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==Special Rules== *All troops gain ObSec. Why yes, this also includes your Jakhals. *'''Chosen of Khorne:''' You can only pick one Daemon Prince in your detachment. No, that doesn't include Angron, he's a Daemon ''Primarch''. *'''Mere Mortals:''' The ever-tiresome cultist restriction. You can't take more {{W40kKeyword|Cultist}} units than you have {{W40kKeyword|Butcher Astartes Core}} units. *'''Relentless Rage:''' Your "Legion Trait", as it were. All units gain +1 to Attack and Strength every time they charge, get charged, or heroically intervene. *'''Martial Legacy<sup>Forge World</sup>:''' The rule for adding in the FW stuff. Your detachment costs +1 CP if you want to add one of the rare FW units in. ===Blood Tithe=== Khorne cares not about whom the blood flows from, only that it does. Any time a unit is destroyed, you gain a Tithe Point (+1 if the unit was a {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, or {{W40kKeyword|Vehicle}}, +1 more if it was {{W40kKeyword|Titanic}}, both of these only trigger '''once per phase'''). It doesn't matter if it was your unit or the enemy's or what turn it took place, all that matters is that they're dead. You can then spend those Tithe Points for armywide buffs. *'''Spiteful Nullification (2 BTP):''' For the rest of the battle, all units gain a 5+++ against mortal wounds. *'''Rage-Fuelled Invigoration (3 BTP):''' All units gain +1 to charge. For the entire battle. Awesome. **Your dudes are often killy enough to deal with the enemy units, but getting into combat can be the real problem to solve. Well, here's a solution. *'''Wrathful Devotion (4 BTP):''' 6+++ feel no pain save. Best used to counter mass damage 1 attacks, but it's not bad against damage 2 weapons for your 2 wound berzerkers. *'''Warp Blades (4 BTP):''' Improve AP of all your melee attacks by 1. *'''Savage Guidance (5 BTP):''' +1 to hit rolls in melee. Great for countering minus one to hit armies like Harlequins. *'''Martial Excellence (5 BTP):''' 6's to hit in melee grant an additional hit. *'''Total Carnage (6 BTP):''' All units now auto-wound an a natural 6 to hit for the rest of the battle. **Great to overcome high toughness units like knights. **If combined with exploding 6's to hit, every time a 6 to hit happens: only one hit auto wounds. *'''Reborn in Blood (6 BTP):''' Allows you to resurrect Angron with 8 wounds and then deep-strike him wherever you want. 6 points costs daunting, but considering that him dying at all gives you 2 points in itself and you might find it a little more convenient to work around...as long as you didn't blow it on the rest of the army. **This gets proportionally better the higher percentage of points Angron takes up. Meaning that's this is better in 1000 point games. ===Disciples of the Red Angel=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Despite effectively acting like an Army of Renown, this isn't labeled as such anywhere. This represents the more daemonic forces of Angron's legion, with the big red guy at the head of the assault and the most mutated of his ranks following. Unfortunately, this severely restricts your army list to an anemic degree, all for the sake of the Eightbound. <div class="mw-collapsible-content"> '''Restrictions:''' *Angron MUST be the Warlord. No exceptions. *You can only take {{W40kKeyword|Khorne Daemon}} or {{W40kKeyword|Chaos Land Raider}} units in the detachment. *{{W40kKeyword|Eightbound}} units gain ObSec as compensation for the loss of berserkers. '''Daemonic Infusions:''' Your big reward for this specialist detachment. One {{W40kKeyword|Eightbound}} unit in your army can pick up a special boost. *''Drawn to Power:'' Each model counts as 2 models for the sake of capping objectives. *''Mutable Form:'' Natural 6s to wound deal a mortal wound, up to a max of 6 MWs. With the lack of the Talisman of Rage, this is your equivalent. *''Brazen Skin:'' 4+++ FNP save. Badass. '''Relics:''' *'''Burning Plate:''' +1 to saves and +1 Wound, both quite handy buffs to the JuggerLord or Prince who's bound to get fucked up a lot. *'''Skull of An'gr'ant:''' Each command phase, the bearer can mark one enemy they can see. The bearer can re-roll to wound this enemy in melee. *'''Soulburner:''' Replaces the Daemon Prince's Infernal Cannon with a 12" Assault 2d6 S7 AP-2 inferno cannon. Excellent for smoking out marines and other high-defense foes you don't want to waste the Eightbound on. '''Stratagems''' <tabs> <tab name="Battle Tactic"> *'''Bloodscent (1 CP):''' When an enemy falls back from an {{W40kKeyword|Eightbound}} unit, that pack of Eightbound can immediately consolidate 6". *'''Gratuitous Bloodletting (1 CP):''' One unit gets +1 to wound when fighting an enemy unit that's below half-strength. Handy when you need to clean up some stragglers, but not much more. *'''Furious Surge (1 CP):''' After an enemy shoots at an {{W40kKeyword|Eightbound}} unit and kills someone, the unit can immediately move. Wasteful, seeing that the Eightbound are your only troops. </tab> <tab name="Epic Deed"> *'''Diabolic Machines (1/2 CP):''' One {{W40kKeyword|Daemon Engine}} or {{W40kKeyword|Machine Spirit}} with degrading stats counts as if they're at max wounds for the turn. Useful for the many, many kamikaze runs you'll likely make for some extra Tithe points. Costs 2 CP on a {{W40kKeyword|Titanic}} unit. </tab> <tab name="Strategic Ploy"> *'''Apoplectic Frenzy (1 CP):''' One unit can advance 6" without rolling. Very needed since you are a melee-only faction and you have no means to charge after advancing. *'''Bloodthirsty Determination (1 CP):''' One unit can ignore all modifiers to a charge roll. *'''Violent Dismemberment (1 CP):''' When you kill an enemy unit, the unit that did the deed gains a 6" aura that deals -2 to Leadership and -1 to Attrition rolls. Only really useful if you're planning on comboing this with some daemon summoning. *'''Terrifying Assault (1 CP):''' When one of your units charges, the enemy can't fire overwatch or set to defend, and they take a -1 to hit on the fight phase after that. </tab> </tabs> </div></div>
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