You can re-roll wound rolls of 1 for a weapon with this ability.
If your Army is Battle-forged, all INFANTRY and HELBRUTE units in DEATH GUARD Detachments gain this ability. Such units do not suffer a penalty for moving and firing Heavy Weapons, or for Advancing and firing Assault weapons. In addition, a unit with this ability can fire twice with Rapid Fire weapons at a range of 18", instead of only being able to fire twice with them up to half the weapon's maximum range.
If your army is Battle-forged, all Troops units in DEATH GUARD Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal.
All DEATH GUARD units in Codex: Death Guard (excluding CHAOS CULTISTS units and POXWALKERS units) gain this ability:
Instead of following the normal rules for Rapid Fire weapons, Rapid Fire bolt weapons used by models in a unit with this ability make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model belongs to an INFANTRY unit and every model from that unit remained stationary in your
previous Movement phase.
• The firing model is a TERMINATOR , BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire type whose profile includes the word ‘bolt’ (e.g. boltgun, combi-bolter, etc.)
6"
2+
2+
4
4
5
4
9
3+
*
6+
*
6
7
11
*
8
3+
-
M
BS
A
6-11+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
48"
Heavy 2D3
7
-1
3
-
Enemy units within 1" of any Chaos Spawn must subtract 1 from their Ld.
When a unit of Chaos Spawn makes its close combat attacks, roll a D3 and consult the table below.
The hideous mutations of all Chaos Spawn in the unit have an AP of -4 until the end of the Fight phase.
Each Chaos Spawn in the unit adds 2 to its Attacks characteristic until the end of the Fight phase.
You can re-roll failed wound rolls for this unit until the end of the Fight phase.
7"
4+
-
5
5
4
D6
9
5+
Melee
Melee
User
-2
2
-
8"
2+
2+
7
6
8
4
10
3+
1
1
Smite and 1 power from the Contagion discipline
*
4+
*
8
7
14
*
8
3+
-
M
BS
A
8-14+
8"
4+
4
4-7
6"
5+
3
1-3
4"
5+
2
At the beginning of each of your turns, this model heals one wound.
Melee
Melee
x2
-3
D6
-
Melee
Melee
+4
-2
3
Each time the bearer fights, it can make 3 additional attacks with this weapon.
6"
3+
3+
4
4
4
3
9
3+
2
1
Smite and two powers from the Contagion discipline
Each time an enemy INFANTRY model is slain by a Poxwalker in the Fight phase, add one model to the Poxwalker's unit.
You can add 1 to all hit rolls for this unit in the Fight phase if it contains more than 10 models.
This unit never has to take Morale tests.
4"
5+
6+
3
3
1
2
4
7+
Melee
Melee
User
0
1
-
*
4+
4+
*
7
10
*
8
3+
6-10+
10"
6
3
3-5
8"
5
2
1-2
6"
4
1
-
M
S
A
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+ it explodes, and each unit within 7" suffers 1 mortal wound.
Melee
Melee
User
-2
D3
Plague Weapon
36"
Assault 6
6
-2
D3
Plague Weapon
Melee
Melee
+2
-2
2
Plague Weapon. Each time a Foetid Bloat-drone fights, it can make 6 additional attacks with this weapon.
Enemy units that are within 6" of any units with an Icon of Despair must subtract 1 from their Leadership.
5"
2+
2+
4
4
6
4
9
2+
5"
2+
2+
4
5
6
4
9
3+
You can re-roll all hit rolls of 1 made for friendly Nurgle <Legion> units within 6" of this model.
Melee
Melee
2
0
1
After this model makes its close combat attacks, you can attack with its mount. Make D6 additional attacks using this weapon profile. You can re-roll wound rolls of 1 for these attacks.
12"
2+
2+
4
4
5
4
9
3+
8"
2+
2+
7
6
8
4
10
3+
1
1
1 Dark Hereticus
5"
3+
3+
4
4
5
3
9
2+
2
1
Smite and two powers from the Contagion discipline
This model has a 5+ invulnerable save.
12"
3+
3+
4
4
4
3
9
3+
2
1
Smite and two powers from the Dark Hereticus discipline
Melee
Melee
+1
-1
1
-
Melee
Melee
User
-2
3
-
Melee
Melee
+1
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
Melee
Melee
User
-2
2
Each time this model fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
24"
Assault 2
4
-1
2
-
48"
Heavy D6
5
0
1
-
Roll a D3 when a unit of Possessed is selected to attack in the Fight phase. The result is the Attacks characteristic of each model in the unit.
7"
3+
3+
5
4
2
*
8
3+
Melee
Melee
User
-2
1
8"
3+
3+
6
7
8
4
8
3+
At the end of any phase in which this model suffers any unsaved wounds or mortal wounds, roll a D6. On a roll of 6, this model immediately makes a shooting attack as if it were your Shooting phase if there no enemies within 1", or a piles in and fights as if it were in the Fight phase if there are enemies within 1". If there is no visible target within range, nothing happens.
Add 1 to this model's Attacks characteristic if it is equipped with two melee weapons. This extra attack has been added to its profile.
Melee
Melee
x2
-4
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
Melee
Melee
+2
-2
2
Each time the bearer fights, it can make 3 additional attacks with this weapon.
36"
Heavy D3
8
-3
2
For each hit roll of 1, the Hellbrute suffers a mortal wound after all of this weapon's shots have been resolved.
*
6+
*
6
7
10
*
8
3+
-
M
BS
A
6-10+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
This unit can transport 10 DEATH GUARD INFANTRY. It cannot, however, transport TERMINATORS.
Roll a D6 at the start of each of your turns; on a 6, this unit heals one wound.
4"
2+
2+
4
5
6
4
9
2+
2
1
Smite and 2 powers from the Contagion discipline
Friendly units of Poxwalkers increase their Strength and Toughness by 1 whilst they are within 7" of Typhus.
6"
Pistol 2D6
4
-3
1
This weapon hits on hit rolls of 5+ (even when firing Overwatch), regardless of any modifiers.
Melee
Melee
+3
-3
3
Plague Weapon
4"
2+
2+
4
5
6
4
9
2+
Melee
Melee
+2
-3
3
Plague Weapon.
Melee
Melee
+3
-3
D3
Plague Weapon
5"
3+
3+
4
5
4
3
8
3+
Each time this model successfully manifests a psychic power with a Psychic test of 7 or more, the nearest enemy unit within 7" suffers a mortal wound after the effects of the psychic power have been resolved.
2
1
Smite and 2 powers from the Contagion discipline
After resolving a psychic powerr manifested by this model, if the result of the Psychic test for that power was less than 7, the nearest enemy unit within 7" of this model suffers 1 mortal wound. In addition, if the result of the Psychic test for that power was 7 or more, select one enemy unit within 7" of this model. That unit suffers D3 mortal wounds.
Melee
Melee
+2
-1
D3
-
6"
4+
4+
3
3
1
1
5
6+
6"
4+
4+
3
3
1
2
6
6+
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon. This extra attack is included in its profile.
5"
3+
3+
4
5
4
3
8
3+
Units must subtract 1 from their Leadership whilst they are within 7" of any enemy Noxious Blightbringers (PSYKERS must subtract 2 instead). In addition, if a DEATH GUARD unit is within 7" of this model when it Advances, roll two dice and discard the lowest result when determining the distance.
Melee
Melee
User
0
2
You can re-roll wound rolls of 1 for this weapon.
*
6+
*
8
8
16
*
9
2+
-
M
BS
A
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
This model can transport 10 DEATH GUARD INFANTRY models (each TERMINATOR model takes up the space of two other models).
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark; on a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
5"
3+
3+
4
5
6
3
9
3+
2
1
Smite and two powers from the Dark Hereticus discipline
Melee
Melee
2
0
1
After this model makes its close combat attacks, you can attack with its mount. Make D6 additional attacks using this weapon profile. You can re-roll wound rolls of 1 for these attacks.
5
18"
If manifested, slect a visible enemy unit within 18" of the psyker. Roll one dice for each model in that unit - the unit suffers a mortal wound for each roll of 6.
7
18"
If manifested, select a visible enemy unit within 18" of the psyker and roll a D3. Consult the table to discover what characteristic penalty all models in that unit suffer until the start of your next Psychic phase (this cannot reduce a characteristic to less than 1).
1
Flyblown Palsy: -1 Attack
2
Muscular Atrophy: -1 Strength
3
Liquefying Ague: -1 Toughness
5
18"
If manifested, select a visible enemy unit within 18" of the psyker and roll 3 dice. The target suffers one mortal wound for each roll of 4+.
6
3"
If manifested, pick a friendly HERETIC ASTARTES unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase.
7
18"
If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
*
2+
2+
8
7
18
*
10
3+
Enemy units within 7" of Mortarion must subtract 1 from their Toughness characteristic.
Roll a dice for each enemy unit that is within 7" of Mortarion at the start of the Fight phase and consult Mortarion's damage chart; if the roll equals or exceeds the required value, the unit being rolled for suffers D3 mortal wounds.
9-18+
12"
6
4+
5-8
10"
5
5+
1-4
8"
4
6+
You may re-roll failed hit rolls of 1 made for friendly DEATH GUARD units within 7" of Mortarion.
Mortarion has a 4+ invulnerable save.
When Mortarion loses his last wound (after failing his Disgustingly Resilient roll), roll a dice before removing the model from the battlefield; on a 4+ he explodes, showering all nearby in putrid filth and disease - each unit within 7" suffers D3 mortal wounds unless it has the NURGLE keyword.
2
3
Smite and 3 powers from the Contagion Discipline
Melee
Melee
User
-2
1
Plague Weapon. Make 3 hit rolls for each attack with this weapon, instead of 1.
Melee
Melee
x2
-4
D6
Plague Weapon.
18"
Pistol 1
8
-3
3
If you hit with this weapon, draw a straight line between the closest point of Mortarion's base and that of the closest model in the target unit. Make a single wound roll against the target unit and each unit the centre of the line passes over.
Melee
Melee
2
0
1
Plague Weapon. Each time Mortarion fights, he may make D6 additional attacks with this weapon.
5
18"
If manifested, select a visible friendly DEATH GUARD unit within 18" of the psyker. Until the start of your next Psychic phase, add 1 to all wound rolls made by that unit in the Fight phase. Furthermore, any wound rolls of 7+ made for that unit in the Fight phase with a melee plague weapon (i.e. a plaguesword or any weapon with the Plague Weapon ability) inflict a mortal wound on the target in addition to any other damage.
6
18"
If manifested, select a visible firendly DEATH GUARD INFANTRY unit within 18" of the psyker. Until the start of your next Psychic phase, add 1 to that unit's Strength and Toughness characteristics.
Roll a dice each time a friendly DEATH GUARD CHARACTER is hit by a ranged or melee weapon attack whilst he is within 3" of this unit. On a 2+ one of the Deathshroud intercepts that hit - the character is not hit by that attack but this unit is instead.
DEATH GUARD CHARACTERS (excluding Mortarion) within 3" of any friendly Deathshroud Terminator units add 1 to their Attacks characteristic.
4"
3+
3+
5
5
2
4
9
2+
Melee
Melee
+3
-3
D3
Plague Weapon
4"
3+
3+
5
5
2
3
8
2+
Melee
Melee
+3
-3
D3
Plague Weapon
5"
3+
3+
4
5
1
1
7
3+
A Plague Marine equipped with two plague knives, a plague knife and a bubotic axe, or a mace of contagion and bubotic axe, has an Attacks characteristic of 2 instead of 1.
5"
3+
3+
4
5
1
2
8
3+
Melee
Melee
+1
-2
1
Plague Weapon
5"
3+
3+
4
5
1
2
7
3+
5"
3+
3+
4
5
1
2
7
3+
Melee
Melee
+1
-2
1
Plague Weapon
Melee
Melee
+2
-1
3
Plague Weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
5"
3+
3+
4
5
1
2
7
3+
Melee
Melee
x2
-3
D6
Plague Weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
A unit that includes any Instruments of Chaos adds 1 to their Advance and charge rolls.
8
12"
If manifested, select a visible enemy unit within 12" of the psyker. Until the start of your next Psychic phase, that unit cannot take invulnerable saves.
6
12"
If manifested, select a HERETIC ASTARTES model within 12" of the psyker. Until the start of your next Psychic phase, add 2 to the model's Strength characteristic and 1 to its Attacks characteristic.
6
6"
If manifested, select a visible enemy model within 6" of the psyker and roll a D6. If the result is greater than the enemy's Toughness, it suffers D3+3 mortal wounds. If a CHARACTER is slain by this power, you can add a Chaos Spawn to your army and set it up within 1" of the character before it is removed.
6
18"
If manifested, select a visible friendly DEATH GUARD unit within 18" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls that target that unit.
Each time you make a wound roll of 6+ for one of this unit's melee weapons, increase the AP of that attack by 1 (e.g. AP -2 becomes AP -3).
4"
3+
3+
4
5
2
3
9
2+
4"
3+
3+
4
5
2
2
8
2+
10"
4+
4+
6
7
8
3
8
3+
Enemy units must subtract 1 from any hit rolls that target this unit in the Fight phase.
Friendly DEATH GUARD INFANTRY units that are entirely within 7" of a Mephitic Blight-hauler gain the benefit of cover when making armour saves.
Add 1 to all hit rolls made for this unit whilst it contains 3 models.
This unit does not suffer the penalty for moving and firing Heavy weapons.
If a Myphitic Blight-hauler is reduced to 0 Wounds, roll a dice before removing it from the battlefield, on a 4+ it explodes, and each unit within 7" suffers 1 mortal wound.
Melee
Melee
User
-2
1
Plague Weapon
12"
Assault D3
6
-1
1
Plague Weapon
7
14"
If manifested, roll 7 dice. The closest enemy unit within 14" of the psyker suffers a mortal wound for each roll that exceeds its Toughness characteristic.
*
6+
*
*
8
12
3
8
3+
6-12+
9"
4+
7
3-5
6"
5+
6
1-2
4"
5+
5
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 5+ it explodes, and each unit within 6" suffers D3 mortal wounds.
12"-48"
Heavy D6
8
-2
D3
Plague Weapon. This weapon can target units that are not visible to the bearer.
Until the end of the battle, entropy cannons this model, and all friendly PLAGUEBURST CRAWLER models within 7" of it, are equipped with have the following abilities:
Plague Weapon. When resolving an attack with this weapon, a damage roll of 1 or 2 counts as 3 instead.
36"
Heavy 1
8
-4
D6
-
36"
Heavy 4
5
-1
1
-
24"
Heavy 3
6
-2
1
-
6"
Grenade 2D6
5
-1
1
-
Melee
Melee
User
-3
1
Plague Weapon
9"
Heavy D6
5
-1
1
This weapon automatically hits its target. You can re-roll wound rolls of 1 for this weapon.
9"
Assault D6
4
0
1
This weapon automatically hits its target. You can re-roll wounds rolls of 1 for this weapon.
24"
Assault 2
6
-2
D3
Plague Weapon
5"
3+
3+
4
5
4
3
8
3+
If this model is reduced to 0 wounds, roll a dice before removing it from the battlefield. On a 4+, its racks of blight grenades explode, and each unit within 7" suffers 1 mortal wound unless it has the NURGLE keyword.
Increase the Strength and Damage of all blight grenades carried by friendly DEATH GUARD units by 1 whilst they are within 3" of any Biologus Putrifiers. In addition, whilst a unit is within 3" of this model, each wound roll of 6+ made when attacking with a blight grenade inflicts a mortal wound in addition to any other damage.
3"
Pistol 1
4
-1
D6
Plague Weapon. This weapon's damage changes to 1 when attacking VEHICLES.
6"
Grenade D6
4
0
2
Plague Weapon. Each wound roll of 6+ made for this weapon inflicts a mortal wound in addition to any other damage.
5"
3+
3+
4
5
4
3
8
3+
You may re-roll any Disgustingly Resilient rolls of 1 made for friendly DEATH GUARD INFANTRY units within 3" of this model.
Add 1 to hit and wound rolls made for this model in the Fight phase when targeting an ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES BIKER unit.
Re-roll wound rolls of 1 or 2 for attacks made with plague weapons by models in friendly DEATH GUARD units whilst their unit is within 6" of this model.
When making a Disgustingly Resilient roll for a friendly MORTARION’S CHOSEN SONS INFANTRY model whilst its unit is within 3" of this model, you can re-roll a roll of 1 or 2.
5"
3+
3+
4
5
4
3
8
3+
You can re-roll all failed hit rolls in the Fight phase for friendly DEATH GUARD units that are within 7" of this model.
If your Army is Battle-forged, and you have any Tallymen on the battlefield, roll 2D6 each time you spend Command Points to use a Death Guard Stratagem. If the result is 7, Nurgle bestows his blessing upon your army; the Command Points spent to use that Stratagem are immediately refunded.
5"
3+
3+
4
5
4
3
8
3+
Each Foul Blightspawn carries a single unholy death's head grenade. Once per battle, a Foul Blightspawn, or another friendly DEATH GUARD CHARACTER within 3" of him, can throw an unholy death's head grenade instead of either a blight grenade or a hyper blight grenade. When they do so, change that weapon's type to Grenade 2D6.
Enemy units that charged this turn and are within 7" of this model at the start of the Fight phase are struck by a stench so foul that they falter, losing their impetus. Such a unit does not get to fight first in the Fight phase, but can be chosen to fight like other units that did not charge. This ability also affects units who have abilities that would enable them to fight first as if they had charged.
9"
Assault D6
2D6
-3
3
Plague Weapon. This weapon automatically hits its target. Roll to determine the Strength of this weapon after selecting a target but before determining how many shots are fired.
12"
Assault 2
4
0
1
Plague Weapon.
Melee
Melee
User
-2
D3
Plague Weapon. Each time you make a wound roll of 6+ with this weapon, the target suffers a mortal wound in addition to any other damage.
Model with plague knife, balesword or power sword only. Plaguebringer replaces the bearer's plague knife, balesword or power sword.
5"
3+
3+
4
5
1
1
7
3+
5"
3+
3+
4
5
1
2
8
3+
Melee
Melee
x2
-3
3
-
Each time you make a wound roll of 6+ for one of this unit's melee weapons, increase the AP of that attack by 1 (e.g. AP -2 becomes AP -3).
4"
3+
3+
4
5
2
2
8
2+
Melee
Melee
+1
-2
1
Plague Weapon
5"
3+
3+
4
5
6
4
9
3+
2
3
Smite and 3 Contagion
You may add 1 to your hit rolls for any friendly THE TAINTED units within 6" of this model during the Fight phase.
When within 6" of Necrosius, POXWALKER units can re-roll results of a 1 for their Disgustingly Resilient ability.
12"
Pistol 1
4
-1
2
-
Melee
Melee
+1
-2
D3
You can re-roll wound rolls of 1 for this weapon.
5"
3+
3+
6
7
8
5
9
5+
You can re-roll failed hit rolls of 1 during the Fight phase for all friendly models with THE TAINTED keyword within 6" of this model.
9"
Pistol 2D3
*
-2
1
Attacks made with this weapon automatically hit the selected target. This weapon always wounds on a result of a 2+ unless the target unit has the VEHICLE keyword, in which case a result of 6+ is required.
Melee
Melee
+2
-3
D3
When targeting a unit with this weapon during the Fight phase, add +3 to the Damage caused if the target unit has the Infantry keyword.
Melee
Melee
+3
-1
1
If an attack made with this weapon causes an unsaved wound to a model, roll a D6. On a 4+, the model suffers an additional D6 wounds.
6"
2+
2+
4
4
5
4
9
3+
6"
3+
3+
4
4
4
3
9
3+
2
1
Smite and two powers from the Contagion discipline
Re-roll hit rolls of 1 for attacks made by models in friendly DEATH GUARD units whilst their unit is within 6" of this model.
Use this Stratagem before the battle. Select one WRETCHED PSYKER model from your army. Until the end of the battle, when a Psychic test is taken for that model, you can re-roll one of the dice. You can only use this Stratagem once per battle.
The bearer has a Save characteristic of 2+. In addition, roll a dice each time this model passes a saving throw in the Fight phase. On a 4+, the unit that inflicted that wound suffers a mortal wound after all of its own attacks have been resolved.
PSYKER only. The bearer of the Pandemic Staff adds 1 to their Psychic test when attempting to manifest the Smite power.
Noxious Blightbringer only. Roll a D6 for each enemy unit within 7" of the bearer of the Dolorous Knell at the start of each Morale phase. On a 6, that unit suffers a mortal wound. In addition, if an enemy unit takes a Morale test whilst they are within 7" of the bearer, your opponent must roll two dice and discard the lowest result.
7"
Grenade 1
-
-
-
You can only use this weapon once per battle. If it hits, roll one dice for each model in the enemy unit, re-rolling any results of 1 - that unit suffers a mortal wound for each roll of a 6.
Increase the range of the bearer’s aura abilities (e.g.Arch-contaminator, Nurgle’s Gift, Tocsin of Misery etc.) by 3".
Subtract 1 from the Strength characteristic of enemy models whilst their unit is wiithin 3" of a model from your army with this Relic.
Melee
Melee
+1
-3
2
Plague Weapon. When resolving an attack made with this weapon, an invulnerable saving thrw cannot be made.
Models in friendly DEATH GUARD units (excluding CHAOS CULTISTS and POXWALKERS units) have a 5+ invulnerable save whilst their unit is within 7" of a model from your army with this Relic.
Melee
Melee
+1
-2
3
Plague Weapon. When resolving an attack made with this weapon, an unmodified hit roll of 6 scores one additional hit.
A model with this Relic knows one additional Psychic Power. Once in each of your Psychic phases, after a psychic power is resolved that was manifested by a model with this Relic, that model can regain up to D3 lost wounds.
15"
Pistol 1
5
-2
1
Plague Weapon. When resolving an attack made with this weapon, if a hit is scored, the target is corroded until the end of the turn. When resolving an attack made with a weapon by a friendly DEATH GUARD model against a corroded unit, that weapon gains the Plague Weapon ability for that attack.
Melee
Melee
+4
-3
3
Plague Weapon. When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
6"
Grenade 2D3
5
-2
2
Plague Weapon. When resolving an attack made with this weapon, do not make a hit roll; it automatically scores a hit.
When resolving an attack made with a melee weapon by a model in a MORTARION'S ANVIL unit from your army within 7" of a friendly model with this Relic, an unmodified hit roll of 6 scores one additional hit.
Models in POXMONGERS DAEMON ENGINE units from your army have a 4+ invulnerable save whilst their unit is within 7" of a friendly model with this Relic.
When a model is destroyed as a result of an attack made with a melee weapon by a model from your army with this Relic, one friendly INEXORABLE VEHICLE model within 18" regains up to one lost wound. Each model from you army can regain up to 3 lost wounds per turn as a result of this ability.
9"
Assault 7
7
-3
2
Plague Weapon. When resolving an attack made with this weapon, do not make a hit roll; it automatically scores a hit.
Melee
Melee
+1
-2
1
Plague Weapon
When a Morale test is taken for an enemy unit within 12" of this Warlord, add 2 to the result.
When resolving an attack made against this Warlord, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or model making the attack has.
When an enemy INFANTRY model is destroyed as the result of an attack made with a melee weapon by this Warlord, add 1 model to a friendly HARBINGERS POXWALKERS unit within 7" of this Warlord. You must pay reinforcement points for each model that you add to that unit that would increase that unit above its starting strength.
When resolving an attack made with a friendly POXMONGERS model against an enemy INFANTRY unit whilst that model's unit is within 7" of this Warlord, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).
When resolving an attack made with a weapon by a friendly INEXORABLE model against an enemy VEHICLE unit within 7" of this Warlord, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).
When resolving an attack made with a melee weapon against this Warlord, subtract 1 from the hit roll. When an enemy unit (excluding units that can FLY) within 1" of this Warlord Falls Back, roll one D6; on a 2+ that unit suffers D3 mortal wounds.
When an enemy model is destroyed as the result of an attack made with a melee weapon by this Warlord, this Warlord regains up to one lost wound (to a maximum of 3 wounds per phase).
Instead of moving in their Movement phase, any DEATH GUARD CHARACTER can, at the end of their Movement phase, attempt to summon a NURGLE DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).
Roll up to 3 dice - this is your summoning roll. You can summon one new NURGLE DAEMON unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.
If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Melee
Melee
User
0
1
Plague Weapon
Melee
Melee
User
0
1
You can re-roll failed wound rolls for this weapon.
Each time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound.
Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
Models in this unit have a 4+ invulnerable save, but you must halve the result of the dice rolled when determining how far this unit Advances.
All DEATH GUARD units within 7" of a friendly LORD OF CONTAGION are surrounded by a deadly aura of plague and disease. Roll a dice for each enemy unit that is within 1" of any affected friendly units at the start of your turn; on a 4+ that enemy unit suffers a mortal wound.
This model has a 5+ invulnerable save.
You can re-roll hit rolls of 1 made for friendly DEATH GUARD units within 6" of this model.
This model has a 4+ invulnerable save.
Ignore the -1 to hit modifier for moving and shooting Heavy weapons for this model.
You can re-roll hit rolls of 1 made for friendly DEATH GUARD and NURGLE DAEMON units within 6" of this model.
During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Melee
Melee
+2
-2
2
Plague Weapon. Make D3 hit rolls each time you attack with this weapon, instead of only one. Excess damage from this weapon is not lost; instead keep allocating damage to another model in the unit until either all the damage has been allocated or the target is destroyed.
9"
Assault D6
User
-1
1
Plague Weapon.This weapon automatically hits its target.
During deployment you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
6"
Pistol D6
3
0
1
Plague Weapon. This weapon automatically hits its target.
Roll a dice for each enemy unit that is within 3" of your Warlord at the start of any Fight phase. On a roll of 4+ that unit suffers a mortal wound.
You can add 1 to any Disgustingly Resilient rolls you make for your Warlord unless the wound you are rolling for is a mortal wound.
Your Warlord regains one lost wound at the start of each player’s turn.
Add 1 to your Warlord’s Toughness characteristic.
Reduce all damage inflicted on your Warlord by 1 (to a minimum of 1). For example, if your Warlord failed a saving throw against a weapon that inflicts 3 Damage, he will only lose 2 wounds.
Re-roll all failed wound rolls when resolving attacks made with a plague weapon (i.e. a plaguesword or any weapon with the Plague Weapon ability) for any friendly DEATH GUARD unit within 7" of your Warlord.
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
6"
Grenade D6
3
0
1
Plague Weapon