Death Guard – Chaos Land Raider Proteus
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14

Chaos Land Raider Proteus

NoNAME  M WS BS S T W! A Ld Sv Base
235
Chaos Land Raider Proteus (base: Use model)
1
235
Chaos Land Raider Proteus
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 D3 9 2+
A Chaos Land Raider Proteus is equipped with: 2 twin lascannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Combi-bolter
+5
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Hellforged hunter-killer missile
+5
Hellforged hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hellforged hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hellforged hunter-killer missile it is equipped with once per battle.
+15
Multi-melta
+15
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+30
Twin heavy bolter
+30
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+20
Twin heavy flamer
+20
Twin heavy flamer
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
OTHER WARGEAR
ABILITIES 
+15
Explorator augury web
Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of the bearer. The bearer has a transport capacity of 6 DEATH GUARD INFANTRY models, instead of 10.
+15
Explorator augury web
Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of the bearer. The bearer has a transport capacity of 6 DEATH GUARD INFANTRY models, instead of 10.
+15
Heavy armour
The bearer has a 5+ invulnerable save.
+15
Heavy armour
The bearer has a 5+ invulnerable save.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 1 heavy bolter; 1 multi-melta; 1 twin heavy bolter; 1 twin heavy flamer.
 • This model can be equipped with 1 hellforged hunter-killer missile.
 • This model can be equipped with 1 combi-bolter.
 • This model can be equipped with one of the following: 1 explorator augury web; 1 heavy armour.
ABILITIES
ABILITIES
Martial Legacy
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 DEATH GUARD INFANTRY models. Each JUMP PACK or TERMINATOR model takes up the space of 2 models and each CULT OF DESTRUCTION model takes up the space of 3 models.
FACTION KEYWORDS: CHAOS, NURGLE, HERETIC ASTARTES, DEATH GUARD, <PLAGUE COMPANY>
KEYWORDS: VEHICLE, TRANSPORT, SMOKESCREEN, RELIC, LAND RAIDER, CHAOS LAND RAIDER PROTEUS, BUBONIC ASTARTES

Datasheet-related Stratagems

PUTRID DETONATION1CP/2CP
Death Guard – Strategic Ploy Stratagem

Upon their destruction, the seven-cursed hulls of Death Guard battle tanks have an alarming tendency to burst like ruptured boils, exploding in a swelling mass of pus and foulness.

Use this Stratagem in any phase, when a DEATH GUARD VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.
FOUL SMOKESCREEN1CP
Death Guard – Wargear Stratagem

Throwing down a hail of smoke grenades or deploying their smoke launchers, the Death Guard screen themselves from the enemy.

Use this Stratagem in your opponent’s Shooting phase, when a DEATH GUARD SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attacks hit roll.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Army List
Datasheets collated
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Multi-melta used in the following datasheets:

Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.

Twin heavy flamer used in the following datasheets:

Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.

The LAND RAIDER keyword is used in the following Death Guard datasheets:

© Vyacheslav Maltsev 2013-2021