Use this when a Death Guard Infantry or Biker unit is selected to attack in a Shooting or Fight phase. Roll 2D6 on the Chaos Boom table and apply the effects. Use at the the end of a Fight phase in which one of your Characters (not a Daemon Prince) slays an enemy Character, Vehicle, or Monster. Until the end of the phase, that vehicle can ignore the penalties for moving and firing Heavy Weapons, or for Advancing and firing Assault weapons. Use this Stratagem just before a Death Guard Vehicle attacks in the Shooting phase. All the Relic of Decay that you include must be different and be given to different Death Guard Characters. Your army can have one extra Relic of Decay for 1 CP, or two extra Relic of Decay for 3 CPs. Nurgle models cannot suffer wounds from Nurgle’s Rot. On a 4+, the unit being rolled for suffers D3 mortal wounds. Select a friendly Death Guard Character and roll a D6 for every unit within 7″ of them. Use once per battle, in the Shooting phase. These reflect the unique strategies used by the forces of the Death Guard on the battlefield. If your army is Battle-forged and includes any DEATH GUARD Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. The firing model is a TERMINATOR or HELBRUTE. The firing model is INFANTRY and every model in its unit Remained Stationary in your previous Movement phase. Malicious Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons 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. Hateful Assault: 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. If it contained any triples, it instead suffers D3 mortal wounds If your summoning roll included any doubles, your character then suffers a mortal wound. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned. 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. 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. Roll up to 3 dice – this is your summoning roll. Plague Weapon: You can re-roll wound rolls of 1 for a weapon with this ability.ĭeamonic Ritual: 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).
These extra attacks cannot themselves generate any further attackĭisgustingly Resilient: Each time a model with this ability loses a wound, roll a dice on a 5+, the model does not lose that wound. 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 normalĭeath to False Emperor: 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. 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.
Plague Host: If your army is Battle-forged, all Troops units in DEATH GUARD Detachments gain this ability. 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 Such units do not suffer a penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons.
Inexorable Advance: If your army is Battle-forged, all INFANTRY and Helbrute units in DEATH GUARD Detachments gain this ability. CLICK AND VISIT THE 9TH EDITION DEATH GUARD COMPENDIUM Codex Death Guard 8th edition was released on 09-09-17 Unit points throughout Time