scrap plate — not savedThe Devourers of Terra
“Blood for the Blood God!”
Once the Emperor's finest close-quarters legion, the World Eaters were driven mad by the Butcher's Nails, cranial implants that flooded their minds with rage until nothing of Angron's sons remained but the killing instinct. Now they are Khorne's favoured host, an avalanche of chainaxes and bare fury that cares nothing for tactics, objectives, or survival — only for the ecstasy of slaughter. Entire regiments have been known to turn on each other when no enemy remains, for the Nails do not stop screaming simply because the foe has died.
Army Rule
Each time a WORLD EATERS unit destroys an enemy unit in the Fight phase, gain 1 Blood Tithe point (max 6 in a turn). Spend accumulated Blood Tithe points on powerful one-use effects such as granting units Lethal Hits, extra Attacks, or Fights First for the rest of the battle.
2 available
Eightfold Path of Blood
At the end of the Charge phase, each friendly BERZERKER unit that made a Charge move that phase can immediately fight in a bonus Fight phase before the normal Fight phase begins.
The bearer has a 5+ invulnerable save. Each time the bearer destroys an enemy unit in the Fight phase, gain 1 additional Blood Tithe point.
While the bearer's unit is Battle-shocked, treat it as not Battle-shocked. Once per battle, the bearer's unit can be selected to fight in an additional Fight phase.
Melee weapons equipped by the bearer have the [LETHAL HITS] and [PRECISION] abilities and are improved to Strength +2.
While the bearer is leading a unit, models in that unit have the [FIGHTS FIRST] ability.
Unbridled Carnage
Once per turn, when a friendly unit destroys the last model in an enemy unit in the Fight phase, you can immediately Advance, move or charge that friendly unit as if it were a new phase.
Improve the Attacks characteristic of the bearer's melee weapons by 1. The bearer has the [FEEL NO PAIN 5+] ability.
The bearer's unit re-rolls Charge rolls, and adds 1 to Advance rolls.
Once per battle, in the Fight phase, the bearer's unit's melee weapons gain [DEVASTATING WOUNDS] until the end of the phase.
Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.
8 stratagems
BATTLE TACTIC · Fight phase
Use when a WORLD EATERS unit from your army is selected to fight. Until the end of the phase, that unit's melee weapons have the [SUSTAINED HITS 1] ability.
STRATEGIC PLOY · Charge phase
Use when a WORLD EATERS unit from your army finishes a Charge move. That unit's melee weapons have their Attacks characteristic increased by 1 until the end of the turn.
BATTLE TACTIC · Fight phase
Use after a WORLD EATERS unit fights. Gain 1 additional Blood Tithe point.
STRATEGIC PLOY · Fight phase
Use when a WORLD EATERS unit is destroyed. Before removing the last model, that model can fight, resolving its melee attacks against an enemy unit within Engagement Range.
BATTLE TACTIC · Any phase
Use when a WORLD EATERS CHARACTER is selected to fight. That model's melee weapons gain [DEVASTATING WOUNDS] until the end of the phase.
STRATEGIC PLOY · Fight phase
Use when an enemy unit Falls Back from a WORLD EATERS unit. Roll one D6 for each model in that enemy unit that Fell Back: for each 6, that unit suffers 1 mortal wound.
BATTLE TACTIC · Any phase
Use in your Fight phase. Select one EIGHTBOUND or JAKHALS unit from your army: until the end of the phase, add 1 to its melee weapons' Damage characteristic.
STRATEGIC PLOY · Command phase
Use in your Command phase. Select one WORLD EATERS unit: until your next Command phase, that unit is not Battle-shocked, regardless of casualties suffered.
24 units