World Eaters · detachment

World Eaters: Vessels of Wrath Detachment Guide (11th Edition)

The 1-DP character detachment: hand your World Eaters heroes armour-cutting melee tricks so they can crack hordes or peel armour on demand.

11th editionRules checked July 13, 2026

SprueSentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly — always confirm against the current official rules and your latest dataslate before a game.

Vessels of Wrath is the 1-DP Faction Pack detachment built around your characters. Its core rule lets World Eaters CHARACTER models choose, in each fight, between an armour-piercing edge and a cleaving effect — so a hero can pick the profile that best chews through whatever it is standing in front of, whether that is massed infantry or a heavily-armoured target. It turns Khârn, Lord Invocatus and your Terminator champions into flexible assassins rather than one-trick brawlers. Note the naming overlap: a 10th-edition codex detachment also carries the 'Vessels of Wrath' name with a different, Blessing-granting rule, so confirm which one you are building. This is SprueSentry commentary; check the card in the app. Back to the army guide.

The detachment rule

The core mechanic gives your World Eaters CHARACTER models a melee choice made per fight: sharpen their attacks with extra armour penetration, or swap to a cleaving edge that carries damage through. In practice that means a single hero can flex — pick the anti-armour profile against a tank or Terminators, pick the cleaving profile when you need to grind through a screen or a horde. The value is decision-making: you are not locked into one damage pattern, you tune it to the target in front of you. As always the exact keywords and values sit on the detachment card, so treat this as the shape of the rule rather than the letter of it, and confirm against the 40k app before you build.

Stratagems and when to use them

A character-focused detachment lives on stratagems that push heroes over the top in a key fight. Expect the toolbox to include a melee spike — the classic World Eaters pattern of extra Attacks and a big Strength boost on the charge — plus defensive or re-roll tools to keep a lone character alive long enough to earn its points. The discipline is timing: hold your combat-boosting stratagem for the fight that decides an objective, not the first juicy target you see, and save a defensive one for when your hero is exposed after killing something. Exact stratagems, costs and restrictions are on the card; the reasoning here is general and you should confirm the current list in the app.

Enhancements

Enhancements are where a character detachment earns its keep, since you are already paying into heroes. Look for options that stack with the detachment rule — anything that adds output, survivability or a once-per-game burst of blessings onto the model you most want to survive contact. The general principle: put your best enhancement on the character you intend to send into the most important fight, and do not over-invest in a model the opponent can simply shoot off the table before it charges. Specific enhancement names, points and eligibility are printed on the detachment card, so build to what the current pack actually offers rather than to this summary.

Key units

This detachment wants characters that already fight well and benefit from a per-target damage choice. Khârn the Betrayer is the obvious centrepiece — a blender that appreciates picking the right profile every fight. Lord Invocatus adds mobility and a strong personal threat. Terminator champions and other World Eaters HERO models round it out, especially escorted by a unit that keeps them alive on the way in. Back them with the usual Berzerker and Eightbound core so the army still scores and screens while your heroes do the surgical work. Confirm current datasheets and points before finalising; the roster shifts with dataslates.

When to take it

Take Vessels of Wrath when your collection or playstyle centres on standout characters and you want them to be genuinely flexible killers rather than fixed-profile brawlers. It is a strong 1-DP pick to fold into a broader list, precisely because it upgrades models you were likely fielding anyway. Skip it if your army is built around massed Berzerkers (Berzerker Warband suits that better), around Terminators (Butchers of Khorne), or around daemon engines (Brazen Engines). And remember the shared name with the codex 'Vessels of Wrath' detachment — decide which mechanic you actually want and confirm it in the app before you lock your list.

Common questions

Is this the same as the codex Vessels of Wrath detachment?

No — and that is the confusing part. A 10th-edition Codex: World Eaters detachment shares the name but works differently, granting chosen champions extra Blessings of Khorne. The 11th-edition Faction Pack version is a 1-DP detachment centred on per-fight melee damage choices for characters. Confirm which one you are using against the official rules.

How much does Vessels of Wrath cost in Detachment Points?

The 11th-edition Faction Pack version costs 1 DP, like the other new packs (Brazen Engines and Butchers of Khorne). The 10th-edition codex detachments cost 2 DP each. Verify the exact cost and your total budget in the current matched-play pack.

Which characters benefit most?

Dedicated close-combat heroes that fight every turn — Khârn the Betrayer, Lord Invocatus, and Terminator champions — gain the most from a rule that lets them re-tune their melee output against each target. Keep them escorted so they survive to reach combat.

Rules sources

Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources — original commentary, not Games Workshop rules text.