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Typhus

Death Guard
MODELMTSVINVWLDOC
Typhus 5" 7 2+ 4 6 6+ 1

Ranged & Melee Weapons

WEAPONRANGEABS/WSSAPD
Lakrimae – strike lethal hits Melee 6 2 9 -2 3
Lakrimae – sweep lethal hits Melee 12 2 6 -1 1

Abilities

[Core]

[Core]

Eater Plague (Psychic) [Datasheet]

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.

The Destroyer Hive [Datasheet]

While this model is leading a unit, each time a melee attack targets that unit, subtract 1 from the Hit roll.

[Faction]

Leader

Unit Composition & Points

1 Typhus – EPIC HERO

1 model 100 pts
KEYWORDS: Chaos Character Epic Hero Infantry Nurgle Psyker Terminator Typhus
FACTION KEYWORDS: Death Guard
Detachment Abilities (10)

Arch-Contaminators →

Inescapable Corruption

The combined plague blessings of so many champions of the Plague God is universally contagious, a dr
Each time an enemy unit is selected to perform a Tactical Manoeuvre, if that unit is within Contagion Range of one or more units from your army, that enemy unit must take a Leadership test. If that test is failed, that Tactical Manoeuvre has no effect (that enemy unit is still eligible to shoot and declare a charge this turn as normal).

In addition, in your Command phase, roll one D6 for each objective marker that is within Contagion Range of one or more units from your army and is Secured by your opponent’s army: on a 5+, that objective marker is no longer Secured by your opponent’s army.

Champions of Contagion →

Manifold Maladies

A spirit of competition infects Nurgle’s champions when they fight alongside one another. With each
At the start of the battle round, you can select one of the Plagues listed in Nurgle’s Gift. Until the end of the battle, that is your chosen Plague instead of any previously chosen Plague.

Death Lord’s Chosen →

Deadly Vectors

The plagues and parasites to which these elite warriors play host are amongst the most lethal in the
In your opponent’s Command phase, roll 2D6 for each Afflicted enemy unit, subtracting 1 from the result if that unit is Below Half-strength. If the result is 6 or less, that enemy unit suffers D3 mortal wounds.

Flyblown Host →

Verminous Haze

A cloud of winged insects descends over Mortarion’s pathogenic sons, obscuring their malodorous rank
Death Guard Infantry units (excluding Poxwalkers units) from your army that are not embarked within a Transport have the Scouts 5" and Stealth abilities.

Mortarion’s Hammer →

Miasmic Bombardment

In the wake of preparatory bombardment by artillery weapons both forbidden and foul, the surviving f
At the start of the battle round, select a number of enemy units more than 12" away from every model from your army that is on the battlefield. Until the end of the battle round, those enemy units are Afflicted. The maximum number of units you can select in this way depends on the battle size, as shown below.

Shamblerot Vectorium →

Numberless Horde

No matter how many Poxwalkers the enemy gun down or tear limb-from-limb at close quarters, more groa
In your Command phase in each of the following battle rounds, depending on your chosen battle size, add a new Poxwalkers unit with a Starting Strength of 10 to your army, in Strategic Reserves.

Tallyband Summoners →

Reverberant Rancidity

Reality rings like a struck bell as it rebels against the sheer wrongness of Nurgle’s daemons. Borne
While a Plague Legions unit from your army is within 7" of one or more DEATH GUARD units from your army, that PLAGUE LEGIONS unit has the Nurgle’s Gift ability.

While a Death Guard unit from your army is within 7" of one or more PLAGUE LEGIONS units from your army, add 3" to that DEATH GUARD units Contagion Range.

PLAGUE LEGIONS
You can include Plague Legions units in your army, even though they do not have the DEATH GUARD Faction keyword. The combined points cost of such units you can include in your army is:
  • Incursion: Up to 500 pts
  • Strike Force: Up to 1000 pts
  • Onslaught: Up to 1500 pts

No PLAGUE LEGIONS models from your army can be your WARLORD.

Unclean Uprising →

Relentless Spread

Like a virus seeking fresh hosts, the unclean worshippers of the Plague God spill through the ship’s
Each time a DEATH GUARD unit from your army makes a Consolidation move:
  • It can move up to D3+3" instead of up to 3".
  • If it cannot end that move within Engagement Range of one or more enemy units that are visible to it (and in Unit Coherency), it can still make that Consolidation move, and when doing so can move in any direction.

Vectors of Decay →

Sevenfold Offerings

Seven by seven the enemy fall, reaped like blighted crops or rotted from within. Seven by seven thei
For every seven enemy models that have been destroyed, add 2" to the Contagion Range of units from your army. Note that any increase to the Contagion Range of units from your army as a result of this rule does not take place while a unit from your army is attacking. In such an event, the increase will take effect after such a unit has finished making its attacks.

Virulent Vectorium →

Worldblight

As the foul tendrils of the Death Guard quest further across the battlefield, they infest even the m
If you control an objective marker at the end of your Command phase and a Death Guard unit from your army (excluding Battle-shocked units) is within range of that objective marker, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. In addition, until you lose control of that objective marker, it has the Nurgle’s Gift ability as if it were a DEATH GUARD model from your army.
Enhancements (4)

Flyblown Host →

15 pts

Droning Chorus

Festering swarms follow this champion to battle, and the drone of a billion flies invigorates his wa
Death Guard Infantry model only. Ranged weapons equipped by models in the bearer’s unit have the [ASSAULT] ability.
20 pts

Insectile Murmuration

The buzzing swarms respond to this champion’s will, sweeping down upon his chosen target, their craw
Death Guard Infantry model only. Each time a model in the bearer’s unit makes an attack that targets a unit that is within Contagion Range of one or more DEATH GUARD units from your army, re-roll a Wound roll of 1.
25 pts

Plagueveil

When this diseased pilgrim marches to sites of festering putrescence, Nurgle’s blessings manifest in
Death Guard Infantry model only. While the bearer’s unit is within range of one or more objective markers that you control, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".
10 pts

Rejuvenating Swarm

With a hacking prayer to Nurgle, this warrior calls upon the swarm. Buzzing clumps of plague‑bearing
Death Guard Infantry model only. At the end of each phase, the bearer regains all of its lost wounds.
Stratagems (348)

General

1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

Arch-Contaminators →

1 CP

ALLIES OF ENTROPY

Either player’s turn - Shooting phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1 CP

ALLIES OF ENTROPY

Either player’s turn - Shooting phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1 CP

ALLIES OF ENTROPY

Either player’s turn - Shooting phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1 CP

ALLIES OF ENTROPY

Either player’s turn - Shooting phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1 CP

ALLIES OF ENTROPY

Either player’s turn - Shooting phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1 CP

ALLIES OF ENTROPY

Either player’s turn - Shooting phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1 CP

CLOUD OF FLIES

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Hit roll.
1 CP

CLOUD OF FLIES

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Hit roll.
1 CP

CLOUD OF FLIES

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Hit roll.
1 CP

CLOUD OF FLIES

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Hit roll.
1 CP

CLOUD OF FLIES

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Hit roll.
1 CP

CLOUD OF FLIES

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Hit roll.
1 CP

CORROSIVE CURSE

Your turn - Shooting phase
WHEN: Start of your Shooting phase.

TARGET: One DEATH GUARD TERMINATOR unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Select one objective marker within Contagion Range of and visible to your unit. That objective marker is Secured by your army.

RESTRICTIONS: You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to shoot or declare a charge.
1 CP

CORROSIVE CURSE

Your turn - Shooting phase
WHEN: Start of your Shooting phase.

TARGET: One DEATH GUARD TERMINATOR unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Select one objective marker within Contagion Range of and visible to your unit. That objective marker is Secured by your army.

RESTRICTIONS: You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to shoot or declare a charge.
1 CP

CORROSIVE CURSE

Your turn - Shooting phase
WHEN: Start of your Shooting phase.

TARGET: One DEATH GUARD TERMINATOR unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Select one objective marker within Contagion Range of and visible to your unit. That objective marker is Secured by your army.

RESTRICTIONS: You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to shoot or declare a charge.
1 CP

CORROSIVE CURSE

Your turn - Shooting phase
WHEN: Start of your Shooting phase.

TARGET: One DEATH GUARD TERMINATOR unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Select one objective marker within Contagion Range of and visible to your unit. That objective marker is Secured by your army.

RESTRICTIONS: You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to shoot or declare a charge.
1 CP

CORROSIVE CURSE

Your turn - Shooting phase
WHEN: Start of your Shooting phase.

TARGET: One DEATH GUARD TERMINATOR unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Select one objective marker within Contagion Range of and visible to your unit. That objective marker is Secured by your army.

RESTRICTIONS: You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to shoot or declare a charge.
1 CP

CORROSIVE CURSE

Your turn - Shooting phase
WHEN: Start of your Shooting phase.

TARGET: One DEATH GUARD TERMINATOR unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Select one objective marker within Contagion Range of and visible to your unit. That objective marker is Secured by your army.

RESTRICTIONS: You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to shoot or declare a charge.
1 CP

SEED OF CORRUPTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One DEATH GUARD TERMINATOR unit from your army that has not been selected to shoot this phase.

EFFECT: If your unit was set up on the battlefield this turn, it can perform a Tactical Manoeuvre this phase as if it was not set up on the battlefield this turn.
1 CP

SEED OF CORRUPTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One DEATH GUARD TERMINATOR unit from your army that has not been selected to shoot this phase.

EFFECT: If your unit was set up on the battlefield this turn, it can perform a Tactical Manoeuvre this phase as if it was not set up on the battlefield this turn.
1 CP

SEED OF CORRUPTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One DEATH GUARD TERMINATOR unit from your army that has not been selected to shoot this phase.

EFFECT: If your unit was set up on the battlefield this turn, it can perform a Tactical Manoeuvre this phase as if it was not set up on the battlefield this turn.
1 CP

SEED OF CORRUPTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One DEATH GUARD TERMINATOR unit from your army that has not been selected to shoot this phase.

EFFECT: If your unit was set up on the battlefield this turn, it can perform a Tactical Manoeuvre this phase as if it was not set up on the battlefield this turn.
1 CP

SEED OF CORRUPTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One DEATH GUARD TERMINATOR unit from your army that has not been selected to shoot this phase.

EFFECT: If your unit was set up on the battlefield this turn, it can perform a Tactical Manoeuvre this phase as if it was not set up on the battlefield this turn.
1 CP

SEED OF CORRUPTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One DEATH GUARD TERMINATOR unit from your army that has not been selected to shoot this phase.

EFFECT: If your unit was set up on the battlefield this turn, it can perform a Tactical Manoeuvre this phase as if it was not set up on the battlefield this turn.

Champions of Contagion →

1 CP

BLESSINGS OF FILTH

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CP

BLESSINGS OF FILTH

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CP

BLESSINGS OF FILTH

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CP

BLESSINGS OF FILTH

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CP

BLESSINGS OF FILTH

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CP

BLESSINGS OF FILTH

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CP

GROTESQUE FORTITUDE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard Attached unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, add 2 to the Toughness characteristic of models in your unit.
1 CP

GROTESQUE FORTITUDE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard Attached unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, add 2 to the Toughness characteristic of models in your unit.
1 CP

GROTESQUE FORTITUDE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard Attached unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, add 2 to the Toughness characteristic of models in your unit.
1 CP

GROTESQUE FORTITUDE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard Attached unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, add 2 to the Toughness characteristic of models in your unit.
1 CP

GROTESQUE FORTITUDE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard Attached unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, add 2 to the Toughness characteristic of models in your unit.
1 CP

GROTESQUE FORTITUDE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard Attached unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, add 2 to the Toughness characteristic of models in your unit.
2 CP

MALIGNANCE MAGNIFIED

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll and you can re-roll the Wound roll.
2 CP

MALIGNANCE MAGNIFIED

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll and you can re-roll the Wound roll.
2 CP

MALIGNANCE MAGNIFIED

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll and you can re-roll the Wound roll.
2 CP

MALIGNANCE MAGNIFIED

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll and you can re-roll the Wound roll.
2 CP

MALIGNANCE MAGNIFIED

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll and you can re-roll the Wound roll.
2 CP

MALIGNANCE MAGNIFIED

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll and you can re-roll the Wound roll.
1 CP

MOBILE VECTOR

Your turn - Movement phase
WHEN: Your Movement phase, before the Reinforcements step.

TARGET: One Death Guard Character unit from your army that is not leading a unit.

EFFECT: Select one other friendly Death Guard unit (excluding Battle-shocked units and Attached units that already have two Leader units or one of your CHARACTER units leading it] within 2" horizontally and 5" vertically of your unit that your unit can lead (as described in the Leader section of its datasheet]. Your unit attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly.
1 CP

MOBILE VECTOR

Your turn - Movement phase
WHEN: Your Movement phase, before the Reinforcements step.

TARGET: One Death Guard Character unit from your army that is not leading a unit.

EFFECT: Select one other friendly Death Guard unit (excluding Battle-shocked units and Attached units that already have two Leader units or one of your CHARACTER units leading it] within 2" horizontally and 5" vertically of your unit that your unit can lead (as described in the Leader section of its datasheet]. Your unit attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly.
1 CP

MOBILE VECTOR

Your turn - Movement phase
WHEN: Your Movement phase, before the Reinforcements step.

TARGET: One Death Guard Character unit from your army that is not leading a unit.

EFFECT: Select one other friendly Death Guard unit (excluding Battle-shocked units and Attached units that already have two Leader units or one of your CHARACTER units leading it] within 2" horizontally and 5" vertically of your unit that your unit can lead (as described in the Leader section of its datasheet]. Your unit attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly.
1 CP

MOBILE VECTOR

Your turn - Movement phase
WHEN: Your Movement phase, before the Reinforcements step.

TARGET: One Death Guard Character unit from your army that is not leading a unit.

EFFECT: Select one other friendly Death Guard unit (excluding Battle-shocked units and Attached units that already have two Leader units or one of your CHARACTER units leading it] within 2" horizontally and 5" vertically of your unit that your unit can lead (as described in the Leader section of its datasheet]. Your unit attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly.
1 CP

MOBILE VECTOR

Your turn - Movement phase
WHEN: Your Movement phase, before the Reinforcements step.

TARGET: One Death Guard Character unit from your army that is not leading a unit.

EFFECT: Select one other friendly Death Guard unit (excluding Battle-shocked units and Attached units that already have two Leader units or one of your CHARACTER units leading it] within 2" horizontally and 5" vertically of your unit that your unit can lead (as described in the Leader section of its datasheet]. Your unit attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly.
1 CP

MOBILE VECTOR

Your turn - Movement phase
WHEN: Your Movement phase, before the Reinforcements step.

TARGET: One Death Guard Character unit from your army that is not leading a unit.

EFFECT: Select one other friendly Death Guard unit (excluding Battle-shocked units and Attached units that already have two Leader units or one of your CHARACTER units leading it] within 2" horizontally and 5" vertically of your unit that your unit can lead (as described in the Leader section of its datasheet]. Your unit attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly.
1 CP

RABID INFUSION

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One Death Guard unit from your army that includes two Character models.

EFFECT: Until the end of the phase, your unit has the Fights First ability.
1 CP

RABID INFUSION

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One Death Guard unit from your army that includes two Character models.

EFFECT: Until the end of the phase, your unit has the Fights First ability.
1 CP

RABID INFUSION

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One Death Guard unit from your army that includes two Character models.

EFFECT: Until the end of the phase, your unit has the Fights First ability.
1 CP

RABID INFUSION

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One Death Guard unit from your army that includes two Character models.

EFFECT: Until the end of the phase, your unit has the Fights First ability.
1 CP

RABID INFUSION

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One Death Guard unit from your army that includes two Character models.

EFFECT: Until the end of the phase, your unit has the Fights First ability.
1 CP

RABID INFUSION

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One Death Guard unit from your army that includes two Character models.

EFFECT: Until the end of the phase, your unit has the Fights First ability.

Death Lord’s Chosen →

1 CP

BLOOMING PESTILENCE

Either player’s turn - Any phase
WHEN: Start of any phase.

TARGET: One Terminator unit from your army.

EFFECT: Until the end of the phase, add 3" to the Contagion Range of models in your unit.
1 CP

BLOOMING PESTILENCE

Either player’s turn - Any phase
WHEN: Start of any phase.

TARGET: One Terminator unit from your army.

EFFECT: Until the end of the phase, add 3" to the Contagion Range of models in your unit.
1 CP

BLOOMING PESTILENCE

Either player’s turn - Any phase
WHEN: Start of any phase.

TARGET: One Terminator unit from your army.

EFFECT: Until the end of the phase, add 3" to the Contagion Range of models in your unit.
1 CP

BLOOMING PESTILENCE

Either player’s turn - Any phase
WHEN: Start of any phase.

TARGET: One Terminator unit from your army.

EFFECT: Until the end of the phase, add 3" to the Contagion Range of models in your unit.
1 CP

BLOOMING PESTILENCE

Either player’s turn - Any phase
WHEN: Start of any phase.

TARGET: One Terminator unit from your army.

EFFECT: Until the end of the phase, add 3" to the Contagion Range of models in your unit.
1 CP

BLOOMING PESTILENCE

Either player’s turn - Any phase
WHEN: Start of any phase.

TARGET: One Terminator unit from your army.

EFFECT: Until the end of the phase, add 3" to the Contagion Range of models in your unit.
1 CP

GRIM REAPERS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Terminator unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit (excluding MONSTERS and VEHICLES) you can re-roll the Hit roll.
1 CP

GRIM REAPERS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Terminator unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit (excluding MONSTERS and VEHICLES) you can re-roll the Hit roll.
1 CP

GRIM REAPERS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Terminator unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit (excluding MONSTERS and VEHICLES) you can re-roll the Hit roll.
1 CP

GRIM REAPERS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Terminator unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit (excluding MONSTERS and VEHICLES) you can re-roll the Hit roll.
1 CP

GRIM REAPERS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Terminator unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit (excluding MONSTERS and VEHICLES) you can re-roll the Hit roll.
1 CP

GRIM REAPERS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Terminator unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit (excluding MONSTERS and VEHICLES) you can re-roll the Hit roll.
1 CP

MORTARION'S TEACHINGS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Terminator unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [HEAVY] abilities.
1 CP

MORTARION'S TEACHINGS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Terminator unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [HEAVY] abilities.
1 CP

MORTARION'S TEACHINGS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Terminator unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [HEAVY] abilities.
1 CP

MORTARION'S TEACHINGS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Terminator unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [HEAVY] abilities.
1 CP

MORTARION'S TEACHINGS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Terminator unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [HEAVY] abilities.
1 CP

MORTARION'S TEACHINGS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Terminator unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [HEAVY] abilities.
1 CP

SICKENING IMPACT

Your turn - Charge phase
WHEN: Your Charge phase, just after a Terminator unit from your army ends a Charge move.

TARGET: That TERMINATOR unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 2+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

SICKENING IMPACT

Your turn - Charge phase
WHEN: Your Charge phase, just after a Terminator unit from your army ends a Charge move.

TARGET: That TERMINATOR unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 2+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

SICKENING IMPACT

Your turn - Charge phase
WHEN: Your Charge phase, just after a Terminator unit from your army ends a Charge move.

TARGET: That TERMINATOR unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 2+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

SICKENING IMPACT

Your turn - Charge phase
WHEN: Your Charge phase, just after a Terminator unit from your army ends a Charge move.

TARGET: That TERMINATOR unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 2+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

SICKENING IMPACT

Your turn - Charge phase
WHEN: Your Charge phase, just after a Terminator unit from your army ends a Charge move.

TARGET: That TERMINATOR unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 2+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

SICKENING IMPACT

Your turn - Charge phase
WHEN: Your Charge phase, just after a Terminator unit from your army ends a Charge move.

TARGET: That TERMINATOR unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 2+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

SIGNAL POX

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Lord of Virulence model from your army.

EFFECT: Select one objective marker within 30" of and visible to your model. Until the start of your next turn, while an enemy unit is within range of that objective marker, that unit is Afflicted.
1 CP

SIGNAL POX

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Lord of Virulence model from your army.

EFFECT: Select one objective marker within 30" of and visible to your model. Until the start of your next turn, while an enemy unit is within range of that objective marker, that unit is Afflicted.
1 CP

SIGNAL POX

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Lord of Virulence model from your army.

EFFECT: Select one objective marker within 30" of and visible to your model. Until the start of your next turn, while an enemy unit is within range of that objective marker, that unit is Afflicted.
1 CP

SIGNAL POX

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Lord of Virulence model from your army.

EFFECT: Select one objective marker within 30" of and visible to your model. Until the start of your next turn, while an enemy unit is within range of that objective marker, that unit is Afflicted.
1 CP

SIGNAL POX

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Lord of Virulence model from your army.

EFFECT: Select one objective marker within 30" of and visible to your model. Until the start of your next turn, while an enemy unit is within range of that objective marker, that unit is Afflicted.
1 CP

SIGNAL POX

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Lord of Virulence model from your army.

EFFECT: Select one objective marker within 30" of and visible to your model. Until the start of your next turn, while an enemy unit is within range of that objective marker, that unit is Afflicted.
1 CP

UNDYING SPITE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Terminator unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1 CP

UNDYING SPITE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Terminator unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1 CP

UNDYING SPITE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Terminator unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1 CP

UNDYING SPITE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Terminator unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1 CP

UNDYING SPITE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Terminator unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1 CP

UNDYING SPITE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Terminator unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

Flyblown Host →

1 CP

DRONING HORROR

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit within half range, you can re-roll the Hit roll instead.
1 CP

DRONING HORROR

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit within half range, you can re-roll the Hit roll instead.
1 CP

DRONING HORROR

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit within half range, you can re-roll the Hit roll instead.
1 CP

DRONING HORROR

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit within half range, you can re-roll the Hit roll instead.
1 CP

DRONING HORROR

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit within half range, you can re-roll the Hit roll instead.
1 CP

DRONING HORROR

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit within half range, you can re-roll the Hit roll instead.
1 CP

ENERVATING ONSLAUGHT

Your turn - Charge phase
WHEN: Your Charge phase, just after a DEATH GUARD INFANTRY unit from your army makes a Charge move.

TARGET: That Death Guard Infantry unit.

EFFECT: Select one enemy unit within Engagement Range of your unit (excluding MONSTERS and VEHICLES). Roll one D6 for each model in your unit that is within Engagement Range of that unit, adding 1 to the result if that model is not a Cultist or Poxwalker model: for each 5+, the selected enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

ENERVATING ONSLAUGHT

Your turn - Charge phase
WHEN: Your Charge phase, just after a DEATH GUARD INFANTRY unit from your army makes a Charge move.

TARGET: That Death Guard Infantry unit.

EFFECT: Select one enemy unit within Engagement Range of your unit (excluding MONSTERS and VEHICLES). Roll one D6 for each model in your unit that is within Engagement Range of that unit, adding 1 to the result if that model is not a Cultist or Poxwalker model: for each 5+, the selected enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

ENERVATING ONSLAUGHT

Your turn - Charge phase
WHEN: Your Charge phase, just after a DEATH GUARD INFANTRY unit from your army makes a Charge move.

TARGET: That Death Guard Infantry unit.

EFFECT: Select one enemy unit within Engagement Range of your unit (excluding MONSTERS and VEHICLES). Roll one D6 for each model in your unit that is within Engagement Range of that unit, adding 1 to the result if that model is not a Cultist or Poxwalker model: for each 5+, the selected enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

ENERVATING ONSLAUGHT

Your turn - Charge phase
WHEN: Your Charge phase, just after a DEATH GUARD INFANTRY unit from your army makes a Charge move.

TARGET: That Death Guard Infantry unit.

EFFECT: Select one enemy unit within Engagement Range of your unit (excluding MONSTERS and VEHICLES). Roll one D6 for each model in your unit that is within Engagement Range of that unit, adding 1 to the result if that model is not a Cultist or Poxwalker model: for each 5+, the selected enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

ENERVATING ONSLAUGHT

Your turn - Charge phase
WHEN: Your Charge phase, just after a DEATH GUARD INFANTRY unit from your army makes a Charge move.

TARGET: That Death Guard Infantry unit.

EFFECT: Select one enemy unit within Engagement Range of your unit (excluding MONSTERS and VEHICLES). Roll one D6 for each model in your unit that is within Engagement Range of that unit, adding 1 to the result if that model is not a Cultist or Poxwalker model: for each 5+, the selected enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

ENERVATING ONSLAUGHT

Your turn - Charge phase
WHEN: Your Charge phase, just after a DEATH GUARD INFANTRY unit from your army makes a Charge move.

TARGET: That Death Guard Infantry unit.

EFFECT: Select one enemy unit within Engagement Range of your unit (excluding MONSTERS and VEHICLES). Roll one D6 for each model in your unit that is within Engagement Range of that unit, adding 1 to the result if that model is not a Cultist or Poxwalker model: for each 5+, the selected enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CP

EYE OF THE SWARM

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding Blast weapons) have the [PISTOL] ability.
1 CP

EYE OF THE SWARM

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding Blast weapons) have the [PISTOL] ability.
1 CP

EYE OF THE SWARM

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding Blast weapons) have the [PISTOL] ability.
1 CP

EYE OF THE SWARM

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding Blast weapons) have the [PISTOL] ability.
1 CP

EYE OF THE SWARM

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding Blast weapons) have the [PISTOL] ability.
1 CP

EYE OF THE SWARM

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding Blast weapons) have the [PISTOL] ability.
1 CP

MYPHITIC INVIGORATION

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard Infantry unit from your army that is within 6" of one or more friendly Myphitic Blight-hauler units and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.
1 CP

MYPHITIC INVIGORATION

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard Infantry unit from your army that is within 6" of one or more friendly Myphitic Blight-hauler units and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.
1 CP

MYPHITIC INVIGORATION

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard Infantry unit from your army that is within 6" of one or more friendly Myphitic Blight-hauler units and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.
1 CP

MYPHITIC INVIGORATION

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard Infantry unit from your army that is within 6" of one or more friendly Myphitic Blight-hauler units and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.
1 CP

MYPHITIC INVIGORATION

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard Infantry unit from your army that is within 6" of one or more friendly Myphitic Blight-hauler units and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.
1 CP

MYPHITIC INVIGORATION

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard Infantry unit from your army that is within 6" of one or more friendly Myphitic Blight-hauler units and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.
1 CP

NAUSEATING PAROXYSMS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One Death Guard Infantry unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Select one enemy unit within Engagement Range of your unit. That unit must take a Battle-shock test, subtracting 1 from the result.
1 CP

NAUSEATING PAROXYSMS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One Death Guard Infantry unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Select one enemy unit within Engagement Range of your unit. That unit must take a Battle-shock test, subtracting 1 from the result.
1 CP

NAUSEATING PAROXYSMS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One Death Guard Infantry unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Select one enemy unit within Engagement Range of your unit. That unit must take a Battle-shock test, subtracting 1 from the result.
1 CP

NAUSEATING PAROXYSMS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One Death Guard Infantry unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Select one enemy unit within Engagement Range of your unit. That unit must take a Battle-shock test, subtracting 1 from the result.
1 CP

NAUSEATING PAROXYSMS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One Death Guard Infantry unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Select one enemy unit within Engagement Range of your unit. That unit must take a Battle-shock test, subtracting 1 from the result.
1 CP

NAUSEATING PAROXYSMS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One Death Guard Infantry unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Select one enemy unit within Engagement Range of your unit. That unit must take a Battle-shock test, subtracting 1 from the result.
1 CP

VERMIN CLOUD

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
1 CP

VERMIN CLOUD

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
1 CP

VERMIN CLOUD

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
1 CP

VERMIN CLOUD

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
1 CP

VERMIN CLOUD

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
1 CP

VERMIN CLOUD

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

Mortarion’s Hammer →

1 CP

DRAWN TO DESPAIR

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a visible enemy unit (excluding AIRCRAFT) within your opponent’s deployment zone, you can re-roll the Hit roll.
1 CP

DRAWN TO DESPAIR

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a visible enemy unit (excluding AIRCRAFT) within your opponent’s deployment zone, you can re-roll the Hit roll.
1 CP

DRAWN TO DESPAIR

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a visible enemy unit (excluding AIRCRAFT) within your opponent’s deployment zone, you can re-roll the Hit roll.
1 CP

DRAWN TO DESPAIR

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a visible enemy unit (excluding AIRCRAFT) within your opponent’s deployment zone, you can re-roll the Hit roll.
1 CP

DRAWN TO DESPAIR

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a visible enemy unit (excluding AIRCRAFT) within your opponent’s deployment zone, you can re-roll the Hit roll.
1 CP

DRAWN TO DESPAIR

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a visible enemy unit (excluding AIRCRAFT) within your opponent’s deployment zone, you can re-roll the Hit roll.

Shamblerot Vectorium →

1 CP

SHAMBLING WALL

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly Poxwalkers unit within 3" of your unit and visible to both your unit and the attacking unit.

EFFECT: Until the end of the phase, each time you would allocate an attack to a model in your DEATH GUARD unit, if your POXWALKERS unit is visible to the attacking model and is an eligible target for that attack, no saving throw is made for that attack; instead a number of POXWALKERS from your POXWALKERS unit equal to the Damage characteristic of that attack are destroyed.
1 CP

SHAMBLING WALL

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly Poxwalkers unit within 3" of your unit and visible to both your unit and the attacking unit.

EFFECT: Until the end of the phase, each time you would allocate an attack to a model in your DEATH GUARD unit, if your POXWALKERS unit is visible to the attacking model and is an eligible target for that attack, no saving throw is made for that attack; instead a number of POXWALKERS from your POXWALKERS unit equal to the Damage characteristic of that attack are destroyed.
1 CP

SHAMBLING WALL

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly Poxwalkers unit within 3" of your unit and visible to both your unit and the attacking unit.

EFFECT: Until the end of the phase, each time you would allocate an attack to a model in your DEATH GUARD unit, if your POXWALKERS unit is visible to the attacking model and is an eligible target for that attack, no saving throw is made for that attack; instead a number of POXWALKERS from your POXWALKERS unit equal to the Damage characteristic of that attack are destroyed.
1 CP

SHAMBLING WALL

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly Poxwalkers unit within 3" of your unit and visible to both your unit and the attacking unit.

EFFECT: Until the end of the phase, each time you would allocate an attack to a model in your DEATH GUARD unit, if your POXWALKERS unit is visible to the attacking model and is an eligible target for that attack, no saving throw is made for that attack; instead a number of POXWALKERS from your POXWALKERS unit equal to the Damage characteristic of that attack are destroyed.
1 CP

SHAMBLING WALL

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly Poxwalkers unit within 3" of your unit and visible to both your unit and the attacking unit.

EFFECT: Until the end of the phase, each time you would allocate an attack to a model in your DEATH GUARD unit, if your POXWALKERS unit is visible to the attacking model and is an eligible target for that attack, no saving throw is made for that attack; instead a number of POXWALKERS from your POXWALKERS unit equal to the Damage characteristic of that attack are destroyed.
1 CP

SHAMBLING WALL

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly Poxwalkers unit within 3" of your unit and visible to both your unit and the attacking unit.

EFFECT: Until the end of the phase, each time you would allocate an attack to a model in your DEATH GUARD unit, if your POXWALKERS unit is visible to the attacking model and is an eligible target for that attack, no saving throw is made for that attack; instead a number of POXWALKERS from your POXWALKERS unit equal to the Damage characteristic of that attack are destroyed.
1 CP

SHOCK AND HORROR

Your turn - Charge phase
WHEN: Your Charge phase, just after a Death Guard unit from your army ends a Charge move.

TARGET: That DEATH GUARD unit.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.
1 CP

SHOCK AND HORROR

Your turn - Charge phase
WHEN: Your Charge phase, just after a Death Guard unit from your army ends a Charge move.

TARGET: That DEATH GUARD unit.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.
1 CP

SHOCK AND HORROR

Your turn - Charge phase
WHEN: Your Charge phase, just after a Death Guard unit from your army ends a Charge move.

TARGET: That DEATH GUARD unit.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.
1 CP

SHOCK AND HORROR

Your turn - Charge phase
WHEN: Your Charge phase, just after a Death Guard unit from your army ends a Charge move.

TARGET: That DEATH GUARD unit.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.
1 CP

SHOCK AND HORROR

Your turn - Charge phase
WHEN: Your Charge phase, just after a Death Guard unit from your army ends a Charge move.

TARGET: That DEATH GUARD unit.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.
1 CP

SHOCK AND HORROR

Your turn - Charge phase
WHEN: Your Charge phase, just after a Death Guard unit from your army ends a Charge move.

TARGET: That DEATH GUARD unit.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.

Tallyband Summoners →

1 CP

CLUTCHING CORRUPTION

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Death Guard unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is within Engagement Range of one or more Plague Legions units from your army, you can re-roll the Hit roll.
1 CP

CLUTCHING CORRUPTION

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Death Guard unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is within Engagement Range of one or more Plague Legions units from your army, you can re-roll the Hit roll.
1 CP

CLUTCHING CORRUPTION

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Death Guard unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is within Engagement Range of one or more Plague Legions units from your army, you can re-roll the Hit roll.
1 CP

CLUTCHING CORRUPTION

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Death Guard unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is within Engagement Range of one or more Plague Legions units from your army, you can re-roll the Hit roll.
1 CP

CLUTCHING CORRUPTION

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Death Guard unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is within Engagement Range of one or more Plague Legions units from your army, you can re-roll the Hit roll.
1 CP

CLUTCHING CORRUPTION

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Death Guard unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is within Engagement Range of one or more Plague Legions units from your army, you can re-roll the Hit roll.

Vectors of Decay →

1 CP

CHINKS IN THE ARMOUR

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DEATH GUARD unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within Contagion Range of one or more units from your army, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
1 CP

CHINKS IN THE ARMOUR

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DEATH GUARD unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within Contagion Range of one or more units from your army, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
1 CP

CHINKS IN THE ARMOUR

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DEATH GUARD unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within Contagion Range of one or more units from your army, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
1 CP

CHINKS IN THE ARMOUR

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DEATH GUARD unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within Contagion Range of one or more units from your army, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
1 CP

CHINKS IN THE ARMOUR

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DEATH GUARD unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within Contagion Range of one or more units from your army, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
1 CP

CHINKS IN THE ARMOUR

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DEATH GUARD unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within Contagion Range of one or more units from your army, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
1 CP

GROTESQUE DEMISE

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) has shot or fought.

TARGET: That DEATH GUARD unit.

EFFECT: Select one enemy unit that had one or more models destroyed as a result of those attacks. That enemy unit must take a Battle-shock test.
1 CP

GROTESQUE DEMISE

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) has shot or fought.

TARGET: That DEATH GUARD unit.

EFFECT: Select one enemy unit that had one or more models destroyed as a result of those attacks. That enemy unit must take a Battle-shock test.
1 CP

GROTESQUE DEMISE

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) has shot or fought.

TARGET: That DEATH GUARD unit.

EFFECT: Select one enemy unit that had one or more models destroyed as a result of those attacks. That enemy unit must take a Battle-shock test.
1 CP

GROTESQUE DEMISE

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) has shot or fought.

TARGET: That DEATH GUARD unit.

EFFECT: Select one enemy unit that had one or more models destroyed as a result of those attacks. That enemy unit must take a Battle-shock test.
1 CP

GROTESQUE DEMISE

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) has shot or fought.

TARGET: That DEATH GUARD unit.

EFFECT: Select one enemy unit that had one or more models destroyed as a result of those attacks. That enemy unit must take a Battle-shock test.
1 CP

GROTESQUE DEMISE

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) has shot or fought.

TARGET: That DEATH GUARD unit.

EFFECT: Select one enemy unit that had one or more models destroyed as a result of those attacks. That enemy unit must take a Battle-shock test.
1 CP

INFESTATION

Either player’s turn - Any phase
WHEN: Start or end of any turn, when an enemy unit attempts to Seize an objective marker you have Secured.

TARGET: One DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) within Contagion Range of that objective marker.

EFFECT: Roll one D6: on a 5+, until the end of your next turn, that objective marker remains Secured by your army and you are considered to control it, regardless of how many enemy models are within range of it.

RESTRICTIONS: You can only use this Stratagem once per battle round.
1 CP

INFESTATION

Either player’s turn - Any phase
WHEN: Start or end of any turn, when an enemy unit attempts to Seize an objective marker you have Secured.

TARGET: One DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) within Contagion Range of that objective marker.

EFFECT: Roll one D6: on a 5+, until the end of your next turn, that objective marker remains Secured by your army and you are considered to control it, regardless of how many enemy models are within range of it.

RESTRICTIONS: You can only use this Stratagem once per battle round.
1 CP

INFESTATION

Either player’s turn - Any phase
WHEN: Start or end of any turn, when an enemy unit attempts to Seize an objective marker you have Secured.

TARGET: One DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) within Contagion Range of that objective marker.

EFFECT: Roll one D6: on a 5+, until the end of your next turn, that objective marker remains Secured by your army and you are considered to control it, regardless of how many enemy models are within range of it.

RESTRICTIONS: You can only use this Stratagem once per battle round.
1 CP

INFESTATION

Either player’s turn - Any phase
WHEN: Start or end of any turn, when an enemy unit attempts to Seize an objective marker you have Secured.

TARGET: One DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) within Contagion Range of that objective marker.

EFFECT: Roll one D6: on a 5+, until the end of your next turn, that objective marker remains Secured by your army and you are considered to control it, regardless of how many enemy models are within range of it.

RESTRICTIONS: You can only use this Stratagem once per battle round.
1 CP

INFESTATION

Either player’s turn - Any phase
WHEN: Start or end of any turn, when an enemy unit attempts to Seize an objective marker you have Secured.

TARGET: One DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) within Contagion Range of that objective marker.

EFFECT: Roll one D6: on a 5+, until the end of your next turn, that objective marker remains Secured by your army and you are considered to control it, regardless of how many enemy models are within range of it.

RESTRICTIONS: You can only use this Stratagem once per battle round.
1 CP

INFESTATION

Either player’s turn - Any phase
WHEN: Start or end of any turn, when an enemy unit attempts to Seize an objective marker you have Secured.

TARGET: One DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) within Contagion Range of that objective marker.

EFFECT: Roll one D6: on a 5+, until the end of your next turn, that objective marker remains Secured by your army and you are considered to control it, regardless of how many enemy models are within range of it.

RESTRICTIONS: You can only use this Stratagem once per battle round.
1 CP

SEEPING CORROSION

Your turn - Movement phase
WHEN: Your Movement phase, when a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) attempts to open a Hatchway.

TARGET: That DEATH GUARD unit.

EFFECT: Select one enemy unit within 1" of your unit and on the opposite side of that Hatchway from your unit, and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. Until the end of the phase, if an enemy unit attempts to prevent that Hatchway from being opened, when rolling off, you can re-roll your result.
1 CP

SEEPING CORROSION

Your turn - Movement phase
WHEN: Your Movement phase, when a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) attempts to open a Hatchway.

TARGET: That DEATH GUARD unit.

EFFECT: Select one enemy unit within 1" of your unit and on the opposite side of that Hatchway from your unit, and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. Until the end of the phase, if an enemy unit attempts to prevent that Hatchway from being opened, when rolling off, you can re-roll your result.
1 CP

SEEPING CORROSION

Your turn - Movement phase
WHEN: Your Movement phase, when a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) attempts to open a Hatchway.

TARGET: That DEATH GUARD unit.

EFFECT: Select one enemy unit within 1" of your unit and on the opposite side of that Hatchway from your unit, and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. Until the end of the phase, if an enemy unit attempts to prevent that Hatchway from being opened, when rolling off, you can re-roll your result.
1 CP

SEEPING CORROSION

Your turn - Movement phase
WHEN: Your Movement phase, when a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) attempts to open a Hatchway.

TARGET: That DEATH GUARD unit.

EFFECT: Select one enemy unit within 1" of your unit and on the opposite side of that Hatchway from your unit, and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. Until the end of the phase, if an enemy unit attempts to prevent that Hatchway from being opened, when rolling off, you can re-roll your result.
1 CP

SEEPING CORROSION

Your turn - Movement phase
WHEN: Your Movement phase, when a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) attempts to open a Hatchway.

TARGET: That DEATH GUARD unit.

EFFECT: Select one enemy unit within 1" of your unit and on the opposite side of that Hatchway from your unit, and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. Until the end of the phase, if an enemy unit attempts to prevent that Hatchway from being opened, when rolling off, you can re-roll your result.
1 CP

SEEPING CORROSION

Your turn - Movement phase
WHEN: Your Movement phase, when a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) attempts to open a Hatchway.

TARGET: That DEATH GUARD unit.

EFFECT: Select one enemy unit within 1" of your unit and on the opposite side of that Hatchway from your unit, and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. Until the end of the phase, if an enemy unit attempts to prevent that Hatchway from being opened, when rolling off, you can re-roll your result.

Virulent Vectorium →

1 CP

CREEPING BLIGHT

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an Afflicted unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
1 CP

CREEPING BLIGHT

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an Afflicted unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
1 CP

CREEPING BLIGHT

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an Afflicted unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
1 CP

CREEPING BLIGHT

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an Afflicted unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
1 CP

CREEPING BLIGHT

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an Afflicted unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
1 CP

CREEPING BLIGHT

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an Afflicted unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
2 CP

DISGUSTINGLY RESILIENT

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
2 CP

DISGUSTINGLY RESILIENT

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
2 CP

DISGUSTINGLY RESILIENT

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
2 CP

DISGUSTINGLY RESILIENT

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
2 CP

DISGUSTINGLY RESILIENT

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
2 CP

DISGUSTINGLY RESILIENT

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1 CP

LEECHSPORE ERUPTION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Death Guard model your army that has lost one or more wounds.

EFFECT: Select one enemy unit within 3" of your model. Roll a number of D6 equal to the number of wounds your model has lost: for each 5+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds) and your model regains 1 lost wound (to a maximum of 6 lost wounds).
1 CP

LEECHSPORE ERUPTION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Death Guard model your army that has lost one or more wounds.

EFFECT: Select one enemy unit within 3" of your model. Roll a number of D6 equal to the number of wounds your model has lost: for each 5+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds) and your model regains 1 lost wound (to a maximum of 6 lost wounds).
1 CP

LEECHSPORE ERUPTION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Death Guard model your army that has lost one or more wounds.

EFFECT: Select one enemy unit within 3" of your model. Roll a number of D6 equal to the number of wounds your model has lost: for each 5+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds) and your model regains 1 lost wound (to a maximum of 6 lost wounds).
1 CP

LEECHSPORE ERUPTION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Death Guard model your army that has lost one or more wounds.

EFFECT: Select one enemy unit within 3" of your model. Roll a number of D6 equal to the number of wounds your model has lost: for each 5+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds) and your model regains 1 lost wound (to a maximum of 6 lost wounds).
1 CP

LEECHSPORE ERUPTION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Death Guard model your army that has lost one or more wounds.

EFFECT: Select one enemy unit within 3" of your model. Roll a number of D6 equal to the number of wounds your model has lost: for each 5+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds) and your model regains 1 lost wound (to a maximum of 6 lost wounds).
1 CP

LEECHSPORE ERUPTION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Death Guard model your army that has lost one or more wounds.

EFFECT: Select one enemy unit within 3" of your model. Roll a number of D6 equal to the number of wounds your model has lost: for each 5+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds) and your model regains 1 lost wound (to a maximum of 6 lost wounds).
1 CP

OVERWHELMING GENEROSITY

Your turn - Shooting phase
WHEN: Start of your Shooting phase.

TARGET: One Death Guard Character unit from your army.

EFFECT: Select one enemy unit visible to your unit. Until the end of the phase, each time a DEATH GUARD unit from your army selects that enemy unit as the target of any ranged attacks, you can re-roll the dice to determine how many attacks a weapon equipped by a model in that unit makes.
1 CP

OVERWHELMING GENEROSITY

Your turn - Shooting phase
WHEN: Start of your Shooting phase.

TARGET: One Death Guard Character unit from your army.

EFFECT: Select one enemy unit visible to your unit. Until the end of the phase, each time a DEATH GUARD unit from your army selects that enemy unit as the target of any ranged attacks, you can re-roll the dice to determine how many attacks a weapon equipped by a model in that unit makes.
1 CP

OVERWHELMING GENEROSITY

Your turn - Shooting phase
WHEN: Start of your Shooting phase.

TARGET: One Death Guard Character unit from your army.

EFFECT: Select one enemy unit visible to your unit. Until the end of the phase, each time a DEATH GUARD unit from your army selects that enemy unit as the target of any ranged attacks, you can re-roll the dice to determine how many attacks a weapon equipped by a model in that unit makes.
1 CP

OVERWHELMING GENEROSITY

Your turn - Shooting phase
WHEN: Start of your Shooting phase.

TARGET: One Death Guard Character unit from your army.

EFFECT: Select one enemy unit visible to your unit. Until the end of the phase, each time a DEATH GUARD unit from your army selects that enemy unit as the target of any ranged attacks, you can re-roll the dice to determine how many attacks a weapon equipped by a model in that unit makes.
1 CP

OVERWHELMING GENEROSITY

Your turn - Shooting phase
WHEN: Start of your Shooting phase.

TARGET: One Death Guard Character unit from your army.

EFFECT: Select one enemy unit visible to your unit. Until the end of the phase, each time a DEATH GUARD unit from your army selects that enemy unit as the target of any ranged attacks, you can re-roll the dice to determine how many attacks a weapon equipped by a model in that unit makes.
1 CP

OVERWHELMING GENEROSITY

Your turn - Shooting phase
WHEN: Start of your Shooting phase.

TARGET: One Death Guard Character unit from your army.

EFFECT: Select one enemy unit visible to your unit. Until the end of the phase, each time a DEATH GUARD unit from your army selects that enemy unit as the target of any ranged attacks, you can re-roll the dice to determine how many attacks a weapon equipped by a model in that unit makes.
2 CP

PLAGUESURGE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Your Death Guard WARLORD that is on the battlefield.

EFFECT: Until the start of your next Command phase, add 3" to the Contagion Range of models from your army.
2 CP

PLAGUESURGE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Your Death Guard WARLORD that is on the battlefield.

EFFECT: Until the start of your next Command phase, add 3" to the Contagion Range of models from your army.
2 CP

PLAGUESURGE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Your Death Guard WARLORD that is on the battlefield.

EFFECT: Until the start of your next Command phase, add 3" to the Contagion Range of models from your army.
2 CP

PLAGUESURGE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Your Death Guard WARLORD that is on the battlefield.

EFFECT: Until the start of your next Command phase, add 3" to the Contagion Range of models from your army.
2 CP

PLAGUESURGE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Your Death Guard WARLORD that is on the battlefield.

EFFECT: Until the start of your next Command phase, add 3" to the Contagion Range of models from your army.
2 CP

PLAGUESURGE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Your Death Guard WARLORD that is on the battlefield.

EFFECT: Until the start of your next Command phase, add 3" to the Contagion Range of models from your army.