No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
21 Chaos Spawn (base: 50mm) |
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1‑5 | 21 Chaos Spawn |
7" | 4+ | - | 5 | 5 | 4 | 2D3 | 9 | 5+ | 50mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Hideous mutations | ||||||
Hideous mutations | Melee | Melee | User | -2 | 2 | - |
ABILITIES | |||||||||
ABILITIES |
Contagions of Nurgle Fearsome (Aura): While an enemy unit is within 6" of this unit, subtract 1 from the Leadership characteristic of models in that enemy unit. Mutated Beyond Reason: The first time this unit is selected to fight in each Fight phase, roll one D3 and consult the table below:
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FACTION KEYWORDS: CHAOS, NURGLE, HERETIC ASTARTES, DEATH GUARD, | |||||||||
KEYWORDS: BEAST, CHAOS SPAWN |
The Chaos Spawn created thanks to Nurgle’s ‘blessings’ are hideously tough.
As the foe press forward they are engulfed in a whirling storm of fleshrust flakes that clog lungs and eyes.
Like a sickness flaring back to life, these stolid warriors erupt from their dug-in positions to counter attack.
Assault force troops arrive on the battlefield amid billowing clouds of pestilence, diseased Drop Pod exhaust fumes, the leaking effluence of landing crafts and rot blooms expelled directly from their foetid teleportation chambers.
Utilising far away artillery, the Death Guard pound an area of the battlefield with flesh-starved blight spores that rampantly spread over any unfortunate enough to be nearby.
On occasion a contagion of Nurgle will flare up brilliantly in an all-consuming wave of infection.
This datasheet has Fast Attack Battlefield Role. Full list of Death Guard units sharing same Battlefield Role follows:
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Those favoured by Nurgle are inured to pain, their rotting bodies shrugging off all but the most traumatic damage with ease.
Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).The Death Guard are carriers of countless infections and contagions, each a gift from Nurgle. Whenever they march to war, these diseases spread, contaminating all around, sapping the strength of its victims, draining them of energy, withering their muscles and overwhelming their immune system. Such is its malefic nature, they can even undo metallic bonds, alien psychic materials and all manner of other elements and components, rendering even armoured vehicles vulnerable.
If every unit from your army has the DEATH GUARD keyword (excluding UNALIGNED units), this unit gains the following ability:
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The CHAOS keyword is used in the following Death Guard datasheets:
The NURGLE keyword is used in the following Death Guard datasheets:
The HERETIC ASTARTES keyword is used in the following Death Guard datasheets:
The DEATH GUARD keyword is used in the following Death Guard datasheets:
The keyword is used in the following Death Guard datasheets:
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The LORD OF VIRULENCE keyword is used in the following Death Guard datasheets:
Death Guard warships contain rusted, baroque chambers fitted with ancient technologies that can teleport the sons of Mortarion into the very heart of battle.
During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.Hideous mutations used in the following datasheets:
The BEAST keyword is used in the following Death Guard datasheets:
The DEATH GUARD and CHAOS SPAWN keywords are used in the following Death Guard datasheets: