Editing
Warhammer 40,000/8th Edition Tactics/Death Guard
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Relics of Decay=== Note that Relics no longer cost points. Instead, you get a single free relic per army (if it is battleforged), and can pay CP to get 1-2 more. However, you can't put more than one relic on one guy. Also, because they mostly replace weapons, you can't give most of them to Daemon Princes. *'''Plaguebringer:''' Replaces a plague knife, plaguesword, or balesword. SUser, AP-2, D3, Plague Weapon, and a 6+ to wound causes an extra mortal wound. Actually has worse AP than the balesword it could possibly replace, but if you want to improve the melee capability of a Biologis Putrifier, it's a flat upgrade over the free plague knife you could already take. Not so great in other situations, but of particular note when combined with the Blades of Putrefaction power (a termi sorcerer can wield this by replacing a power sword, or you can always buff the wielder with a separate caster); in that case, it will deal 1 mortal wound when you roll a 5 on the die, and ''2'' when you roll a 6. *'''The Suppurating Plate:''' Grants a 2+ armor save, and in the Fight phase, if the bearer passes a save, the unit that caused the saved wound takes a mortal wound on a 4+. GW has noted that against melee tarpits such as Ork Boyz, this leads to an amusing game of "quit hitting yourself" that combos very nicely with a Daemon Prince's T6, 8 wounds, and Disgustingly Resilient. Also, remember that the wearer of the plate deals mortal wounds on ''any'' successful save, including invulnerable ones, which is going to ruin hordes and tarpits when combined with the "quit hitting yourself" effect. Just remember, only saves trigger it - the higher your toughness, the less often it will go off, because fewer wounds will reach your save. *'''The Pandemic Staff:''' Psykers only. Adds +1 to Psychic tests to manifest Smite. A flat buff that lets you inflict more mortal wounds, especially on a Malignant Plaguecaster, since it makes it easier to get that 7+. **Takes the wielder's average output from 1.79 mortal wounds to 2.08, on top of making him harder to Deny and triggering the Malignant Plaguecaster's special rule more frequently. *'''The Dolorous Knell:''' Noxious Blightbringer only. At the start of the morale phase, roll a d6 for every enemy unit within 7"; on a 6, that unit takes a mortal wound. Additionally, when taking morale tests within that range, the opponent must roll 2d6 and discard the lowest. Perfect for when you need just one little push to make a squad break. *'''Fugaris' Helm:''' Improves the range of aura-based abilities <s>ON THE CHARACTER'S DATASHEET</s> (now errata'd to include warlord traits, etc) by 3". As most of your auras are 7", this will boost them to an impressive 10", while it will effectively double the auras of most of your Elites slot characters. Also covers your plague ridden face, making you feel pretty. **Consider combining this with the '''Living Plague''' warlord trait, as it will double said trait's range. *'''Plague Skull of Glothila:''' A 7" Grenade 1 weapon that can only be used once per battle. If it hits, roll a d6 for each model in the unit that was hit, re-rolling 1s - on a 6, the unit takes a mortal wound, ''for each 6 rolled''. Effectively a single-use Plague Wind that doesn't need a psychic test and is more likely to cause mortal wounds, thanks to that built-in re-roll, so use it on that 50-man conscript blob and watch it melt into disgusting goo. **It goes without saying this should only go on a BS2+ model, preferably that re-rolls 1s/misses, as you really, ''really'' need this weapon to hit the one time you throw it, if you're going to use it. Assuming it's a Chaos Lord or Daemon Prince throwing this thing, its expected output against that 50-man conscript blob is 9.45 mortal wounds, which gets worse as the target unit's model count goes down, so use judiciously. The following relics can be found in Psychic Awakening: War of the Spider *'''The Ague Stone:''' Lord of Contagion Only. Enemy models within 3" of the bearer subtract 1 from their strength characteristic *'''Allwyther:''' Replaces a balesword. Strength +1, AP -3 D 2. It counts as a plague weapon and invulnerable saves cannot be made against its damage. *'''The Daemon's Toll:''' Noxious Blightbringer only. Friendly DEATH GUARD Units, not infantry, UNITS, within 7" of the bearer gain a 5+ invulnerable save. Does not apply to cultists and poxwalkers. **Combine this with the Contaminated Monstrosity Stratagem to create some truly hideously durable vehicles. *'''The Epidemicyst Blade:''' Demon Prince only. Replaces a Hellforged Sword. You gain +1 strength, the plague weapon rule, and Unmodified hits of 6 scores 1 additional hit. *'''The Putrid Periapt:''' PSYKER only. The bearer knows one additional psychic power. Once in each of your psychic phase, after a psychic power is resolved that was manifest by a model with this relic, the bearer can regain up to D3 wounds. *'''Wormspitter:''' Replaces a bolt pistol. While it has decent range and ap for a pistol, its main draw is its special rule. A unit hit by the pistol becomes "corroded" for the rest of the turn. Any Death Guard unit (including vehicles) that target a corroded unit with attacks gain the benefit of the plague weapon rule. This applies to both melee and ranged weapons. #* Some builds will love this: it allows blade of putrification+arch-contaminator for poxwalkers and possessed, lascann predators, shooty hellbrutes and mephitic blight howler to be a lot more efficient. We are talking about huge damage buff here. Just shoot this knight and unleash hell on it! #* The big issue is it's short range and the small number of units able to carry it. Best choice is the chaos lord. #*You need a real team work here: your short range rhino rush can take position for your shooty units to do the job for example... And here the question: where do you put your arc-contaminator? Near the shooty units to use this to the fullest? Near the plague marines with the insane grenade combos? There is several options here... But it will always be an issue. #* It can be a good idea to use overwelming generosity to add 6" to the weapon range. Note that a chaos lord coming from a rhino have a 30" range control zone with that. Enought to insure that you can take your turn one focus if needed.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information