<b>The Death Guard are well-practised in shipboard warfare and punishing boarding actions. Spearing
Enhancements (2)
0 pts Foul Constitution
Rancid with might, feverish with unclean power, this warrior’s diseased body is as unnaturally resil
Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.
0 pts Fountaining Filth
Bloated fit to burst with noxious corruption, this champion’s straining body is like an overfilled p
When the bearer is destroyed, before removing it from the battlefield, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers 2 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.
Stratagems (4)
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
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.