolls made for that unit and that unit’s melee weapons have the [lance] ability.

Khorne Daemonkin →

Blood Tithe

To call forth the blood legions requires the spilling of oceans of crimson gore.
Each time a Blood Legions or World Eaters unit from your army destroys an enemy unit, roll one D6: on a 3+, you gain 1 Blood Tithe point (BTP). At the start of the Command phase, you can spend one or more of your BTP to activate one of the following abilities until the end of the battle:
  • Enraged Abjuration [2BTP]
    BLOOD LEGIONS and WORLD EATERS models from your army have the Feel No Pain 5+ ability against Psychic Attacks and mortal wounds.
  • Daemonic Rage [3BTP]
    Melee weapons equipped by BLOOD LEGIONS units from your army have the [lance] ability.
  • Boon of Blood [4BTP]
    BLOOD LEGIONS units from your army have a 4+ invulnerable save.
  • Might of Khorne [5BTP]
    BLOOD LEGIONS units from your army gain the Blessings of Khorne ability.

RESTRICTIONS
You can include the Blood Legions units in your army. The combined points cost of such units you can include in your army is:

Incursion: Up to 500 pts
Strike Force: Up to 1000 pts
Onslaught: Up to 1500 pts

No BLOOD LEGIONS model from your army can be your WARLORD.

Possessed Slaughterband →

Brazen Fury

Incoming fire serves only to fan the flames of daemonic fury, driving Khorne’s possessed into a mali
World Eaters Possessed units from your army have the following ability:

Brazen Fury: In your opponent’s Shooting phase, each time an enemy unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can make a Brazen Fury move. To do so, roll one D6: models in this unit move a number of inches up to this result, but this unit must end 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. This unit cannot make a Brazen Fury move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Brazen Fury move per phase.

Skullsworn →

Reap the Tally

Nothing, not even death, can prevent these ferocious killers from claiming the skulls that are the B
Each time a WORLD EATERS model from your army (excluding Khârn the Betrayer) is destroyed by a melee attack and it has not fought this phase, roll one D6: on a 5+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

Vessels of Wrath →

Wrath of Khorne

From storied conqueror to obscure squad leader, every Khornate champion treads a personal Path to Gl
At the start of the battle round, after activating Blessings of Khorne, you can select one or more models from your army from those listed below (including models that are embarked within Transports):
  • World Eaters Character (excluding Epic Heroes)
  • Eightbound Champion
  • Exalted Eightbound Champion
  • Khorne Berzerkers Champion
  • World Eaters Terminator Champion

You can select the same type of model multiple times. The maximum number of models you can select depends on the battle size, as follows:

Stratagems (270)

General

1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

Berzerker Warband →

1 CP

BLOOD OFFERING

Either player’s turn - Any phase
WHEN: Any phase.

TARGET: One World Eaters unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CP

BLOOD OFFERING

Either player’s turn - Any phase
WHEN: Any phase.

TARGET: One World Eaters unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CP

BLOOD OFFERING

Either player’s turn - Any phase
WHEN: Any phase.

TARGET: One World Eaters unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CP

BLOOD OFFERING

Either player’s turn - Any phase
WHEN: Any phase.

TARGET: One World Eaters unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CP

BLOOD OFFERING

Either player’s turn - Any phase
WHEN: Any phase.

TARGET: One World Eaters unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CP

BLOOD OFFERING

Either player’s turn - Any phase
WHEN: Any phase.

TARGET: One World Eaters unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
2 CP

FRENZIED RESILIENCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
2 CP

FRENZIED RESILIENCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
2 CP

FRENZIED RESILIENCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
2 CP

FRENZIED RESILIENCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
2 CP

FRENZIED RESILIENCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
2 CP

FRENZIED RESILIENCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1 CP

HACK AND SLASH

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters unit from your army that has not been selected to fight this phase and that made a charge move this turn.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.
1 CP

HACK AND SLASH

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters unit from your army that has not been selected to fight this phase and that made a charge move this turn.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.
1 CP

HACK AND SLASH

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters unit from your army that has not been selected to fight this phase and that made a charge move this turn.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.
1 CP

HACK AND SLASH

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters unit from your army that has not been selected to fight this phase and that made a charge move this turn.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.
1 CP

HACK AND SLASH

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters unit from your army that has not been selected to fight this phase and that made a charge move this turn.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.
1 CP

HACK AND SLASH

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters unit from your army that has not been selected to fight this phase and that made a charge move this turn.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.
1 CP

SKULLS FOR THE SKULL THRONE!

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS unit from your army destroys a CHARACTER or MONSTER model.

TARGET: That World Eaters unit.

EFFECT: Make a Blessings of Khorne roll and use the results to activate one Blessing of Khorne. Until the end of the battle round, that Blessing of Khorne is active in addition to any other Blessings of Khorne that are currently active.
1 CP

SKULLS FOR THE SKULL THRONE!

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS unit from your army destroys a CHARACTER or MONSTER model.

TARGET: That World Eaters unit.

EFFECT: Make a Blessings of Khorne roll and use the results to activate one Blessing of Khorne. Until the end of the battle round, that Blessing of Khorne is active in addition to any other Blessings of Khorne that are currently active.
1 CP

SKULLS FOR THE SKULL THRONE!

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS unit from your army destroys a CHARACTER or MONSTER model.

TARGET: That World Eaters unit.

EFFECT: Make a Blessings of Khorne roll and use the results to activate one Blessing of Khorne. Until the end of the battle round, that Blessing of Khorne is active in addition to any other Blessings of Khorne that are currently active.
1 CP

SKULLS FOR THE SKULL THRONE!

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS unit from your army destroys a CHARACTER or MONSTER model.

TARGET: That World Eaters unit.

EFFECT: Make a Blessings of Khorne roll and use the results to activate one Blessing of Khorne. Until the end of the battle round, that Blessing of Khorne is active in addition to any other Blessings of Khorne that are currently active.
1 CP

SKULLS FOR THE SKULL THRONE!

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS unit from your army destroys a CHARACTER or MONSTER model.

TARGET: That World Eaters unit.

EFFECT: Make a Blessings of Khorne roll and use the results to activate one Blessing of Khorne. Until the end of the battle round, that Blessing of Khorne is active in addition to any other Blessings of Khorne that are currently active.
1 CP

SKULLS FOR THE SKULL THRONE!

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS unit from your army destroys a CHARACTER or MONSTER model.

TARGET: That World Eaters unit.

EFFECT: Make a Blessings of Khorne roll and use the results to activate one Blessing of Khorne. Until the end of the battle round, that Blessing of Khorne is active in addition to any other Blessings of Khorne that are currently active.

Boarding Butchers →

1 CP

COWARDS’ BANE

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.

TARGET: One WORLD EATERS unit from your army (excluding JAKHAL units) within Engagement Range of that enemy unit.

EFFECT: Until the end of the phase, each time that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.
1 CP

COWARDS’ BANE

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.

TARGET: One WORLD EATERS unit from your army (excluding JAKHAL units) within Engagement Range of that enemy unit.

EFFECT: Until the end of the phase, each time that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.
1 CP

COWARDS’ BANE

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.

TARGET: One WORLD EATERS unit from your army (excluding JAKHAL units) within Engagement Range of that enemy unit.

EFFECT: Until the end of the phase, each time that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.
1 CP

COWARDS’ BANE

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.

TARGET: One WORLD EATERS unit from your army (excluding JAKHAL units) within Engagement Range of that enemy unit.

EFFECT: Until the end of the phase, each time that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.
1 CP

COWARDS’ BANE

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.

TARGET: One WORLD EATERS unit from your army (excluding JAKHAL units) within Engagement Range of that enemy unit.

EFFECT: Until the end of the phase, each time that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.
1 CP

COWARDS’ BANE

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.

TARGET: One WORLD EATERS unit from your army (excluding JAKHAL units) within Engagement Range of that enemy unit.

EFFECT: Until the end of the phase, each time that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.
1 CP

SAVAGE RESILIENCE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1 CP

SAVAGE RESILIENCE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1 CP

SAVAGE RESILIENCE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1 CP

SAVAGE RESILIENCE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1 CP

SAVAGE RESILIENCE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1 CP

SAVAGE RESILIENCE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1 CP

TERRIFYING SCREAMS

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS unit from your army destroys an enemy unit.

TARGET: That WORLD EATERS unit.

EFFECT: Until the end of your opponent’s next Command phase, subtract 1 from Battle-shock and Leadership tests taken for all enemy units.
1 CP

TERRIFYING SCREAMS

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS unit from your army destroys an enemy unit.

TARGET: That WORLD EATERS unit.

EFFECT: Until the end of your opponent’s next Command phase, subtract 1 from Battle-shock and Leadership tests taken for all enemy units.
1 CP

TERRIFYING SCREAMS

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS unit from your army destroys an enemy unit.

TARGET: That WORLD EATERS unit.

EFFECT: Until the end of your opponent’s next Command phase, subtract 1 from Battle-shock and Leadership tests taken for all enemy units.
1 CP

TERRIFYING SCREAMS

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS unit from your army destroys an enemy unit.

TARGET: That WORLD EATERS unit.

EFFECT: Until the end of your opponent’s next Command phase, subtract 1 from Battle-shock and Leadership tests taken for all enemy units.
1 CP

TERRIFYING SCREAMS

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS unit from your army destroys an enemy unit.

TARGET: That WORLD EATERS unit.

EFFECT: Until the end of your opponent’s next Command phase, subtract 1 from Battle-shock and Leadership tests taken for all enemy units.
1 CP

TERRIFYING SCREAMS

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS unit from your army destroys an enemy unit.

TARGET: That WORLD EATERS unit.

EFFECT: Until the end of your opponent’s next Command phase, subtract 1 from Battle-shock and Leadership tests taken for all enemy units.
1 CP

UNSTOPPABLE RAGE

Your turn - Movement phase
WHEN: Your Movement phase, just after a WORLD EATERS unit from your army (excluding JAKHAL units) opens a Hatchway.

TARGET: That WORLD EATERS unit.

EFFECT: For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Movement phase, that enemy unit is stunned. While a unit is stunned, each time a model in it makes an attack, subtract 1 from the Hit roll.
1 CP

UNSTOPPABLE RAGE

Your turn - Movement phase
WHEN: Your Movement phase, just after a WORLD EATERS unit from your army (excluding JAKHAL units) opens a Hatchway.

TARGET: That WORLD EATERS unit.

EFFECT: For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Movement phase, that enemy unit is stunned. While a unit is stunned, each time a model in it makes an attack, subtract 1 from the Hit roll.
1 CP

UNSTOPPABLE RAGE

Your turn - Movement phase
WHEN: Your Movement phase, just after a WORLD EATERS unit from your army (excluding JAKHAL units) opens a Hatchway.

TARGET: That WORLD EATERS unit.

EFFECT: For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Movement phase, that enemy unit is stunned. While a unit is stunned, each time a model in it makes an attack, subtract 1 from the Hit roll.
1 CP

UNSTOPPABLE RAGE

Your turn - Movement phase
WHEN: Your Movement phase, just after a WORLD EATERS unit from your army (excluding JAKHAL units) opens a Hatchway.

TARGET: That WORLD EATERS unit.

EFFECT: For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Movement phase, that enemy unit is stunned. While a unit is stunned, each time a model in it makes an attack, subtract 1 from the Hit roll.
1 CP

UNSTOPPABLE RAGE

Your turn - Movement phase
WHEN: Your Movement phase, just after a WORLD EATERS unit from your army (excluding JAKHAL units) opens a Hatchway.

TARGET: That WORLD EATERS unit.

EFFECT: For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Movement phase, that enemy unit is stunned. While a unit is stunned, each time a model in it makes an attack, subtract 1 from the Hit roll.
1 CP

UNSTOPPABLE RAGE

Your turn - Movement phase
WHEN: Your Movement phase, just after a WORLD EATERS unit from your army (excluding JAKHAL units) opens a Hatchway.

TARGET: That WORLD EATERS unit.

EFFECT: For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Movement phase, that enemy unit is stunned. While a unit is stunned, each time a model in it makes an attack, subtract 1 from the Hit roll.

Goretrack Onslaught →

1 CP

ENDLESS PURSUIT OF VIOLENCE

Either player’s turn - Shooting or Fight phase
WHEN: End of the Fight phase.

TARGET: One World Eaters Infantry unit from your army and one friendly Transport that it is able to embark within.

EFFECT: If your WORLD EATERS INFANTRY unit is wholly within 6" of that TRANSPORT, it can embark within it.
1 CP

ENDLESS PURSUIT OF VIOLENCE

Either player’s turn - Shooting or Fight phase
WHEN: End of the Fight phase.

TARGET: One World Eaters Infantry unit from your army and one friendly Transport that it is able to embark within.

EFFECT: If your WORLD EATERS INFANTRY unit is wholly within 6" of that TRANSPORT, it can embark within it.
1 CP

ENDLESS PURSUIT OF VIOLENCE

Either player’s turn - Shooting or Fight phase
WHEN: End of the Fight phase.

TARGET: One World Eaters Infantry unit from your army and one friendly Transport that it is able to embark within.

EFFECT: If your WORLD EATERS INFANTRY unit is wholly within 6" of that TRANSPORT, it can embark within it.
1 CP

ENDLESS PURSUIT OF VIOLENCE

Either player’s turn - Shooting or Fight phase
WHEN: End of the Fight phase.

TARGET: One World Eaters Infantry unit from your army and one friendly Transport that it is able to embark within.

EFFECT: If your WORLD EATERS INFANTRY unit is wholly within 6" of that TRANSPORT, it can embark within it.
1 CP

ENDLESS PURSUIT OF VIOLENCE

Either player’s turn - Shooting or Fight phase
WHEN: End of the Fight phase.

TARGET: One World Eaters Infantry unit from your army and one friendly Transport that it is able to embark within.

EFFECT: If your WORLD EATERS INFANTRY unit is wholly within 6" of that TRANSPORT, it can embark within it.
1 CP

ENDLESS PURSUIT OF VIOLENCE

Either player’s turn - Shooting or Fight phase
WHEN: End of the Fight phase.

TARGET: One World Eaters Infantry unit from your army and one friendly Transport that it is able to embark within.

EFFECT: If your WORLD EATERS INFANTRY unit is wholly within 6" of that TRANSPORT, it can embark within it.

Khorne Daemonkin →

1 CP

A WORTHY SKULL

Either player’s turn - Fight phase
WHEN: Fight phase, just after a Blood Legions or World Eaters unit from your army has fought, and one or more enemy CHARACTER or MONSTER models were destroyed as a result of those attacks.

TARGET: That BLOOD LEGIONS or WORLD EATERS unit.

EFFECT: You gain D3BTP and you can then spend one or more BTP you have to activate one of the Blood Tithe abilities.
1 CP

A WORTHY SKULL

Either player’s turn - Fight phase
WHEN: Fight phase, just after a Blood Legions or World Eaters unit from your army has fought, and one or more enemy CHARACTER or MONSTER models were destroyed as a result of those attacks.

TARGET: That BLOOD LEGIONS or WORLD EATERS unit.

EFFECT: You gain D3BTP and you can then spend one or more BTP you have to activate one of the Blood Tithe abilities.
1 CP

A WORTHY SKULL

Either player’s turn - Fight phase
WHEN: Fight phase, just after a Blood Legions or World Eaters unit from your army has fought, and one or more enemy CHARACTER or MONSTER models were destroyed as a result of those attacks.

TARGET: That BLOOD LEGIONS or WORLD EATERS unit.

EFFECT: You gain D3BTP and you can then spend one or more BTP you have to activate one of the Blood Tithe abilities.
1 CP

A WORTHY SKULL

Either player’s turn - Fight phase
WHEN: Fight phase, just after a Blood Legions or World Eaters unit from your army has fought, and one or more enemy CHARACTER or MONSTER models were destroyed as a result of those attacks.

TARGET: That BLOOD LEGIONS or WORLD EATERS unit.

EFFECT: You gain D3BTP and you can then spend one or more BTP you have to activate one of the Blood Tithe abilities.
1 CP

A WORTHY SKULL

Either player’s turn - Fight phase
WHEN: Fight phase, just after a Blood Legions or World Eaters unit from your army has fought, and one or more enemy CHARACTER or MONSTER models were destroyed as a result of those attacks.

TARGET: That BLOOD LEGIONS or WORLD EATERS unit.

EFFECT: You gain D3BTP and you can then spend one or more BTP you have to activate one of the Blood Tithe abilities.
1 CP

A WORTHY SKULL

Either player’s turn - Fight phase
WHEN: Fight phase, just after a Blood Legions or World Eaters unit from your army has fought, and one or more enemy CHARACTER or MONSTER models were destroyed as a result of those attacks.

TARGET: That BLOOD LEGIONS or WORLD EATERS unit.

EFFECT: You gain D3BTP and you can then spend one or more BTP you have to activate one of the Blood Tithe abilities.
1 CP

DAEMONTIDE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One World Eaters unit from your army.

EFFECT: Select one friendly Blood Legions unit within 6" of your unit. One destroyed Mounted model, up to D3 destroyed Beast models, or up to D6 destroyed Infantry models are returned to that BLOOD LEGIONS unit with their full wounds remaining.

RESTRICTIONS: This Stratagem cannot be used to return destroyed Character models to Attached units.
1 CP

DAEMONTIDE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One World Eaters unit from your army.

EFFECT: Select one friendly Blood Legions unit within 6" of your unit. One destroyed Mounted model, up to D3 destroyed Beast models, or up to D6 destroyed Infantry models are returned to that BLOOD LEGIONS unit with their full wounds remaining.

RESTRICTIONS: This Stratagem cannot be used to return destroyed Character models to Attached units.
1 CP

DAEMONTIDE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One World Eaters unit from your army.

EFFECT: Select one friendly Blood Legions unit within 6" of your unit. One destroyed Mounted model, up to D3 destroyed Beast models, or up to D6 destroyed Infantry models are returned to that BLOOD LEGIONS unit with their full wounds remaining.

RESTRICTIONS: This Stratagem cannot be used to return destroyed Character models to Attached units.
1 CP

DAEMONTIDE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One World Eaters unit from your army.

EFFECT: Select one friendly Blood Legions unit within 6" of your unit. One destroyed Mounted model, up to D3 destroyed Beast models, or up to D6 destroyed Infantry models are returned to that BLOOD LEGIONS unit with their full wounds remaining.

RESTRICTIONS: This Stratagem cannot be used to return destroyed Character models to Attached units.
1 CP

DAEMONTIDE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One World Eaters unit from your army.

EFFECT: Select one friendly Blood Legions unit within 6" of your unit. One destroyed Mounted model, up to D3 destroyed Beast models, or up to D6 destroyed Infantry models are returned to that BLOOD LEGIONS unit with their full wounds remaining.

RESTRICTIONS: This Stratagem cannot be used to return destroyed Character models to Attached units.
1 CP

DAEMONTIDE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One World Eaters unit from your army.

EFFECT: Select one friendly Blood Legions unit within 6" of your unit. One destroyed Mounted model, up to D3 destroyed Beast models, or up to D6 destroyed Infantry models are returned to that BLOOD LEGIONS unit with their full wounds remaining.

RESTRICTIONS: This Stratagem cannot be used to return destroyed Character models to Attached units.

Possessed Slaughterband →

2 CP

DAEMONIC RESISTANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
2 CP

DAEMONIC RESISTANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
2 CP

DAEMONIC RESISTANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
2 CP

DAEMONIC RESISTANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
2 CP

DAEMONIC RESISTANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
2 CP

DAEMONIC RESISTANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
1 CP

DAEMONIC STRENGTH

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters Possessed unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time an attack made by a model in your unit is allocated to an enemy model, if your unit has the Eightbound keyword and that enemy model is not a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack. If your unit has the Exalted Eightbound keyword and that enemy model is a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack instead.
1 CP

DAEMONIC STRENGTH

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters Possessed unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time an attack made by a model in your unit is allocated to an enemy model, if your unit has the Eightbound keyword and that enemy model is not a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack. If your unit has the Exalted Eightbound keyword and that enemy model is a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack instead.
1 CP

DAEMONIC STRENGTH

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters Possessed unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time an attack made by a model in your unit is allocated to an enemy model, if your unit has the Eightbound keyword and that enemy model is not a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack. If your unit has the Exalted Eightbound keyword and that enemy model is a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack instead.
1 CP

DAEMONIC STRENGTH

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters Possessed unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time an attack made by a model in your unit is allocated to an enemy model, if your unit has the Eightbound keyword and that enemy model is not a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack. If your unit has the Exalted Eightbound keyword and that enemy model is a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack instead.
1 CP

DAEMONIC STRENGTH

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters Possessed unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time an attack made by a model in your unit is allocated to an enemy model, if your unit has the Eightbound keyword and that enemy model is not a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack. If your unit has the Exalted Eightbound keyword and that enemy model is a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack instead.
1 CP

DAEMONIC STRENGTH

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters Possessed unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time an attack made by a model in your unit is allocated to an enemy model, if your unit has the Eightbound keyword and that enemy model is not a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack. If your unit has the Exalted Eightbound keyword and that enemy model is a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack instead.
1 CP

HORRIFYING VIOLENCE

Opponent’s turn - Command phase
WHEN: Your opponent’s Command phase.

TARGET: One World Eaters Possessed unit from your army.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.
1 CP

HORRIFYING VIOLENCE

Opponent’s turn - Command phase
WHEN: Your opponent’s Command phase.

TARGET: One World Eaters Possessed unit from your army.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.
1 CP

HORRIFYING VIOLENCE

Opponent’s turn - Command phase
WHEN: Your opponent’s Command phase.

TARGET: One World Eaters Possessed unit from your army.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.
1 CP

HORRIFYING VIOLENCE

Opponent’s turn - Command phase
WHEN: Your opponent’s Command phase.

TARGET: One World Eaters Possessed unit from your army.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.
1 CP

HORRIFYING VIOLENCE

Opponent’s turn - Command phase
WHEN: Your opponent’s Command phase.

TARGET: One World Eaters Possessed unit from your army.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.
1 CP

HORRIFYING VIOLENCE

Opponent’s turn - Command phase
WHEN: Your opponent’s Command phase.

TARGET: One World Eaters Possessed unit from your army.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.
2 CP

IMMORTAL FURY

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, 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.
2 CP

IMMORTAL FURY

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, 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.
2 CP

IMMORTAL FURY

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, 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.
2 CP

IMMORTAL FURY

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, 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.
2 CP

IMMORTAL FURY

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, 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.
2 CP

IMMORTAL FURY

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, 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.
1 CP

WARP STALKERS

Your turn - Movement or Charge phase
WHEN: Your Movement phase or your Charge phase.

TARGET: One World Eaters Possessed unit from your army that has not been selected to move or declare a charge this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but, unless that move was a Charge move, it cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
1 CP

WARP STALKERS

Your turn - Movement or Charge phase
WHEN: Your Movement phase or your Charge phase.

TARGET: One World Eaters Possessed unit from your army that has not been selected to move or declare a charge this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but, unless that move was a Charge move, it cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
1 CP

WARP STALKERS

Your turn - Movement or Charge phase
WHEN: Your Movement phase or your Charge phase.

TARGET: One World Eaters Possessed unit from your army that has not been selected to move or declare a charge this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but, unless that move was a Charge move, it cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
1 CP

WARP STALKERS

Your turn - Movement or Charge phase
WHEN: Your Movement phase or your Charge phase.

TARGET: One World Eaters Possessed unit from your army that has not been selected to move or declare a charge this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but, unless that move was a Charge move, it cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
1 CP

WARP STALKERS

Your turn - Movement or Charge phase
WHEN: Your Movement phase or your Charge phase.

TARGET: One World Eaters Possessed unit from your army that has not been selected to move or declare a charge this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but, unless that move was a Charge move, it cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
1 CP

WARP STALKERS

Your turn - Movement or Charge phase
WHEN: Your Movement phase or your Charge phase.

TARGET: One World Eaters Possessed unit from your army that has not been selected to move or declare a charge this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but, unless that move was a Charge move, it cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.

Skullsworn →

1 CP

BLOOD RITE

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army destroys an enemy unit.

TARGET: That unit.

EFFECT: Select one objective marker that your unit or the destroyed unit was within range of at the start of the phase. That objective marker is Secured by your army.
1 CP

BLOOD RITE

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army destroys an enemy unit.

TARGET: That unit.

EFFECT: Select one objective marker that your unit or the destroyed unit was within range of at the start of the phase. That objective marker is Secured by your army.
1 CP

BLOOD RITE

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army destroys an enemy unit.

TARGET: That unit.

EFFECT: Select one objective marker that your unit or the destroyed unit was within range of at the start of the phase. That objective marker is Secured by your army.
1 CP

BLOOD RITE

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army destroys an enemy unit.

TARGET: That unit.

EFFECT: Select one objective marker that your unit or the destroyed unit was within range of at the start of the phase. That objective marker is Secured by your army.
1 CP

BLOOD RITE

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army destroys an enemy unit.

TARGET: That unit.

EFFECT: Select one objective marker that your unit or the destroyed unit was within range of at the start of the phase. That objective marker is Secured by your army.
1 CP

BLOOD RITE

Either player’s turn - Fight phase
WHEN: Fight phase, just after a WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army destroys an enemy unit.

TARGET: That unit.

EFFECT: Select one objective marker that your unit or the destroyed unit was within range of at the start of the phase. That objective marker is Secured by your army.
1 CP

FURIOUS MOMENTUM

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One WORLD EATERS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
1 CP

FURIOUS MOMENTUM

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One WORLD EATERS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
1 CP

FURIOUS MOMENTUM

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One WORLD EATERS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
1 CP

FURIOUS MOMENTUM

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One WORLD EATERS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
1 CP

FURIOUS MOMENTUM

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One WORLD EATERS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
1 CP

FURIOUS MOMENTUM

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One WORLD EATERS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
1 CP

RUINOUS RAMPAGE

Your turn - Movement or Charge phase
WHEN: Your Movement or Charge phase.

TARGET: One WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army that has not been selected to move this phase and has not declared a charge this phase.

EFFECT: Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.

RESTRICTIONS: You can only use this Stratagem once per turn.
1 CP

RUINOUS RAMPAGE

Your turn - Movement or Charge phase
WHEN: Your Movement or Charge phase.

TARGET: One WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army that has not been selected to move this phase and has not declared a charge this phase.

EFFECT: Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.

RESTRICTIONS: You can only use this Stratagem once per turn.
1 CP

RUINOUS RAMPAGE

Your turn - Movement or Charge phase
WHEN: Your Movement or Charge phase.

TARGET: One WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army that has not been selected to move this phase and has not declared a charge this phase.

EFFECT: Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.

RESTRICTIONS: You can only use this Stratagem once per turn.
1 CP

RUINOUS RAMPAGE

Your turn - Movement or Charge phase
WHEN: Your Movement or Charge phase.

TARGET: One WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army that has not been selected to move this phase and has not declared a charge this phase.

EFFECT: Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.

RESTRICTIONS: You can only use this Stratagem once per turn.
1 CP

RUINOUS RAMPAGE

Your turn - Movement or Charge phase
WHEN: Your Movement or Charge phase.

TARGET: One WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army that has not been selected to move this phase and has not declared a charge this phase.

EFFECT: Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.

RESTRICTIONS: You can only use this Stratagem once per turn.
1 CP

RUINOUS RAMPAGE

Your turn - Movement or Charge phase
WHEN: Your Movement or Charge phase.

TARGET: One WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army that has not been selected to move this phase and has not declared a charge this phase.

EFFECT: Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.

RESTRICTIONS: You can only use this Stratagem once per turn.
1 CP

SHOCKING ONSLAUGHT

Opponent’s turn - Movement or Charge phase
WHEN: Your Movement or Charge phase, just after an enemy unit is selected to fire Overwatch.

TARGET: One WORLD EATERS unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit is selected to fire Overwatch, it must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit cannot fire Overwatch at your unit this phase.
1 CP

SHOCKING ONSLAUGHT

Opponent’s turn - Movement or Charge phase
WHEN: Your Movement or Charge phase, just after an enemy unit is selected to fire Overwatch.

TARGET: One WORLD EATERS unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit is selected to fire Overwatch, it must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit cannot fire Overwatch at your unit this phase.
1 CP

SHOCKING ONSLAUGHT

Opponent’s turn - Movement or Charge phase
WHEN: Your Movement or Charge phase, just after an enemy unit is selected to fire Overwatch.

TARGET: One WORLD EATERS unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit is selected to fire Overwatch, it must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit cannot fire Overwatch at your unit this phase.
1 CP

SHOCKING ONSLAUGHT

Opponent’s turn - Movement or Charge phase
WHEN: Your Movement or Charge phase, just after an enemy unit is selected to fire Overwatch.

TARGET: One WORLD EATERS unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit is selected to fire Overwatch, it must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit cannot fire Overwatch at your unit this phase.
1 CP

SHOCKING ONSLAUGHT

Opponent’s turn - Movement or Charge phase
WHEN: Your Movement or Charge phase, just after an enemy unit is selected to fire Overwatch.

TARGET: One WORLD EATERS unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit is selected to fire Overwatch, it must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit cannot fire Overwatch at your unit this phase.
1 CP

SHOCKING ONSLAUGHT

Opponent’s turn - Movement or Charge phase
WHEN: Your Movement or Charge phase, just after an enemy unit is selected to fire Overwatch.

TARGET: One WORLD EATERS unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit is selected to fire Overwatch, it must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit cannot fire Overwatch at your unit this phase.

Vessels of Wrath →

1 CP

BRAZEN CONTEMPT

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll, or, if it is a VESSEL OF WRATH unit, subtract 1 from the Wound roll instead.
1 CP

BRAZEN CONTEMPT

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll, or, if it is a VESSEL OF WRATH unit, subtract 1 from the Wound roll instead.
1 CP

BRAZEN CONTEMPT

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll, or, if it is a VESSEL OF WRATH unit, subtract 1 from the Wound roll instead.
1 CP

BRAZEN CONTEMPT

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll, or, if it is a VESSEL OF WRATH unit, subtract 1 from the Wound roll instead.
1 CP

BRAZEN CONTEMPT

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll, or, if it is a VESSEL OF WRATH unit, subtract 1 from the Wound roll instead.
1 CP

BRAZEN CONTEMPT

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll, or, if it is a VESSEL OF WRATH unit, subtract 1 from the Wound roll instead.
1 CP

GORY DEDICATION

Either player’s turn - Fight phase
WHEN: End of the Fight phase.

TARGET: One WORLD EATERS unit from your army that destroyed one or more enemy models with a melee attack this phase.

EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CP

GORY DEDICATION

Either player’s turn - Fight phase
WHEN: End of the Fight phase.

TARGET: One WORLD EATERS unit from your army that destroyed one or more enemy models with a melee attack this phase.

EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CP

GORY DEDICATION

Either player’s turn - Fight phase
WHEN: End of the Fight phase.

TARGET: One WORLD EATERS unit from your army that destroyed one or more enemy models with a melee attack this phase.

EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CP

GORY DEDICATION

Either player’s turn - Fight phase
WHEN: End of the Fight phase.

TARGET: One WORLD EATERS unit from your army that destroyed one or more enemy models with a melee attack this phase.

EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CP

GORY DEDICATION

Either player’s turn - Fight phase
WHEN: End of the Fight phase.

TARGET: One WORLD EATERS unit from your army that destroyed one or more enemy models with a melee attack this phase.

EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CP

GORY DEDICATION

Either player’s turn - Fight phase
WHEN: End of the Fight phase.

TARGET: One WORLD EATERS unit from your army that destroyed one or more enemy models with a melee attack this phase.

EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CP

MEET FORCE WITH FORCE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that lost one or more wounds as a result of those attacks.

EFFECT: Your unit can make a Blood Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end 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. If your unit is a Khorne Berzerkers or VESSEL OF WRATH unit, you can re-roll the D6 to determine how far your unit can move.
1 CP

MEET FORCE WITH FORCE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that lost one or more wounds as a result of those attacks.

EFFECT: Your unit can make a Blood Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end 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. If your unit is a Khorne Berzerkers or VESSEL OF WRATH unit, you can re-roll the D6 to determine how far your unit can move.
1 CP

MEET FORCE WITH FORCE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that lost one or more wounds as a result of those attacks.

EFFECT: Your unit can make a Blood Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end 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. If your unit is a Khorne Berzerkers or VESSEL OF WRATH unit, you can re-roll the D6 to determine how far your unit can move.
1 CP

MEET FORCE WITH FORCE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that lost one or more wounds as a result of those attacks.

EFFECT: Your unit can make a Blood Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end 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. If your unit is a Khorne Berzerkers or VESSEL OF WRATH unit, you can re-roll the D6 to determine how far your unit can move.
1 CP

MEET FORCE WITH FORCE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that lost one or more wounds as a result of those attacks.

EFFECT: Your unit can make a Blood Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end 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. If your unit is a Khorne Berzerkers or VESSEL OF WRATH unit, you can re-roll the D6 to determine how far your unit can move.
1 CP

MEET FORCE WITH FORCE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that lost one or more wounds as a result of those attacks.

EFFECT: Your unit can make a Blood Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end 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. If your unit is a Khorne Berzerkers or VESSEL OF WRATH unit, you can re-roll the D6 to determine how far your unit can move.
1 CP

OVERSHADOWED BY NONE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.
1 CP

OVERSHADOWED BY NONE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.
1 CP

OVERSHADOWED BY NONE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.
1 CP

OVERSHADOWED BY NONE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.
1 CP

OVERSHADOWED BY NONE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.
1 CP

OVERSHADOWED BY NONE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.
1 CP

PUNISH THE CRAVEN

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.

TARGET: One World Eaters Infantry or World Eaters Daemon Prince unit from your army within Engagement Range of that enemy unit.

EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if your unit is a VESSEL OF WRATH unit, subtract 1 from each of those tests.
1 CP

PUNISH THE CRAVEN

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.

TARGET: One World Eaters Infantry or World Eaters Daemon Prince unit from your army within Engagement Range of that enemy unit.

EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if your unit is a VESSEL OF WRATH unit, subtract 1 from each of those tests.
1 CP

PUNISH THE CRAVEN

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.

TARGET: One World Eaters Infantry or World Eaters Daemon Prince unit from your army within Engagement Range of that enemy unit.

EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if your unit is a VESSEL OF WRATH unit, subtract 1 from each of those tests.
1 CP

PUNISH THE CRAVEN

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.

TARGET: One World Eaters Infantry or World Eaters Daemon Prince unit from your army within Engagement Range of that enemy unit.

EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if your unit is a VESSEL OF WRATH unit, subtract 1 from each of those tests.
1 CP

PUNISH THE CRAVEN

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.

TARGET: One World Eaters Infantry or World Eaters Daemon Prince unit from your army within Engagement Range of that enemy unit.

EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if your unit is a VESSEL OF WRATH unit, subtract 1 from each of those tests.
1 CP

PUNISH THE CRAVEN

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.

TARGET: One World Eaters Infantry or World Eaters Daemon Prince unit from your army within Engagement Range of that enemy unit.

EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if your unit is a VESSEL OF WRATH unit, subtract 1 from each of those tests.