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Warhammer 40,000: Kill Team (HoR)/Tactics/Death Guard(8E)
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==Armoury== *'''Bloodrot Rounds''': Non-cultist Leaders only. Gives your boss a 3" aura that turns all boltguns into plague weapons. And that is a good feel for a gun-heavy list. *'''Crown of the Pox Plague''': Leader only. Lets cultists within 7" of the boss turn into a Poxwalker when they die, extending their survivability and thus their use as meatshields. *'''Covenant of Plague''': Leader only. Your boss gets to deal a mortal wound on himself (Subject to being ignored if he gets Disgustingly Resilient) and for the rest of the turn, anyone within 3" takes a -1 to hit. This is very choice for a leader accompanied by ravenous hordes of poxwalkers or some melee marines. *'''Cursed Carillon''': Noxious Blightbringer only. These bells have a chance to force ''everyone'' closer to the bearer, which could cause as much trouble as it does protection in a mob-heavy list. *'''Icon of Seeping Decay''': Non-cultist Leaders only. It's a pretty basic banner, giving +1 Ld to anyone within 6". *'''Plague Cauldron''': Journeyman Blightspawn only. Lets you re-roll one die on this Blightspawn's gun, which is a welcome gift. *'''Plague Claw''': Biologus Putrifier only. Lets you make one attack with your doc's pistol as if it were a melee weapon. *'''Scab''': Plague Surgeon only. Lets you improve a model's Toughness by 1 if they survive thanks to the Narthecium. *'''Pox-Encrusted Adamantium''': Nurgle model without Terminator armor only. This suit's even heavier, granting +1T and granting a 6++ invuln, but your model now moves like it's always in difficult terrain. Better hope you're not going anywhere fast. *'''SPIKEY BITZ''': By the dark gods, they return. Every fight phase gives you a chance to deal a mortal wound to one random schmuck within 1" of the model. *'''Occuli Maledictum''': Hidden models within 12" of the bearer are immediately exposed, making you a good foil for scouts and stealth suits. *'''Haunted Adamantium''': Good for more morale-busting, but not for sneaky. It bans hiding, but it makes anyone within 6" (or IP if the model has it) take -1 to Leadership. *'''The Death Toll''': Leader only. You get a hand flamer that goes d6 hits with S3 AP-1 D1, but the real kicker is the penalty to WS just for being wounded. If you ever needed to sic your marines at someone and have a shot at winning, you throw this first to soften them up. *'''Bone Maul''': Leader only. It's a hefty bundle of a Plague Weapon that hits hard, but it has no AP unless you roll a 6 to wound and has a power fist's hit penalty. *'''Epidemia''': Leader only. Gives you a beefed up plague sprayer at S5 AP-1 D1. Pretty much what you want to support any overwatch. *'''An'Garrach''': Cultist leader only. You get a fancy chainsword with AP-2, which is respectable enough against other GEQ models. *'''Smoke Grenade''': Same as the other Opuses, this thing gives you a zone of obstruction, protecting you from anything trying to aim across it. *'''Hypercharger''': Gives a bit of an exchange between BS and one gun's Strength, which might be handy if you know how to game your odds. Especially useful since you lack snipers. *'''Bloodseeker Ammunition''': Not compatible with auto-hitting guns. This will give you a little push in demolishing any sort of armor, but this only triggers on a 6 to wound with a gun. *'''Personal Teleporter''': {{W40kKeyword|Terminator}} only. This is your one means of compensating for the crappy movements of these models, though it's just as random as advancing without any of the fallbacks. *'''Targeter''': Lets your model re-roll 1s to hit if they stand still. It's cheaper and easier to grab than a familiar. *'''Hungering Grimoire''': Psyker only. Lets your sorcerer heal a wound if they kill an enemy with mind-bullets or swords, but not with pistols. *'''Daemonic Visage''': Robs 1" from all charges against this model, which is pretty nice. Combine with the right terrain and you have someone unreachable. ===Familiars=== You have a rather decent list of familiars available to more than just psykers. Leaders can pick two different ones while anyone else just gets one. *'''Reloader Familiar''': The EVIL armourium cherub. This only re-rolls 1s to wound, but it won't go away after one use. *'''Linkdevil Familiar''': This might make retreating a bad idea for the enemy, as it lets you shoot once with a pistol or make one whack if they fall back. *'''Combat Familiar''': This one's a bit of a mixed sell, since it costs more if your model's stronger, but weaker guys shouldn't be fighting anyways. In any case, it's two free attacks at the user's strength AP0 D1. *'''Spell Familiar''': Psyker only. This allows you to re-roll a warp die, but you perils if the re-roll matches the original roll. *'''Regeneration Familiar''': Leader only. Normally the most expensive familiar, but this gives the power of regaining lost wounds...until you roll a 1 and get another mortal wound instead. ===Plagues of Nurgle=== You can buy a plague to afflict your leader with, but only one. *'''Aleynikov's Bane''': Forces models within 1" of this guy to count as dead for the purposes of Rout, which is more useful for them than it is for you. That is, unless you're joined by some daemons. *'''Flyblown Palsy''': Reduces the movement of all enemy models within 7" by 1". It's an inconvenience any way you cut it, and you're already slow enough as it is. *'''Brain Fever''': Forces all psykers within 7" to add +1 to the casting values of all powers, which is a bit of an issue.
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