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==Armies of Renown== The new version of the specialist detachment, introduced in the Book of Rust. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===Terminus Est Assault Force=== This is Typhus's personal choice when leading armies. You're running a massive wall of bloated flesh, with nary a vehicle in sight. This makes your army way slower, but they have their own ways of circumventing that with the lack of any transports. If you're wondering why the Harbingers aren't as zombie-focused, then this is your answer. <div class="mw-collapsible-content"> *'''Restrictions:''' Your army has to be from the same {{W40kKeyword|Harbingers}} Plague Company and can't take Morty, though Typhus is still fair game. You also cannot take any {{W40kKeyword|Vehicles}}. All of your forces gain the {{W40kKeyword|Terminus Est Assault Force}} keyword. *'''Outbreak Assault:''' All {{W40kKeyword|Terminus Est Assault Force}} detachments have a revised table for how many units can be thrown into reserves; the simple explanation is that everything costs 1 CP more. Why? Because your reserves can all deep strike. Poxwalkers and cultists pop out in front of the enemy! A sudden drop of plague marines to cap a point! This is pretty much your answer to why you have no transports. *'''Warlord Trait: Harbinger of Death:''' Grants a 3" aura that grants an additional attack against enemies within the aura, and enemies with an Ld score less than 7 lose ObSec and the ability to take actions. Pretty much heavy denial when the warlord's on the field, but it's prone to disruption unlike any of the contagions. If you make Typhus your Warlord, he takes this on top of any other WTs he gets. ====Relics==== *'''Canker:''' A permanently super-charged plasma pistol. It's got 18" range S9 AP-4 and suffers no overheat, but most importantly it's also a Plague Weapon! *'''Filth Censers:''' Psykers only. Adds 6" to the first listed range for any powers your psyker casts. *'''Mark of the Terminus Est:''' The bearer adds +1 to his Strength, any wound rolls against him can't be re-rolled (to the irritation to all lieutenants), and once per game you can just flat-out ignore one failed save and auto-pass it instead. Whoever you throw this onto is going to be the tankiest monster up-close, as is proper. *'''Raiment of Atrophy:''' Any contagions the bearer has are counted as progressing one step further. Pretty nice to grant further control, but it can't stack with any other turn buffs. *'''Reaper of Misery:''' Replaces a plaguereaper or manreaper. S+2 AP-3 but it gives you a flurry of hits like the manreaper's scythe mode. *'''Rotgrip:''' A plague claw at Sx3 AP3 D2 and no penalty to hit, and rerolling 1s because it's a Plague Weapon. That's S12, so everything T6 and less is wounded on 2s and rerolling 1s, and when combined with Nurgle's Gift or Gift of Infection (remember, they can't stack), you're almost guaranteed to get to the save-step. That being said, S12+ is overkill against infantry characters, who would've been wounded on 2s anyway due to Nurgle's Gift/Gift of Infection's -1 T, and with only D2, you're probably only blowing up light-to-mid vehicles. The Mark is probably better. *'''Vomix's Virulent Blight:''' Select a plague weapon. When a unit loses wounds due to this weapon, the unit will now permanently be subject to a contagion given by the unit (pick any one if you have multiple). This is a horribly potent curse when using the basic Nurgle's Gift contagion, though it's still a pain when using Shamblerot. ====Fester Discipline==== Why yes, any psykers with the {{W40kKeyword|Terminus Est Assault Force}} can pick up this discipline, including Typhus himself. This is a lot more debuff-focused - the best two spells here are Lungrot and Rotwind, btith debuffs. #'''Gift of Infection''' - Warp Charge 7. An enemy unit within 18" takes a -1 to Toughness, but this doesn't stack with any contagions doing the same. #'''Lungrot''' - Warp Charge 7. An enemy unit within 18" can no longer advance, can only charge enemies within 6", and cannot re-roll the charge distance. Are you up against a charge-heavy army like Space Marines or Nids? Welcome to the best setup for a firing squad. #'''Pernicious Dose''' - Warp Charge 7. A friendly unit within 6" can re-roll to hit with any plague weapons for the turn. #'''Noxious Discharge''' - Warp Charge 6. One enemy unit within 12" takes a MW and any other units within 3" of the target (without {{W40kKeyword|Nurgle}} keyword so friendly fire isn't a thing) take a MW of their own. Not quite Smite, but it spreads between units. #'''Rotwind''' - Warp Charge 7. Pick one enemy unit within 18". Any attacks that unit makes have their AP increased by 2 to a maximum of 0, which can be very important when dealing with plasma and melta. #'''Accelerated Entropy''' - Warp Charge 7. Select an enemy model within 12". You and that enemy must roll a d6 and add your respective model's Toughness score to the roll. If you win, the target's unit suffers 3 MWs, which is upped to d3+3 MW if you roll double or over the enemy's roll. #*Worse than Curse of the Leper in every context in which you'd actually cast it - the only way to make this better is to target high Toughness, at which point you should be casting something else, like Smite. #* Most useful on a demon prince with Rotten Constitution; any demon prince that casts this after someone else casts Gift of Infection on the target can actually get above Smite on a T3 target. ====Stratagems==== **'''Rotting Tide (2/3 CP):''' Select one {{W40kKeyword|Terminus Est Assault Force Poxwalkers}} unit that was either wiped out or at below half strength during the movement phase. That unit can be redeployed at full strength (if you have over 10 models, this costs 3 CP) and placed at a new spot over 6" from a table edge and over 9" from an enemy. ***Considering how vital these zombies are to your gameplan, you'll absolutely be needing them to stay alive for as long as possible, and what better way than by throwing them at another location? **'''Unleash the Hordes (2 CP):''' Select one {{W40kKeyword|Terminus Est Assault Force Poxwalkers}} unit during the movement or fight phase. This unit can now move 3" more and can pile in an additional 3" for this turn, adding a bit more mobility to how they can get stuck in. This one is worded in a weird way, but you select one unit of poxwalkers, do this strat, then ALL of your poxwalkers in your army get to move the extra 3 inches. Pretty great and you only need to use this maybe twice a game to give all of your poxwalkers the crazy movement they need. These are 28 Days Later zombies now. **'''Pestilential Drop (2 CP):''' Can be used when setting up a {{W40kKeyword|Terminus Est Assault Force}} unit using the Outbreak Assault rule or teleporting termies. This unit now counts its contagion range as 12" for this turn, but it can't be buffed any further. You'll be needing it to lock in your foes before smashing them with rotten gunfire. **'''Callous Disregard (2 CP):''' Select a {{W40kKeyword|Terminus Est Assault Force Bubonic Astartes}} unit during the shooting phase. They can shoot at any units engaged by friendly {{W40kKeyword|Poxwalkers}} or {{W40kKeyword|Plague Followers}} unit, but they take a -1 to hit. If they miss, then they accidentally hit those puny humans instead. Not like you should lament their loss either, as they were going to get flattened by the enemy anyways. </div></div>
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