Death Guard – Mutoid Vermin
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Mutoid Vermin

NoNAME  M WS BS S T W A Ld Sv Base
Mutoid Vermin (base: 25mm)
16Mutoid Vermin 8" 4+ - 2 2 1 2 4 7+ 25mm
Every model is equipped with: diseased claws and fangs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Diseased claws and fangs
Diseased claws and fangs
Melee
Melee
User
0
1
Each time an attack is made with this weapon, re-roll a wound roll of 1.
Each time an attack is made with this weapon, re-roll a wound roll of 1.
ABILITIES
ABILITIES
Disease Vectors
Spreading Vermin: If your army is Battle-forged, then for each GELLERPOX INFECTED unit included in a Detachment, one MUTOID VERMIN unit can be included in that Detachment without taking up a Battlefield Role slot. You cannot include more MUTOID VERMIN units in your army than there are GELLERPOX INFECTED units in it.
Mindless Fodder: Each time a Morale test is taken for this unit, it is automatically passed.
Unending Horde: Each time a model in this unit would lose a wound, roll one D6: on a 6, that wound is not lost. In addition, in your Command phase, you can return up to D3 destroyed models to this unit. Models returned to this unit can only be set up within Engagement Range of an enemy unit if this unit is already within Engagement Range of it.
FACTION KEYWORDS: CHAOS, NURGLE
KEYWORDS: BEAST, MUTOID VERMIN

Datasheet-related Stratagems

SINK THE TEETH IN1CP
Gellerpox Blight – Boarding Actions – Battle Tactic Stratagem

From coiling tendrils and jabbing probosci to whining fleshmetal drills and enfolding lamprey maws, once the Gellerpox Infected latch onto their victims they do not easily relinquish their hold.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit within Engagement Range of one or more GELLERPOX BLIGHT units from your army is selected to Fall Back. Roll one D6: on a 1-3, that enemy unit suffers 1 mortal wound; on a 4+, that enemy unit suffers 1 mortal wound and cannot Fall Back this turn.
CRAVEN CREATURES1CP
Gellerpox Blight – Boarding Actions – Strategic Ploy Stratagem

Packs of mutoid vermin scatter as though a rock had been lifted off them when danger threatens. They will return soon enough, though, skittering and squirming through every duct and grating to encircle weaker prey.

Use this Stratagem in your opponent’s Charge phase, when a MUTOID VERMIN unit from your army is selected as a target of a charge. That MUTOID VERMIN unit can make a Normal Move of up to D6". Your opponent can then select new targets for that charge, and cannot select that MUTOID VERMIN unit as a target of that charge if it is no longer visible to the charging unit.
TOXIC EFFLUVIA1CP
Gellerpox Blight – Boarding Actions – Strategic Ploy Stratagem

At the urging of dark and disgusting powers, these repulsive beings heave and strain until their bodies expel virulent fluids in a reeking gush. While the effort may rupture some of Nurgle’s servants beyond repair, it also drenches shipboard systems or vital corridor intersections in a foulness that marks them as belonging to the god of plagues. Not that anyone else would want them after this…

Use this Stratagem at the end of your opponent’s turn. Select one objective marker you control, then select one GELLERPOX BLIGHT unit from your army that is within range of that objective marker. That unit suffers 2D3 mortal wounds, and that objective marker remains under your control until the end of the battle, even if there are no models from your army within range of it, unless your opponent controls it at the end of any subsequent phase.
SLITHER AND SQUIRM 1CP
Gellerpox Blight – Boarding Actions – Strategic Ploy Stratagem

Even solid walls and sealed doors cannot long keep out these squealing masses of insectoid horrors.

Use this Stratagem in your Movement phase, when a MUTOID VERMIN unit from your army is selected to make a Normal Move. When making that move, models in that unit can move through one wall and/or one closed Hatchway, but cannot end that move within any of these. You can only use this Stratagem once.
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.
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.
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.
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.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound 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 wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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.

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Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Objective Markers
In Boarding Actions, objective markers should have a diameter of 40mm. A model is within range of an objective marker if it is within 1" of that objective marker.

At the start of the battle, each objective marker on the battlefield is contested, and so is not controlled by either player. Unless otherwise noted, a player will control an objective marker at the end of any phase if they have more models within range of it than their opponent does.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

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

Fast Attack
Price per unit

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

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

The AGENT OF CHAOS keyword is used in the following Chaos Space Marines datasheets:


- If this model is your WARLORD it gains the AGENT OF CHAOS keyword.

The ABADDON THE DESPOILER keyword is used in the following Chaos Space Marines datasheets:

Wanton Destruction

With skills honed in vast, bloody wars against the most heavily armoured or dug-in opposition, Chaos Space Marines punish such enemies with malicious barrages of utter destruction.

While this unit is engaged in Wanton Destruction, each time a model in this unit makes an attack with a Heavy, Rapid Fire or Grenade weapon, an unmodified hit roll of 6 scores 1 additional hit.
Wanton Massacre

Barbarous firefights and the indiscriminate slaying of foes have been notorious hallmarks of the Heretic Astartes wars for millennia.

While this unit is engaged in Wanton Massacre, each time a model in this unit makes an attack with a Rapid Fire, Assault or Pistol weapon, an unmodified hit roll of 6 scores 1 additional hit.
Wanton Slaughter

Close assaults are the favoured tactics of many traitors, coupling murderous short-ranged firepower with the unrestrained slaughter of hand-to-hand execution.

While this unit is engaged in Wanton Slaughter, each time a model in this unit makes an attack with an Assault, Pistol or melee weapon, an unmodified hit roll of 6 scores 1 additional hit.
Let the Galaxy Burn

Drawing upon countless years of festering bitterness and hate, Chaos Space Marines attack with a ferocity that is terrible to behold. Whether annihilating the foe at range or butchering them without mercy at close quarters, there is no aspect of death unknown to these traitors. Unencumbered by stultifying doctrines, they are capable of adapting their murderous priorities with horrifying ease, and there are no limits to the levels of devastation they will unleash to vent their anger.

If every unit from your army has the TRAITORIS ASTARTES keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keyword) and every DEATH GUARD unit from your army (excluding ABADDON THE DESPOILER) is from the same Legion, this unit gains the following rules:
  • Each time a model in this unit shoots with a flame weapon, when determining how many attacks are made with that weapon this phase, add 2 to the result (e.g. a model shooting with a flamer makes D6+2 attacks).
  • This unit gains a bonus (see below) depending on which wanton act it is engaged in, as follows:
    • During the first battle round, your army (and every unit from it) is engaged in Wanton Destruction.
    • During the second battle round, your army (and every unit from it) is engaged in Wanton Massacre.
    • At the start of the third battle round, select either Wanton Massacre or Wanton Slaughter; until the end of that battle round, your army (and every unit from it) is engaged in the wanton act you selected.
    • During the fourth and subsequent battle rounds, your army (and every unit from it) is engaged in Wanton Slaughter.
Disease Vectors
If your army is Battle-forged, you can include one GELLERPOX INFECTED unit and one MUTOID VERMIN unit in each DEATH GUARD or NURGLE TRAITORIS ASTARTES Patrol, Battalion and Brigade Detachment in your army without those units taking up Battlefield Role slots in those Detachments. The inclusion of these units does not prevent other units from their Detachment benefiting from Detachment abilities (e.g. Let the Galaxy Burn), and it does not prevent other units from your army benefiting from abilities that require every model in your army to have that ability. Units included in a Patrol, Battalion or Brigade Detachment in this manner are ignored for any rules that state all units from that Detachment must have at least one Faction keyword in common (e.g. in a matched play game), and when determining your Army Faction.
© Vyacheslav Maltsev 2013-2023