Death Guard – Miasmic Malignifier
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4

Miasmic Malignifier

NoNAME  M WS BS S T W! A Ld Sv
75
Miasmic Malignifier
1
75
Miasmic Malignifier
- - 6+ 7 8 7-12 - - 3+
- - 6+ 6 8 4-6 - - 3+
- - 6+ 5 8 1-3 - - 3+
A Miasmic Malignifier is equipped with: noxious stink.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Noxious stink
Noxious stink
6"
Heavy 2D6
4
-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.
ABILITIES
ABILITIES
Contagions of Nurgle, Disgustingly Resilient
Toxic Presence: This model counts the battle round number as being 4 for the purposes of determining the Contagion range of the Contagion abilities it has.
Putrid Explosion: When this model is destroyed, roll one D6 before removing it from play. On a 4+ it explodes, and each unit (excluding NURGLE units) within 6" suffers D3 mortal wounds.
Putrescent Fog (Aura): While a friendly DEATH GUARD INFANTRY unit is wholly within 6" of this model, it receives the benefits of Light Cover. If it was already receiving the benefits of Light Cover, then each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
Seeded Growths: During deployment, when you set up this model, it can be set up anywhere on the battlefield that is more than 12" away from the enemy deployment zone and any enemy models. After a Miasmic Malignifier is set up on the battlefield, you can then set up one Pox Furnace terrain feature wholly within 6" of it, and more than 12" away from the enemy deployment zone and any enemy models.
Pox Furnace: A Pox Furnace is an Obstacle Terrain feature with the following terrain traits, as described in the Warhammer 40.000 Core Book: Light Cover, Heavy Cover, Unstable Position, Difficult Ground. If a Miasmic Malignifier is destroyed, its Pox Furnace is also removed from the battlefield.
FACTION KEYWORDS: CHAOS, NURGLE, HERETIC ASTARTES, DEATH GUARD, <PLAGUE COMPANY>
KEYWORDS (Miasmic Malignifier): BUILDING, VEHICLE, SMOKESCREEN, MIASMIC MALIGNIFIER
KEYWORDS (Pox Furnace): TERRAIN, OBSTACLE, POX FURNACE

Datasheet-related Stratagems

FLASH OUTBREAK2CP
Death Guard – Strategic Ploy Stratagem

On occasion a contagion of Nurgle will flare up brilliantly in an all-consuming wave of infection.

Use this Stratagem in your Command phase. Select one <PLAGUE COMPANY> unit with the Contagions of Nurgle ability from your army:
  • If there are any other <PLAGUE COMPANY> units from your army on the battlefield that have any Contagion abilities that the selected unit does not have, then until the start of your next Command phase, the selected unit has all of the same Contagion abilities (this is in addition to the ones it already has).
  • Until the start of your next Command phase, units from your army count the battle round number as one higher than the current battle round number for the purpose of determining the Contagion range of any Contagion abilities they have.
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.

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

Fortifications
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.
Contagions of Nurgle

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:

Nurgle’s Gift (Contagion): While an enemy unit is within Contagion Range of this unit (see below), subtract 1 from the Toughness characteristic of models in that enemy unit.

Contagion Abilities
Contagion abilities affect enemy models or units within Contagion Range - this changes with the battle round number, increasing as the battle progresses, as shown in the table below. The effects of multiple, identically named Contagion abilities is not cumulative (i.e. if an enemy unit is within range of two models with the same Contagion ability, that Contagion ability only applies to the enemy unit once). Note, that while similar in many regards to Aura abilities, Contagion abilities are not affected by abilities that affect Aura abilities, and vice-versa.

BATTLE ROUND NUMBERCONTAGION RANGE
11"
23"
36"
4+9"
Disgustingly Resilient

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).
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.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
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.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Heavy Cover
When an attack made with a melee weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.
Unstable Position
Models cannot be set up or end a move on top of this terrain feature (they can move up, over and down this terrain feature, but they cannot end a move on top of it).

  • Cannot be set up or end a move on top of this terrain feature.
Difficult Ground
If a unit makes a Normal Move, Advances, Falls Back or it makes a charge move, and any of its models wish to move over any part of this terrain feature, subtract 2" from the maximum distance that every model in that unit can move (to a minimum of 0), even if every part of this terrain feature is 1" or less in height. This penalty does not apply if every model in the moving unit can FLY.

  • Subtract 2" when making a Normal Move, Advance, Fall Back or charge move over this terrain feature (unless moving unit can FLY).
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