Pus, Rot, Plague!
Pus, Rot, Plague!
- (1000 pts)
Configuration
Battle Size Incursion (1000 Point limit)
Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Titans are visible, Nurgle Daemons are
visible, Legends are visible, Chaos Knights are visible
Rules: Nurgle's Gift (Aura), Spread the Sickness, Deep Strike, Lethal Hits, Rapid Fire, Anti-, Ignores Cover,
Torrent, Devastating Wounds, Sustained Hits
Unit: Blightlord Terminators
Abilities: Invulnerable Save[2], Blistering Fusillade
Melee Weapons: Flail of corruption, Bubotic blade (x3) (x9)
Ranged Weapons: Plague combi-bolter, Plague spewer (x2) (x2), Reaper autocannon
Rules: Nurgle's Gift (Aura), Spread the Sickness, Scouts 6", Ignores Cover, Torrent, Blast, Rapid Fire
Unit: Death Guard Cultists (x3) (x3)
Melee Weapons: Brutal assault weapon (x15) (x75)
Ranged Weapons: Cultist firearm (x6) (x12), Flamer (x3) (x3), Grenade launcher - frag (x3) (x3), Grenade
launcher - krak (x3) (x3), Heavy stubber (x3) (x3)
Rules: Nurgle's Gift (Aura), Spread the Sickness, Scouts 6", Ignores Cover, Torrent, Blast, Rapid Fire
Unit: Death Guard Cultists (x3) (x3)
Melee Weapons: Brutal assault weapon (x15) (x75)
Ranged Weapons: Cultist firearm (x6) (x12), Flamer (x3) (x3), Grenade launcher - frag (x3) (x3), Grenade
launcher - krak (x3) (x3), Heavy stubber (x3) (x3)
Death Guard Cultists (10) • 6x Cultist
(50 pts) • Cultist w/ flamer
• Cultist w/ grenade launcher
• Cultist w/ heavy stubber
• Cultist Champion
Rules: Nurgle's Gift (Aura), Spread the Sickness, Scouts 6", Ignores Cover, Torrent, Blast, Rapid Fire
Unit: Death Guard Cultists (x3) (x3)
Melee Weapons: Brutal assault weapon (x15) (x75)
Ranged Weapons: Cultist firearm (x6) (x12), Flamer (x3) (x3), Grenade launcher - frag (x3) (x3), Grenade
launcher - krak (x3) (x3), Heavy stubber (x3) (x3)
Rules: Nurgle's Gift (Aura), Spread the Sickness, Deep Strike, Lethal Hits, Anti-, Pistol, Torrent, Ignores Cover
Unit: Deathshroud Terminators
Abilities: Silent Bodyguard, Invulnerable Save[2]
Melee Weapons: Manreaper - strike (x2) (x4), Manreaper - sweep (x2) (x4)
Ranged Weapons: Plaguespurt gauntlet (x2) (x4)
Spread the Sickness During the Declare Battle Formations step, select one of the Sicknesses below. Until the end of the battle, all units from your
army with the Nurgle’s Gift ability gain the selected Sickness.
- Skullsquirm Blight (Aura): While an enemy unit is within Contagion Range of this unit, worsen the Ballistic Skill and Weapon
Skill characteristics of weapons equipped by models in that enemy unit by 1.
- Rattlejoint Ague (Aura): While an enemy unit is within Contagion Range of this unit, worsen the Save characteristic of models
in that enemy unit by 1.
- Scabrous Soulrot (Aura): While an enemy unit is within Contagion Range of this unit, worsen the Leadership and Objective
Control characteristics of models in that enemy unit by 1 (to a minimum of 1).’
If you control an objective marker at the end of your Command phase and a DEATH GUARD unit from your army is within
range of that objective marker, that objective marker is said to be Infected and remains under your control even if you have no
models within range of it, until your opponent controls it at the start or end of any turn. In addition, while an objective marker is
Infected and under your control, it has the Nurgle’s Gift ability as if it were a unit from your army (so enemy units within
Contagion Range of it will have their characteristics modified).
Nurgle's Gift (Aura) If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of this unit, subtract 1 from the
Toughness characteristic of models in that enemy unit. Contagion Range changes over the course of the battle, as shown
below.
CONTAGION RANGE
1st Battle Round: Contagion Range = 3"
2nd Battle Round: Contagion Range = 6"
3rd Battle Round Onwards: Contagion Range = 9"
Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.
Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.
Lethal Hits Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a
weapon, a Critical Hit automatically wounds the target.
Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.
Ignores Cover Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
such a weapon, the target cannot have the Benefit of Cover against that attack.
Torrent Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon,
that attack automatically hits the target.
Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.
Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.
Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’
Scouts 6" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".
DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).
A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.
Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).
Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.
If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.
Deadly Demise 1 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
The Shadow of Chaos If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s
Shadow of Chaos, as follows:
% Your deployment zone is always within your army’s Shadow of Chaos.
% At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that
phase, No Man’s Land is within your army’s Shadow of Chaos.
% At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until
the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos.
DAEMONIC MANIFESTATION
While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a
Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit
is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead).
DAEMONIC TERROR
While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT
UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or
SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is
failed, that enemy unit suffers D3 mortal wounds.
Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield
that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
Harbingers of Dread If your Army Faction is CHAOS KNIGHTS, each model from your army with this ability has the following Dread abilities:
DESPAIR (AURA)
While an enemy unit is within 12" of this model, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1
from that test.
Typhus 5" 6 2+ 6 6+ 1
Nurglings 5" 3 7+ 4 8+ 0
Leader
Invulnerable Save[1]
While this model is leading a unit, each time a melee attack targets that unit, subtract 1 from the Hit roll.
In your Shooting phase, you can select one enemy unit within 18" of and visible to this PSYKER (excluding units with the Lone Operative ability that are not
part of an Attached unit and are not within 12" of this PSYKER) and roll one D6: on a 1, this PSYKER's unit suffers D3 mortal wounds; on a 2-5, that enemy
unit suffers D6 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
While a friendly DEATH GUARD INFANTRY unit is within Contagion Range of this model, models in that unit have the Feel No Pain 6+ ability.
Living Plague
DEATH GUARD model only. Add 3" to the range of the bearer’s Aura abilities (including Nurgle’s Gift).
Invulnerable Save[2]
Blistering Fusillade
Each time a model in this unit makes a ranged attack, if it targets the closest eligible enemy unit, re-roll a Wound roll of 1.
Silent Bodyguard
While a CHARACTER model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s
Toughness characteristic, subtract 1 from the Wound roll.
Hovering Death
This model is eligible to shoot and declare a charge in a turn in which it Fell Back.
Invulnerable Save[3]
Invulnerable Save[4]
Grotesque Regeneration
At the end of each phase, if a BEASTS OF NURGLE model in this unit has lost any wounds but is not destroyed, that model regains all of its lost wounds.
Invulnerable Save[5]
While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this unit, each time a model in that unit makes a melee attack, subtract 1 from the
Hit roll.
Executioner
Each time this model makes an attack that targets a unit Below Half-strength, add 1 to the Hit roll.
Invulnerable Save[6]
Blast
Rapid Fire 3
Rapid Fire 3