Warhammer 40,000: Kill Team (HoR)/Tactics/Death Guard(8E): Difference between revisions

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The difference between the [[Thousand Sons]] and their fellow traitors, aside from all the psyker stuff, is their reliance on shooting. Since their base models are pretty much marines with fancier guns, they rely a lot on their guns to make a difference while melee is handled by your cultists and Tzaangors.  
Like their loyalist brethren, the [[Chaos Space Marines]] have a grand amount of customization available to them. Their basic troops are tough and they have a good list of guns available, and the access to the Daemons Opus and the newer books makes all their corners covered.  


Your common keywords are {{W40kKeyword|Chaos, Heretic Astartes, Thousand Sons}} and {{W40kKeyword|Tzaangor}}.
Your common keywords are {{W40kKeyword|Chaos, Heretic Astartes, Nurgle, Death Guard}}


==Rules==
==Rules==
*'''Experienced Leader''': Similar to the loyalists, you can make models that share all of the leader's keywords into Core models or double the number you can take of certain Core models.
*'''Legion Trait''': Your troops still have Inorexable Advance.
*'''Arcane Host''': Only your psykers possess the Brotherhood of Psykers rule.
*'''Champions of Chaos''': Similar to the loyalists, you can make models that share all of the leader's keywords into Core models or double the number you can take of certain Core models. This also includes the aligned ones, for better or worse.
*'''Daemonic Ritual''': Your leader can summon any daemon of Tzeentch for free once per movement phase. Unlike your generic legions, you can pretty much shit out Horrors even on turn 1 and then ease your way into the bigger guys. Fortunately, these daemons don't count towards the rout check.
*'''Localized Infection''': Pretty much limits any unit-affecting rules to only focus on models
**Horrors summoned this way won't split into smaller horrors unless you pay for it.
*'''Daemonic Ritual''': Your leader can summon Nurgle daemons for free once per movement phase. Unlike the vanilla traitors, you can pretty much shit out Nurglings and Plaguebearers from the word go. Fortunately, these daemons don't count towards the rout check.


==Armoury==
==Armoury==
*'''Pinion of the Primarch''': Leader only. Remember that [[TTS|feather Magnus gave Kitten as a bit of protection/a proxy]]? Well, it's more useful here. It not only adds +1 to all casting checks, but it also grants your boss flight...though they're just as slow as they were before.
*'''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.
*'''Icon of the Inferno''': Leader only. Gives you a one-turn aura of 3" that doubles the firing rate of all your rubric weapons. You'll want to keep this until you have a priority target to remove.
*'''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.
*'''Dagger of Reflections''': Leader only. Lets any leader Deny the Witch and get a bonus while they're at it. It gets better when you notice that if your leader's within 3" of the caster when they deny, you not only get a big boost to the deny roll, but you also ''forbid them from casting that power ever again''.
*'''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.
*'''The Dustbound Helm''': Aspiring/Scarab Sorcerer only. This pretty much turns you into a rubricae, losing 1" of movement and restricting all advances to a maximum of 3" but you get to ignore wounds on a 6+. If you intend to only sling spells around and little else, you'll find the protection tempting.
*'''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.
*'''Flux-Cairn''': Tzaangor leader only. This lets you summon a setpiece once a game. It gives everyone within 6" re-roll 1s to hit and on saves, but your team re-roll to wound and on casting. Unlike other setpieces, this demands your Tzaangors to stay around it or else it collapses.
*'''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.
*'''Ectoplasmic Armour''': Tzeentch model without Terminator armor only. This is evil, so EVIL. You know all those re-rolls those bosses give to their lackeys? Gone. All gone. And you just flipped them off. Just hope that the weapons aren't already enough to do you in.
*'''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.
*'''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.
*'''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.
*'''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.
*'''Teleporter''': 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.
*'''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.
*'''Ouroboros''': Lets you re-roll a random setpiece/objective your model encounters.
*'''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.
*'''Futuresight''': Gives your model a means to foil any reserves-trickery, as they let anyone within range open fire on any such model that poofs in, though it's at a 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.
*'''Covenant of Change''': Leader only. You can cause perils if your deny test rolls a double 1 or double 6. In truth, it's a nice trick, but it's less vital than the others.
*'''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.
*'''Targeter''': Lets your model re-roll 1s to hit if they stand still. It's cheaper and easier to grab than a familiar.
*'''Augurscope''': The heretical auspex. Lets one friendly model re-roll 1s to hit with their guns.
*'''Hungering Grimoire''': Psyker only. Lets your sorcerer heal a wound if they kill an enemy with mind-bullets or swords, but not with pistols.  
*'''Ensorcelled Weapon''': Leader only. Lets you add +1D on a single generic weapon, but nothing else.
*'''Daemonic Visage''': Robs 1" from all charges against this model, which is pretty nice. Combine with the right terrain and you have someone unreachable.
*'''Armourium Scarab''': Gives a gun an extra attack when rolling a 6+ to hit, which is kinda redundant with Death to the False Emperor. Might be worth it to a Farcaster Tzaangor though.
*'''Predestination''': Terrain no longer blocks your charges. All well and dandy for your marines. If they ever wanted to charge. Which they shouldn't.
*'''Hypercharger''': Like the other heretics, you can get +1 S for -1BS.
*'''Censer Grenade''': Otherwise known as a smoke grenade, same as any Imperial army.
*'''The Awakening''': Not allowed on Scarab Occult Terminators. This makes your model a psyker, but only lets them deny with a single die.
 
===Shamanic Gifts===
These are special powers available only to your Tzaangor leaders.
*'''Fate Rider''': Only 12 points, but this lets you roll for two powers below. What's not so clear is whether this counts as one power (thereby allowing you to potentially get a lot of powers or risk redundancy on an aspiring shaman) or three (thereby being useless on aspirants). Either way, this is more for your other leaders, who are otherwise trapped on one.
#'''Savage Prophet''': Gives an aura of +1 to hit in melee. Obviously useful for the other leaders.
#'''Preternatural Prophet''': Gives an aura of +1 to hit while shooting. Stick to a Fatecaster mob for this.
#'''Alchemist''': Allows a shaman aspirant to re-roll either one or all die when using the Shaman's sorcerous elixir.
#'''Mutating Strike''': Deals a mortal wound on a 6+ to hit. Since it's not melee exclusive and doesn't affect Discs, the field's pretty even for whichever boss you pick.
#'''Silent Skyhunter''': Gives a Farcaster, which is okay. However, it only lets IP take effect if your models see the leader, which might be inconvenient based on circumstances.
 
===Familiars===
===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.
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.
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*'''Spell Familiar''': Psyker only. This allows you to re-roll a warp die, but you perils if the re-roll matches the original roll.
*'''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.
*'''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.


==Philosophies==
==Philosophies==
*''[[Just as Planned]]'': +1 TP for never using Tactical Re-roll.
*''Count the Seven'': +1 TP for every seven kills you rack up.
*''For the Crimson King!'': +2 TP for never using a core Tactical Action. With how many of your tactics involve pre-game shenanigans or single-use tricks, you'd be less likely to side with this.
*''First Plague Company'': +2 TP, but only if your models all have either the {{W40kKeyword|Terminator}} or the {{W40kKeyword|Poxwalker}} keywords. You're gonna be stuck with the polar extremes of the team, either unkillably heavy fuckers or annoying small zombies.
*''All is Dust'': +1 TP for a marine-only force. Be wary about melee because you've got a majority of shooting-only hordes.
*''The Gifted'': +3 TP, but this locks all your Tactical Actions to focus on only {{W40kKeyword|Poxwalker}} or {{W40kKeyword|Cultist}} keywords. Pretty viable since you have zombies that can last long enough to use it. Or you could just spam Putrid Detonation for messy deaths.
*''The Changer's Hordes'': +1 TP for a team with a save no better than 4+, meaning no marines. Well, there goes most of your firepower.


==Tactical Actions==
==Tactical Actions==
*'''Timeslip (2 TP)''': Lets you force a re-roll of a re-roll for either side. Nice.
*'''Cloud of Flies (1 TP)''': Gives an infantry model some protection. Now enemies can only shoot at anyone within 3" if they're the closest ones there.
*'''The Galaxy Burns (2 TP)''': Your {{W40kKeyword|<Legion>}} models all get one extra attack for the fight phase. Especially useful for melee-focused forces.
*'''Putrid Detonation (X TP)''': Select X models of Cultists or Poxwalkers. If these guys die before the next turn, you turn them into improvised blight grenades. In most instances, save this for close-quarters combat or in the fight phase.
*'''Beseech the Dark Gods (2 TP)''': Your daemonic ritual now has a chance to summon multiple daemons. Quite nice if you plan on spamming them.
*'''Blight Bombardment (1 TP)''': EVERYONE! THROW YOUR GRENADES! No, that's it. Everyone throws a grenade.
*'''The Architect's favour (1 TP)''': The Eye of the Gods returns. On any turn were your leader slays another leader or 3+ lesser models, you can roll for a Boon, though you must re-roll being a prince or gribbly.
*'''Inevitable Fate (1 TP)''': Lets a model re-roll to hit with a plague weapon. Pretty nifty for your heavies.
*'''Translocate (2 TP)''': Lets you teleport an objective that you have uncontested control over by 2d6". Perfect for ruining strategies!
*'''The Galaxy Burns (2 TP)''': Your models all get one extra attack for the fight phase. Especially useful for melee-focused forces.
*'''Suggestion (1 TP)''': Sacrifices the ability to overwatch when a model is charged, but it gives a chance to stop the enemy from charging in the first place.


==Unit Analysis==
==Unit Analysis==
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===Leaders===
===Leaders===
*'''Aspiring Sorcerer''': A hybrid between the main sorcerer and rubricae leader, he pretty much possesses the statline of the latter while being able to pick out Dark Hereticus powers like the former (with some exceptions for cake of not trying to balance) and only able to cast once.
*'''Blightlord Terminator Champion''': Though not as focused as the Seeker of the Mantle, you're still a terrifyingly tough terminator marked by the Big N himself. You can pick up a decent share of things between combi guns and the plague weapons, and your Aura of Rust makes sure you can chop down even marines without a sweat.
**'''Scarab Occult Sorcerer''': For 19 points, you can shove your sorcerer into a suit of termie armor. Curiously, you can kit him up to dual wield in the strange event that you think that smiting will be enough.
*'''Plague Champion''': The basic leader, sharing a share of the versatility of a plague marine. If you intend to spend points elsewhere but want an actually competent leader who can take down something, you'll tend to pick this one.
*'''Tzaangor Shaman Aspirant''': The psyker boss of the Tzaangors. He's pretty much a shaman but he exchanges the boss' aura and instead gives special powers that you pick from the armoury.
*'''Plague Surgeon''': Costly, and this is after downgrading his melee weapon to a plague knife. He's still plenty helpful as he gives a minor boost to your Disgustingly Resilient saves and he's more motivated to chop up Loyalist forces.
*'''Aviarch''': Flying Tzaangors! His spear's pretty choice for wiping off GEQ on the charge, but if you dislike tempting Tzeentch, you could take the Fartecaster and plink away from relative safety.
*'''Tallyman''': He's more of a support leader than a combatant. He's got an aura to support his fellow plague-spawn and he has a rare chance of refunding TP when you spend it.
**'''Twistbray''': The cheaper Tzaangor boss. He loses out on magic, but he has a hate for characters. He can take one shaman power, but it's tied to your item allowance.
*'''Plaguecaster's Apprentice''': A mini wizard. He's ungodly expensive, but he's not only a plague-infested psyker, but he also has the ability to set off more plague grenades after casting thanks to a special rule.
*'''Cultist Champion''': Seriously, why are you doing this? You're going to be forking over free VPs like this.
*'''Seeker of the Mantle''': The Deathshroud-lite leader. Though they lack the special rules for characters/Morty, but they house an aura of 7" that make engaged enemies take a hit as if they were hit by a grenade. Don't worry about their weapon either, you're just losing a point of Strength unless you pony up for the full Manreaper.
*'''Cultist Champion''': Let's face it: If you're taking him, it's not going to be to fight.  He's absolutely shit at that, and he can't even take anything aside from trash weapons. He's got a risk of backfiring on rituals, he lacks any benefits from {{W40kKeyword|<legion>}} traits, and he can only use IP on other cultists. So why take him? Because you wanna load up on your other boys. Simple as that.
*'''Possessed''': This is the guy you want to lead a possessed force. He makes 0-5 Possessed Core and has his extra mutations to bolster his lessers. If there's any issue, it's that fucking atrocious pricetag.


===Core===
===Core===
*'''Chaos Cultist''': A pathetic distraction. Their only options are for one out of ten of these fuckers. Otherwise, figure out what you want them to die doing and keep them staying there while your real soldiers do business.
*'''Chaos Cultist''': A pathetic distraction. Their only options are for one out of ten of these fuckers. Otherwise, figure out what you want them to die doing and keep them staying there while your real soldiers do business.
*'''Tzaangor''': Your slightly stronger cultist. They're more likely to hold a bit, but they're still GEQ. If you have plenty of them, consider buying a Brayhorn for an aura of mobility to gift to leaders and others around them.
*'''Plague Marine''': The basic goon, these are the standard in plague warfare and are just as versatile as their unaligned brethren. With some loadouts you can make them fight harder, otherwise abuse the fuck outta their ability to shoot heavy weapons without issue and their access to plasma, melta, and not-flamers.
*'''Rubric Marine''': The basic dustbin with quite a deadly gun. As their melee is laughable, you'll be relying on the Tzaangors and cultists to be your walls.
*'''Poxwalkers''': Your durable distractions. They're still able to convert enemies to their cause and gain a bonus to hit if you grab more than 5 of the fuckers - which you should.


===Special===
===Special===
*'''Scarab Occult Terminator''': Big guys with mere power weapons, but otherwise similar to a Rubric. They can be seriously threatening when tooled up, but it will run up your costs, especially for a Termie-heavy force.
*'''Noxious Blightbringer''': If your leader tends to be the upfront sort, then you'll likely want to bring him too so his aura can get to work and push those routs.
*'''Tzaangor Enlightened''': Your flying birdmen are here for one of two reasons: Erasing crap on the charge or shooting farcasters. Pick one and stay there.
*'''Journeyman Blightspawn''': The Foul Blightspawn's apprentice. Their gun's a bit weaker than in Bighammer, but they remain as much of a wall to crash upon as the termies. Their grenade becomes even more valuable, as all grenades are single-use, so you need to choose when to throw it.
*'''0-1 Mutalith Vortex Whelp''': It's...a babby mutalith. It's considerably weaker than the base, but it still is your massive thing of chaos and mayhem.
*'''Biologus Putrifier''': The grenade party becomes infinite, as this guy's hyper blight grenades will never run dry and he can bolster his allies' lone grenades. Excellent for a use of the Bombardment TA.
*'''[[Chaos Spawn|Those Thingies]]''': Expensive units, but using even one gives you a unit easily capable of tying up whatever comes across it.  Throwing one at an enemy while escorting a Leader or other key unit can force the enemy to prioritize between firing at the thing as it charges them and use up their Overwatch or ignore it to fire the other guy and get charged anyways.  
*'''Deathshroud Terminator''': These guys are very much untouched, unlike the Seeker of the Mantle. Though they lack the variety of armaments offered by the Blightlords, these guys have the deadliest weapons out there and are true HQ guards. Where the Blightbringer's for supporting your assault, the Deathshroud's here to back up your boss and tank a few blows while they rack up a tally of bodies.
 
*'''Blightlord Terminator''': The vanilla-ish Terminators. These fuckers have it all, from melee weapons that are even deadlier, a wide list of armaments, and the double-downer of thickness from Cataphractii armor and Disgustingly Resilient.
*'''[[Chaos Spawn|Those Thingies]]''': Expensive units, but using even one gives you a unit easily capable of tying up whatever comes across it.  Throwing one at an enemy while escorting a Leader or other key unit can force the enemy to prioritize between firing at the thing as it charges them and use up their Overwatch or ignore it to fire the other guy and get charged anyways.
*'''Possessed''': Deadly bastards, they are pretty good for their price and their random powers are useful in combat. However, they absolutely NEED to get into combat in order to be useful. Despite being Death Guard, they sadly lack the protection afforded by Disgustingly Resilient, but their weapons are just as deadly and they possess the Daemonic 5++ save. Useful to support in melee, but not as a centerpiece in the assault.


[[Category:Warhammer 40,000 Tactics/Kill Team (HoR)]][[Category:Chaos]][[Category:Space Marines]]
[[Category:Warhammer 40,000 Tactics/Kill Team (HoR)]][[Category:Chaos]][[Category:Space Marines]]

Latest revision as of 03:27, 24 June 2023

Like their loyalist brethren, the Chaos Space Marines have a grand amount of customization available to them. Their basic troops are tough and they have a good list of guns available, and the access to the Daemons Opus and the newer books makes all their corners covered.

Your common keywords are Chaos, Heretic Astartes, Nurgle, Death Guard

Rules[edit | edit source]

  • Legion Trait: Your troops still have Inorexable Advance.
  • Champions of Chaos: Similar to the loyalists, you can make models that share all of the leader's keywords into Core models or double the number you can take of certain Core models. This also includes the aligned ones, for better or worse.
  • Localized Infection: Pretty much limits any unit-affecting rules to only focus on models
  • Daemonic Ritual: Your leader can summon Nurgle daemons for free once per movement phase. Unlike the vanilla traitors, you can pretty much shit out Nurglings and Plaguebearers from the word go. Fortunately, these daemons don't count towards the rout check.

Armoury[edit | edit source]

  • 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: 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[edit | edit source]

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[edit | edit source]

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.

Philosophies[edit | edit source]

  • Count the Seven: +1 TP for every seven kills you rack up.
  • First Plague Company: +2 TP, but only if your models all have either the Terminator or the Poxwalker keywords. You're gonna be stuck with the polar extremes of the team, either unkillably heavy fuckers or annoying small zombies.
  • The Gifted: +3 TP, but this locks all your Tactical Actions to focus on only Poxwalker or Cultist keywords. Pretty viable since you have zombies that can last long enough to use it. Or you could just spam Putrid Detonation for messy deaths.

Tactical Actions[edit | edit source]

  • Cloud of Flies (1 TP): Gives an infantry model some protection. Now enemies can only shoot at anyone within 3" if they're the closest ones there.
  • Putrid Detonation (X TP): Select X models of Cultists or Poxwalkers. If these guys die before the next turn, you turn them into improvised blight grenades. In most instances, save this for close-quarters combat or in the fight phase.
  • Blight Bombardment (1 TP): EVERYONE! THROW YOUR GRENADES! No, that's it. Everyone throws a grenade.
  • Inevitable Fate (1 TP): Lets a model re-roll to hit with a plague weapon. Pretty nifty for your heavies.
  • The Galaxy Burns (2 TP): Your models all get one extra attack for the fight phase. Especially useful for melee-focused forces.

Unit Analysis[edit | edit source]

Your FOC is as follows

  • 1 Leader
  • 1-20 Core
  • 0-3 Special

Leaders[edit | edit source]

  • Blightlord Terminator Champion: Though not as focused as the Seeker of the Mantle, you're still a terrifyingly tough terminator marked by the Big N himself. You can pick up a decent share of things between combi guns and the plague weapons, and your Aura of Rust makes sure you can chop down even marines without a sweat.
  • Plague Champion: The basic leader, sharing a share of the versatility of a plague marine. If you intend to spend points elsewhere but want an actually competent leader who can take down something, you'll tend to pick this one.
  • Plague Surgeon: Costly, and this is after downgrading his melee weapon to a plague knife. He's still plenty helpful as he gives a minor boost to your Disgustingly Resilient saves and he's more motivated to chop up Loyalist forces.
  • Tallyman: He's more of a support leader than a combatant. He's got an aura to support his fellow plague-spawn and he has a rare chance of refunding TP when you spend it.
  • Plaguecaster's Apprentice: A mini wizard. He's ungodly expensive, but he's not only a plague-infested psyker, but he also has the ability to set off more plague grenades after casting thanks to a special rule.
  • Seeker of the Mantle: The Deathshroud-lite leader. Though they lack the special rules for characters/Morty, but they house an aura of 7" that make engaged enemies take a hit as if they were hit by a grenade. Don't worry about their weapon either, you're just losing a point of Strength unless you pony up for the full Manreaper.
  • Cultist Champion: Let's face it: If you're taking him, it's not going to be to fight. He's absolutely shit at that, and he can't even take anything aside from trash weapons. He's got a risk of backfiring on rituals, he lacks any benefits from <legion> traits, and he can only use IP on other cultists. So why take him? Because you wanna load up on your other boys. Simple as that.
  • Possessed: This is the guy you want to lead a possessed force. He makes 0-5 Possessed Core and has his extra mutations to bolster his lessers. If there's any issue, it's that fucking atrocious pricetag.

Core[edit | edit source]

  • Chaos Cultist: A pathetic distraction. Their only options are for one out of ten of these fuckers. Otherwise, figure out what you want them to die doing and keep them staying there while your real soldiers do business.
  • Plague Marine: The basic goon, these are the standard in plague warfare and are just as versatile as their unaligned brethren. With some loadouts you can make them fight harder, otherwise abuse the fuck outta their ability to shoot heavy weapons without issue and their access to plasma, melta, and not-flamers.
  • Poxwalkers: Your durable distractions. They're still able to convert enemies to their cause and gain a bonus to hit if you grab more than 5 of the fuckers - which you should.

Special[edit | edit source]

  • Noxious Blightbringer: If your leader tends to be the upfront sort, then you'll likely want to bring him too so his aura can get to work and push those routs.
  • Journeyman Blightspawn: The Foul Blightspawn's apprentice. Their gun's a bit weaker than in Bighammer, but they remain as much of a wall to crash upon as the termies. Their grenade becomes even more valuable, as all grenades are single-use, so you need to choose when to throw it.
  • Biologus Putrifier: The grenade party becomes infinite, as this guy's hyper blight grenades will never run dry and he can bolster his allies' lone grenades. Excellent for a use of the Bombardment TA.
  • Deathshroud Terminator: These guys are very much untouched, unlike the Seeker of the Mantle. Though they lack the variety of armaments offered by the Blightlords, these guys have the deadliest weapons out there and are true HQ guards. Where the Blightbringer's for supporting your assault, the Deathshroud's here to back up your boss and tank a few blows while they rack up a tally of bodies.
  • Blightlord Terminator: The vanilla-ish Terminators. These fuckers have it all, from melee weapons that are even deadlier, a wide list of armaments, and the double-downer of thickness from Cataphractii armor and Disgustingly Resilient.
  • Those Thingies: Expensive units, but using even one gives you a unit easily capable of tying up whatever comes across it. Throwing one at an enemy while escorting a Leader or other key unit can force the enemy to prioritize between firing at the thing as it charges them and use up their Overwatch or ignore it to fire the other guy and get charged anyways.
  • Possessed: Deadly bastards, they are pretty good for their price and their random powers are useful in combat. However, they absolutely NEED to get into combat in order to be useful. Despite being Death Guard, they sadly lack the protection afforded by Disgustingly Resilient, but their weapons are just as deadly and they possess the Daemonic 5++ save. Useful to support in melee, but not as a centerpiece in the assault.