Death Guard – Cursemites
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1

Cursemites

NoNAME  M WS BS S T W A Ld Sv Base
Cursemite (base: 25mm)
4Cursemite 8" 4+ - 2 2 1 2 8 6+ 25mm
This unit contains 4 Cursemites. Each is armed with a bloodsucking proboscis. Only one of this unit can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bloodsucking proboscis
Bloodsucking proboscis
Melee
Melee
User
0
1
Each unmodified hit roll of 6 made for an attack with this weapon scores 2 hits.
Each unmodified hit roll of 6 made for an attack with this weapon scores 2 hits.
ABILITIES
ABILITIES
Vulgrar’s Followers
Mutoid Vermin: This unit does not take up a slot in a Detachment that includes VULGRAR THRICE-CURSED.
Leaping Insectoids: You can re-roll failed charge rolls for this unit. In addition, whenever this unit piles in or consolidates, it can move up to 6" instead of 3".
FACTION KEYWORDS: CHAOS, GELLERPOX INFECTED
KEYWORDS: NURGLE, BEAST, MUTOID VERMIN, CURSEMITES

Datasheet-related Stratagems

1CP

MUTOID INFESTATION

Gellerpox Infected Stratagem

Notoriously difficult to fully eradicate, these loathsome parasites keep coming back.

Use this Stratagem at the end of your Movement phase. Choose a unit of MUTOID VERMIN from your army that has been destroyed. Set up this unit anywhere wholly within 12" of a friendly GELLERPOX INFECTED unit and more than 9” from any enemy models.

This datasheet has Fast Attack Battlefield Role. Full list of Death Guard units sharing same Battlefield Role follows:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
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
Price per unit

The VULGRAR THRICE-CURSED keyword is used in the following Death Guard datasheets:

Vulgrar’s Followers

Those most afflicted by the Gellerpox become leaders to other sufferers of the loathsome virus. Like diseased barnacles, these followers cling to their commander.

This ability has no effect unless your army includes VULGRAR THRICE-CURSED. If it does, you cannot set up any units with this ability before you have set up VULGRAR THRICE-CURSED. When you setup VULGRAR THRICE-CURSED during deployment, all units with this ability are set up at the same time. When you set up VULGRAR THRICE-CURSED on the battlefield for the first time, all units with this ability must be set up within 6" of him. If they cannot be set up, they count as destroyed.

The GELLERPOX INFECTED keyword is used in the following Death Guard datasheets:

The MUTOID VERMIN keyword is used in the following Death Guard datasheets:

Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.

The BEAST keyword is used in the following Death Guard datasheets:

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