World Eaters Quick Ref
World Eaters Quick Ref
DAEMONS OF CHAOS
FORMATION UNITS POINTS COST
Lesser Daemon Pool Add any number of Lesser Daemons 15 each
Greater Daemon Pool Add any number of Greater Daemons 50 each
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CODEX CHAOS SPACE MARINES – WORLD EATERS
Strategy Rating: 4 Initiative: 1+ (Daemonic Artillery, Daemonic Assault Engines, Brass Scorpions and Lord of Battles 2+)
Name Type Speed Armour CC FF Weapons Range Firepower Notes
Chaos Space Marine Warlord CH n/a n/a n/a n/a Daemon Weapon (base contact) Assault Wpns, MW, EA (+1) Invulnerable Save, Supreme Commander
Chaos Space Marine Lord CH n/a n/a n/a n/a Daemon Weapon (base contact) Assault Wpns, MW, EA (+1) Invulnerable Save, Commander, Leader
Chaos Space Marine Champion CH n/a n/a n/a n/a Daemonic Artefact (base contact) Assault Wpns, EA (+1), First Str Augment Summoning (2D3), Invulnerable Save
Sacrifice to gain Augment Summoning (6)
Chaos Space Marine Icon Bearer CH n/a n/a n/a n/a - - - Daemonic Focus, Invulnerable Save, Leader
World Eaters Daemon Prince Inf 15cm (30cm) 3+ (4+) 2+ 4+ Possessed Weapon (base contact) Assault Wpns, MW, EA (+2) Commander, Fearless, Leader, Reinforced Armour, Teleport.
Daemon Weapon (base contact) Assault Wpns, MW, EA (+1) May have wings for speed 30cm, Armour 4+
World Eaters Terminators Inf 15cm 4+ 2+ 4+ Combi-Bolters (15cm) Small Arms Fearless, Reinforced Armour, Teleport, Thick Rear Armour,
Power Weapons (base contact) Assault Wpns, MW, EA (+1) Blood for the Blood God
World Eaters Bikes Inf 35cm 4+ 2+ 4+ Combi-Bolters (15cm) Small Arms Fearless, Mounted
Chain Axes (base contact) Assault Wpns
Berzerkers Inf 15cm 4+ 2+ 5+ Bolt Pistols (15cm) Small Arms Fearless, Blood for the Blood God
Chain Axes (base contact) Assault Wpns
Chaos Juggernaughts Inf 20cm 4+ 3+ 6+ Chain Axes (base contact) Assault Wpns Fearless, Infiltrators, Invulnerable Save, Mounted, Walker
Juggernaughts (base contact) Assault Wpns, EA (+1)
World Eaters Destroyers Inf 15cm 4+ 5+ 4+ Rad Weapons 30cm AP4+/AT6+, Disrupt Fearless
World Eaters Daemonic Transport AV 20cm 5+ 5+ 5+ Daemonic Claws (base contact) Assault Wpns Reinforced Armour, Invulnerable Save, Fearless, Infiltrate,
Hell Battery 30cm AP5+/AT6+ Transport (up to three: Berzerkers or Destroyers)
Chaos Dreadnought AV 15cm 4+ 4+ 4+ Power Fist (base contact) Assault Wpns, MW, EA (+1) Fearless, Walker
Twin Autocannons 45cm AP4+/AT5+
Chaos Space Marine Rhino AV 30cm 5+ 6+ 6+ Twin Bolters (15cm) Small Arms Transport (up to two: Chaos Space Marines, Berzerkers or
Destroyers)
Chaos Space Marine Predator AV 30cm 4+ 6+ 5+ 2 × Heavy Bolter 30cm AP5+ -
Twin Lascannons 45cm AT4+
Chaos Space Marine Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolters 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport (one World
2 × Twin Lascannons 45cm AT4+ Eaters Terminator or up to two: Berzerkers or Destroyers)
Chaos Space Marine Vindicator AV 25cm 4+ 6+ 4+ Demolisher Cannon 30cm AP3+/AT4+, Ignore Cover Walker
World Eaters Defiler AV 20cm 4+ 2+ 4+ Power Scythe (base contact) Assault Wpns Fearless, Infiltrator, Invulnerable Save, Walker
Skull Cannon 45cm AP4+/AT4+
Battle Claws (base contact) Assault Wpns, MW, EA (+1)
Raging Fire 45cm 2 x AA 6+
Twin Heavy Flamers 15cm AP3+, Ignore Cover
and (15cm) Small Arms, Ignore Cover
Cannon of Khorne AV 15cm 4+ 6+ 4+ Hellfire Cannon 75cm MW4+ Fearless, Invulnerable Save
Daemonic Assault Engine AV 25cm 4+ 3+ 5+ Daemonic Blades (base contact) Assault Wpns, EA (+D3) Fearless, Reinforced Armour, Daemonic Rage
Blood Cannon 30cm 2 × AP4+/AT5+
Brass Scorpion WE 20cm 5+ 3+ 3+ Massive Claws (base contact) Assault Wpns, EA (+1), MW Fearless, Invulnerable Save, Infiltrator, Reinforced Armour,
Scorpion Cannon 30cm 2 × AP3+/AT5+ Walker, Daemonic Rage.
Demolisher Cannon 30cm AP3+/AT4+, Ignore Cover Dam Cap: 2
2 × Hellmaw 15cm AP4+, Ignore Cover Crit: Destroyed
Chaos Lord of Battles WE 25cm 4+ 2+ 4+ Chainfist (base contact) Assault Wpns, EA (+3), MW Fearless, Reinforced Armour, Thick Rear Armour, Blood for
Death Storm 45cm 4 × AP4+/AT4+ the Blood God, Daemonic Rage.
2 × Battlecannons 75cm AP4+/AT4+ Dam Cap: 6
Crit: +1 dam, rampages 3D6cm in random direction, models
contacted hit on 4+.
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WORLD EATERS – CHAOS TITAN LEGION SUPPORT
Strategy Rating: 4 Initiative: 1+
Name Type Speed Armour CC FF Weapons Range Firepower Notes
Chaos Ravager Titan WE 20cm 4+ 3+ 4+ Battle Head (15cm) Small Arms, EA (+2), FF Arc Fearless, Reinforced Armour, Walker, May step over units and
Doom Burner 45cm MW2+, TK (D3), Ignore Cover, FF Arc terrain lower than knees and 2cm across.
2 × Death Storm 45cm 4 × AP4+/AT4+, F Arc Dam Cap: 6, Void Shields: 4
Tail 75cm AP4+/AT4+ Crit: Roll a D6 every turn: on 1 destroyed, units within 5cm hit
on 5+, on 2-3 +1 dam, on 4-6 repaired no further trouble.
and (15cm) Small Arms, EA (+1)
Chaos Banelord Titan WE 15cm 4+ 2+ 4+ Battle Head (15cm) Small Arms, EA (+2), FF Arc Fearless, Reinforced Armour, Thick Rear Armour, Walker, May
Doom Fist 45cm 4 × AP4+/AT4+, F Arc step over units and terrain lower than knees and 2cm across.
and (base contact) Assault Wpn, TK (D3), EA (+2), F Arc Dam Cap: 8, Void Shields: 6
6 × Havoc Missile 60cm 2BP, Indirect Fire, Single Shot, F Arc Crit: +1 dam, rampages 3D6cm in random direction, models
contacted hit on 4+.
Hellstrike Cannon 60cm 3BP, MW, Ignore Cover, F Arc
Tail 75cm AP4+/AT4+
and (15cm) Small Arms, EA (+1)
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World Eaters Special Rules
Summoned Units Formations that purchase the Daemonic Pact upgrade, or units with this ability, allow the Chaos player to summon daemons to the battlefield. To summon Daemons the player must also have a Daemonic
pool from which to summon. This pool contains two sections, one for lesser daemons and one for greater daemons and is not faction specific. The size of such pools must be visible to all players at all times
and it is suggested that either tokens or dice are used to indicate the size of each pool available. As daemons are summoned the pool must be changed to reflect its current size.
To summon daemons the Chaos player chooses a formation with a daemonic pact and declares its intention to summon before any action roll is made. The player then rolls 2D3 to generate the number of
summoning points available for this formation. The number of points required to summon each type of daemonic unit will be noted on its data sheet. The formation may then summon daemons up to the
number of summoning points generated, up to the number of points left in the daemonic pool. Any points not used are lost.
The faction of the summoning formation determines what type of daemons may be summoned; all formations in a World Eaters army belong to the Khorne faction.
Khorne: Bloodthirster, Bloodletters, Flesh Hounds
Players may only have one greater daemon for a given faction on the table at a time. Summoned units must be set up within 5cm of a non-summoned unit in the summoning formation. They cannot be
placed in enemy zones of control or impassable terrain.
Summoned units become part of the summoning formation for all rules purposes as long as they remain on the battlefield. Summoned units do not cause blast markers when they are destroyed, however
daemonic units killed in an assault count towards the number of units killed when calculating the modifiers for assault resolution. Summoned units that are destroyed are removed from play and the
summoning cost of each unit is lost from the player’s daemonic pool.
Summoned units remain in play until the end phase of the turn in which they were summoned. After all formations have attempted to rally any summoned units are removed from play and returned to the
daemonic pool. This may cause the formation to break as it may now have equal or more blast markers than its number of units. Greater Daemons returned to the Greater daemon pool keep any damage
points taken and do not heal these points while off board. When summoned subsequently they maintain this damage.
When a formation breaks all of its summoned units are destroyed. When calculating victory points, the Lesser Daemon pool scores half points if the pool has less than or equal to half (round up) its original
number of daemons remaining. The Lesser Daemon pool scores full points if the pool has less than or equal to a quarter (round up) its daemons remaining. Treat Greater Daemons as war engines for the
purpose of calculating victory points.
Favour of the Gods In the strategy phase of each turn if the World Eaters player rolls a 6 they are rewarded with 1D3 summoning points to add to any lesser daemon pool, however, if they roll a 1 then they lose 1D3 summoning
points from any lesser daemon pool.
Augment Units with the Augment Summoning ability add to the dice roll when their formation summons daemons. For example a unit with Augment Summoning (2D3) would give its formation 4D3 summoning
Summoning points when it summons daemons and a unit with Augment Summoning (6) would give its formation 2D3 + 6 summoning points.
Daemonic Focus Any formation with a unit with the Daemonic Focus ability may elect to keep any or all summoned units in play in the end phase. Broken formations may not use this ability as any daemons summoned by
this formation are lost when the formation breaks.
Daemonic Rage Any formation with a unit with the Daemonic Rage ability receives a +1 modifier to their action test roll when attempting an Engage action.
Dreadclaws Dreadclaws allow a chaos formation to enter play using the planetfall rules if a spaceship has been purchased to carry them. Units in a formation with Dreadclaws deploy using the planetfall rules but do not
roll for scatter. Place the first unit within 15cm of the pre-plotted drop zone co-ordinates and place all other units in the formation within 15cm of this unit and in coherency. Units may not be placed in
impassable terrain or enemy zones of control. The following may be deployed in Dreadclaws: Chaos Dreadnoughts and Berzerkers.
Chaos Lords Chaos Space Marine Lord Characters may only be added to core units within a formation. They may not be added to any upgrade units purchased for a formation.
Blood for the Blood When a formation declares an Engage action, units with this rule may add an additional 15cm to their charge move, providing every unit with this rule is then in range to enter CC, and as many units as
God possible enter CC. All units in the formation with this rule lose their FF value for the duration of the assault.
This reference sheet is completely unofficial and in no way endorsed by Games Workshop Limited.
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