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===Daemons of Plague=== The Daemons of Plague are a thematic opposite to the Disciples of Change. Where Change focuses on avoiding getting hit at all with Stealth spam, Plague focuses on taking all blows with Regeneration being freely available while being able to give it back with Poison. This does come at a cost however, as Regeneration makes all units that take it very expensive. ====Special Rules==== *''Symbol of Plague X+:'' When this model is activated, roll a d6; on a X+, an enemy unit within 18" must test for dangerous terrain. This isn't quite as dangerous, so you're less inclined to hesitate on slapping it on your exalted daemon. ====Psychic Spells==== *'''Abundance (4+):''' Friendly unit within 12" gets stealth the next time they get shot at. Now you have protection before AND after you get shot. *'''Corruption (4+):''' Enemy unit within 6" must take dangerous terrain test. *'''Putrefaction (5+):''' Friendly unit within 12" gets +2 to the AP of all melee weapons for the next fight phase, making them super dangerous on heavy armor. *'''Visitations (5+):''' Enemy unit within 12" takes an AP 4 hit with Deadly 3, making it a big sniping power. *'''Pestilence (6+):''' Friendly unit within 12" immediately moves 6". Pretty much Havoc Warp. *'''Plague Curse (6+):''' Enemy unit within 12" takes 4 AP 2 hits, making this better for most small units. ====Units==== *'''Champion of Plague:''' Weaker than the other heroes, but still retains the resilience of Regeneration and capacity to be Psychic. Your weapons all have Poison, meaning that it won't interfere with any of the weapon choices, whether you just take a plague hammer for Rending on top of Poison or the plague spear for AP 2 Deadly 3. *'''Plague Warrior:''' These daemons have Regeneration, so they're more than capable of taking the same abuse any of their colleagues can and then some. The banner of plague grants allies Rending, which goes well with the Fear given by a command group. Its base weapons are decent enough with Poison, though like other warriors you can upgrade them for a second, a magical version with Rending or a version with AP 2. *'''Plague Swarm:''' The swarms are slightly less accurate, but give you more attacks and Tough 3. This makes them a little better suited for tying up distraction units. *'''Plague Fly Rider:''' Your Plague Warrior now has Strider to become more mobile and an extra three attacks with AP 1 from the fly's stinger. Your options are cut pretty short in return, only getting the command group's Fear, the ability to add Poison to those new stinger attacks and a ranged Poison attack.
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