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===Characters=== *'''Daemon Prince:''' A hefty piece of work loaded with a Plague Spewer to melt hordes as well as Hellforged Weapons that let him take on similar-size monsters and tanks without much struggle, especially when you consider Nurgle's Gift into the equation. <tabs> <tab name="On Foot"> Earns an extra point of Toughness due to not needing to fly. Grandfather's Blessing adds an additional benefit to his contagion aura, letting friendly {{W40kKeyword|Infantry}} units gain a 6+++ FNP to help shrug off enemy attacks. </tab> <tab name="Winged"> Naturally gets improved movement, which it easily puts to use on the charge. Not only does Warp Horror make a charged foe test for Battle-shock, but Devastating Assault makes his Hellforged Weapons gain ''[Devastating Wounds]'' so he can more easily carve through bigger foes. </tab> </tabs> ====Leader (Plague Marines)==== *'''Biologus Putrifier:''' Gives his Plague Marine buddies ''[Lethal Hits]'' (the only weapon they have that can gain this is their Plasma Guns or, if you're stupid, that 1 Plasma Pistol) and much more importantly hitting critically on 5+ (which applies to Overwatch, don't forget). Fortunately, he can join other characters in leading the unit. *'''Death Guard Chaos Lord:''' Provides his Plague Marines with re-rolling 1s to hit, which is worthless. His Contagion bubble for potential MWs might be helpful, but not enough to make him a priority. *'''Death Guard Icon Bearer:''' Gives his Plague Marine buddies +1OC and a single-use ability to boost his entire unit's Contagion range to a monstrous 12". *'''Foul Blightspawn:''' Has 1 job, and does it well: protecting a unit you care about. He gives any Plague Marines he leads the ''Fights First'' rule, and he can be paired with any other Leader on the same unit. His Plague Sprayer is a decent gun optimized for Overwatch, a super-flamer with S7 AP-2 D2 with ''Anti-Infantry 2+''. *'''Malignant Plaguecaster:''' Plague Wind gives this gross psyker a flamer-like weapon, with the basic version getting S4 AP-1 Dd3 and the overcharged version upping the power to S6 AP-4 with ''Hazardous'', both benefiting from Pestilent Fallout and making anyone wounded by the power ''in the Shooting Phase'' take -2 to movement and advance/charge rolls (you ''can't'' use him to Overwatch a charge into failing). Gift of Contagion gives you a debuff that makes an enemy within 18" take -1 to wound in melee on a 2+ (with a 1 backfiring and dealing d3 MWs instead). *'''Noxious Blightbringer:''' His Plague Marine buddies can re-roll advances and charges and he can be stacked with a second leader. *'''Plague Surgeon:''' Resurrects one dead Plague Marine in his attached unit each turn and a 1/turn ability to heal 3 wounds on a nearby {{W40Kkeyword|Infantry Character}} unit. Fortunately, each squad of Plague Marines can attach two characters for the fun of keeping everyone in one piece. *'''Tallyman:''' If you ever feel useless, remember, you're more useful than this guy. He can stick to Plague Marines and grants his unit +1 to hit, which only really matters if you're dealing with anything using ''Stealth''. This has no synergy with ''[Lethal Hits]'', which most of their weapons have, and has no use with ''[Torrent]'' because they don't roll to hit at all. He also has a rule for a 7/12 chance of gaining you 1 CP in your command phase. Strong competitor for least useful character in the faction. ====Leader (Blightlord and Deathshroud Terminators)==== *'''Death Guard Chaos Lord in Terminator Armour:''' Provides his Blightlords or Deathshrouds with re-rolling 1s to hit, which particularly worthless on Deathshrouds - Lords of Contagion do that strictly better. *'''Death Guard Sorcerer in Terminator Armour:''' On top of his Curse of the Leper power, which risks ''[Hazardous]'' for more hits and extra AP, he has a traditional psychic power which makes any incoming attacks reduce their damage by 1 - which at least saves you the need to spend on Disgustingly Resilient some of the time. **He's surprisingly a good bit more combat-oriented than any other sorcerer, as he can swap out his armaments as if he were a Chaos Lord and all of them have some edge over the force weapon he starts with. That said, those weapons can't benefit from his single-use ability to add +2 to the Strength and Damage of his psychic weapons, but you're more likely than not just going to slap this onto the Curse of the Leper. *'''Lord of Contagion:''' Gives his Blightlords/Deathshrouds re-rolls to hit in melee, which is of note on Deathshrouds due to their being WS2+ with ''[Lethal Hits]'', meaning you'll often want to re-roll successful hits to fish for crits. *'''Lord of Virulence:''' Now better at his job at being master of ordnance. He gives his Blightlord/Deathshroud terminator buddies re-rolls to wound with ranged attacks, which is particularly incredible on Blightlord Combi-weapons and Reaper Autocannons. He also acts as a spotter, giving ''[Blast]'' weapons from your army +1 to hit and ignores cover against units he can see. ====Epic Heroes==== *'''Mortarion:''' An overload of bubbles if one were to think of one. One 6" bubble lets friendly units within it ignore all stat modifiers that aren't for their saves. A second gives you an option between either letting friendly units get cover against enemy guns, giving friendly units re-rolls of 1 to hit, or a 12" bubble boosting the contagion ranges of friendly units by 3". And this is all on top of his own bubble of contagion. **While he does maintain Silence as his monstrous power scythe and the Lantern as a high-powered Volkite pistol, he also gains Rotwind as a devastating psychic power, combining ''Lethal Hits'' and ''Devastating Wounds'' to make any crits melt crowds. Your enemy will only be thankful that you can't use one to trigger the other. **In another fabulous case of GW failing to proofread, that stat-modifier ignoring bubble is listed just above the section for Morty's damage track, which deals -1 to hit for reaching a certain number of wounds. Does the bubble work before the damage debuff? Does it only apply after the damaged statline? Who knows, GW won't bother to fix it! *'''Typhus:''' Toughness 6 is a surprising gift to the world's smelliest degenerate, doubly so when you can attach him to terminators or Poxwalkers and give them -1 to be hit. While he lost out on a lot, he does retain one psychic power that's the closest to 9E as we've seen - on a 2+ it deals d6 MWs on an enemy within 18", and a 6 turns it into d3+3 MWs.
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