Formation/Detachment: Battalion Detachment (Min: 2 HQ, 3 Troops)

HQs: 3/3

  • Daemon Prince of Nurgle – 146 [156]
    • | M: 8″ | WS: 2+ | BS: 2+ | S: 7 | T: 6 | W: 8 | A: 4 | LD: 10 | SV: 3+|
    • Malefic Talons (Set) – 10
      • | Melee | Melee | S: User | AP: -2 | D: 2 | Each tiem a model with malefic talons fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead. |
    • Death to the False Emperor
      • Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an Imperium unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
    • Disgustingly Resilient
      • Each time a model with this ability loses a wound, roll a d6; on a roll of a 5 or 6, the model does not lose that wound.
    • Daemonic
      • The model has a 5+ invulnerable save.
    • Prince of Chaos
      • You can re-roll hit rolls of 1 made for friendly Death Guard and Nurgle Daemon units within 6″ of this model.
    • Psychic Power: Putrescent Vitality – Warp Charge 6
      • If manifested, select a visible friendly Death Guard Infantry unit within 18″ of the psyker. Until the start of your next psychic phase, add 1 to that unit’s Strength and Toughness characteristics.
    • Warlord Trait: Rotten Constitution
      • Reduce all damage inflicted on your Warlord by 1 (to a minimum of 1). For example, if your Warlord failed a saving throw against a weapon that inflicts 3 damage, he will only lose 2 wounds.
    • Relic: The Suppurating Plate
      • The bearer has a Save characteristic of 2+. In addition, roll a dice each turn this model passes a saving throw in the Fight phase. On a 4+, the unit that inflicted that wound suffers a mortal wound after all of its own attacks have been resolved.
  • Daemon Prince of Nurgle – 146 [156]
    • | M: 8″ | WS: 2+ | BS: 2+ | S: 7 | T: 6 | W: 8 | A: 4 | LD: 10 | SV: 3+|
    • Malefic Talons (Set) – 10
      • | Melee | Melee | S: User | AP: -2 | D: 2 | Each tiem a model with malefic talons fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead. |
    • Death to the False Emperor
      • Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an Imperium unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
    • Disgustingly Resilient
      • Each time a model with this ability loses a wound, roll a d6; on a roll of a 5 or 6, the model does not lose that wound.
    • Daemonic
      • The model has a 5+ invulnerable save.
    • Prince of Chaos
      • You can re-roll hit rolls of 1 made for friendly Death Guard and Nurgle Daemon units within 6″ of this model.
    • Psychic Power: Blades of Putrefaction – Warp Charge 5
      • If manifested, select a visible friendly Death Guard unit within 18″ of the psyker. Until the start of your next psychic phase, add 1 to all wound rolls made by that unit in the Fight phase.
      • Furthermore, any wound rolls of 7+ made for that unit int he Fight phase with a melee plague weapon (i.e. plaguesword or any weapon with the Plague Weapon ability) inflict a mortal wound on the target in addition to any other damage.
  • Daemon Prince of Nurgle– 146 [156]
    • | M: 8″ | WS: 2+ | BS: 2+ | S: 7 | T: 6 | W: 8 | A: 4 | LD: 10 | SV: 3+|
    • Malefic Talons (Set) – 10
      • | Melee | Melee | S: User | AP: -2 | D: 2 | Each tiem a model with malefic talons fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead. |
    • Death to the False Emperor
      • Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an Imperium unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
    • Disgustingly Resilient
      • Each time a model with this ability loses a wound, roll a d6; on a roll of a 5 or 6, the model does not lose that wound.
    • Daemonic
      • The model has a 5+ invulnerable save.
    • Prince of Chaos
      • You can re-roll hit rolls of 1 made for friendly Death Guard and Nurgle Daemon units within 6″ of this model.
    • Psychic Power: Miasma of Pestilence – Warp Charge 6
      • If manifested, select a visible friendly Death Guard unit within 18″ of the psyker. Until the start of your next psychic phase, your opponent must subtract 1 from all hit rolls that target that unit.

Troops: 3/6

  • 20 Pox Walkers – 120 [120]
    • | M: 4″ | WS: 5+ | BS: 6+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 4 | SV: 7+|
    • Improvised Weapon
      • | Melee | Melee | S: User | AP: 0 | D: 1 | – |
    • Disgustingly Resilient
      • Each time a model with this ability loses a wound, roll a d6; on a roll of a 5 or 6, the model does not lose that wound.
    • Curse of the Walking Pox
      • Each time an enemy Infantry model is slain by a Poxwalker in the Fight phase, add one model to the Poxwalker’s unit.
    • Mindless
      • This unit never ahs to take Morale tests.
    • Diseased Horde
      • You can add 1 to all hit rolls for this unit in the Fight phase if it contains more than 10 models.
  • 10 Pox Walkers – 60 [60]
    • | M: 4″ | WS: 5+ | BS: 6+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 4 | SV: 7+|
    • Improvised Weapon
      • | Melee | Melee | S: User | AP: 0 | D: 1 | – |
    • Disgustingly Resilient
      • Each time a model with this ability loses a wound, roll a d6; on a roll of a 5 or 6, the model does not lose that wound.
    • Curse of the Walking Pox
      • Each time an enemy Infantry model is slain by a Poxwalker in the Fight phase, add one model to the Poxwalker’s unit.
    • Mindless
      • This unit never ahs to take Morale tests.
    • Diseased Horde
      • You can add 1 to all hit rolls for this unit in the Fight phase if it contains more than 10 models.
  • 10 Pox Walkers – 60 [60]
    • | M: 4″ | WS: 5+ | BS: 6+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 4 | SV: 7+|
    • Improvised Weapon
      • | Melee | Melee | S: User | AP: 0 | D: 1 | – |
    • Disgustingly Resilient
      • Each time a model with this ability loses a wound, roll a d6; on a roll of a 5 or 6, the model does not lose that wound.
    • Curse of the Walking Pox
      • Each time an enemy Infantry model is slain by a Poxwalker in the Fight phase, add one model to the Poxwalker’s unit.
    • Mindless
      • This unit never ahs to take Morale tests.
    • Diseased Horde
      • You can add 1 to all hit rolls for this unit in the Fight phase if it contains more than 10 models.

Total: 708

 

Formation/Detachment: Battalion Detachment (Min: 2 HQ, 3 Troops)

HQ: 2/3

  • Herald of Nurgle – 70 [70]
    • | 5″ | WS: 2+ | BS: 2+ | S: 5 | T: 5 | W: 4 | A: 3 | LD: 8 | SV: 6+ |
    • Plaguesword – 0
      • | Melee | Melee | S: User | AP: 0 | D: 1 | You can re-roll failed wound rolls for this weapon. |
    • Daemonic
      • Units with this ability have a 5+ invulnerable save.
    • Disgustingly Resilient
      • Each time a Nurgle Daemon with this ability loses a wound, roll a D6 – on a roll of a 5 or 6, the model does not lose a wound.
    • Daemonic Ritual
      •  Instead of moving in their Movement phase, any Death Guard character can, at the end of their Movement phase, attempt to summon a Nurgle Daemon unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).
      • Roll up to 3 dice – this is your summoning roll. You can summon one new Nurgle Daemon unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12″ of the character and is more than 9″ from any enemy model. If total rolled is insufficient to summon any units, the ritual fails and no new unit is summoned.
      • If your summoning roll included any doubles, your character than suffers a mortal wound. If it contains any triples, it instead suffers d3 mortal wounds.
    • Herald of Nurgle
      • Add 1 to the Strength characteristic of friendly Nurgle Daemon units within 6″ of one or more models with this ability.
    • Psychic Power: Fleshy Abundance – Warp Charge 5
      • If manifested, select a friendly Nurgle Daemon unit within 18″ of the psyker. That unit recovers d3 wounds lost earlier in the battle.
  • Herald of Nurgle – 70 [70]
    • | 5″ | WS: 2+ | BS: 2+ | S: 5 | T: 5 | W: 4 | A: 3 | LD: 8 | SV: 6+ |
    • Plaguesword – 0
      • | Melee | Melee | S: User | AP: 0 | D: 1 | You can re-roll failed wound rolls for this weapon. |
    • Daemonic
      • Units with this ability have a 5+ invulnerable save.
    • Disgustingly Resilient
      • Each time a Nurgle Daemon with this ability loses a wound, roll a D6 – on a roll of a 5 or 6, the model does not lose a wound.
    • Daemonic Ritual
      •  Instead of moving in their Movement phase, any Death Guard character can, at the end of their Movement phase, attempt to summon a Nurgle Daemon unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).
      • Roll up to 3 dice – this is your summoning roll. You can summon one new Nurgle Daemon unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12″ of the character and is more than 9″ from any enemy model. If total rolled is insufficient to summon any units, the ritual fails and no new unit is summoned.
      • If your summoning roll included any doubles, your character than suffers a mortal wound. If it contains any triples, it instead suffers d3 mortal wounds.
    • Herald of Nurgle
      • Add 1 to the Strength characteristic of friendly Nurgle Daemon units within 6″ of one or more models with this ability.
    • Psychic Power: Virulent Blessing – Warp Charge 6
      • If manifested, pick a Nurgle Daemon unit within 18″ of the psyker. You can add 1 to all wound rolls made by that unit int he Fight phase.
      • Furthermore, any wound rolls of 7+ made for that unit int he Fight phase inflict double damage.

Troops: 2/3

  • 20 Renegade Militia Squad – 80 [140]
    • | 6″ | WS: 5+ | BS: 5+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: * | SV: 6+ |
    • | 6″ | WS: 5+ | BS: 5+ | S: 3 | T: 3 | W: 2 | A: 2 | LD: * | SV: 6+ |
    • | 6″ | WS: 4+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: * | SV: 6+ |
    • 4 Plasma Guns – 52
      • | 24″ | Rapid Fire 1 | S: 7 | AP: -3 | D: 1 | – |
      • | 24″ | Rapid Fire 1 | S: 8 | AP: -3 | D: 2 | On a hit roll of a 1, the bearer is slain after all this weapon’s shots have been resolved. |
    • 2 Heavy Stubbers – 8
      • | 36″ | Heavy 3 | S: 4 | AP: 0 | D: 1 | – |
    • 12 Autoguns – 0
      • | 24″ | Rapid Fire 1 | S: 3 | AP: 0 | D: 1 | – |
    • Uncertain Worth
      • The first time this unit is required to make a Morale test, roll a d6 and add 2 (giving you a number between 3 and 8). This is the unit’s Leadership value for the rest of the battle – make a note of it for reference.
    • Chaos Sigil
      • A unit equipped with a Chaos sigil rolls two dice when making Morale tests, and chooses the lowest score.
    • Vox-caster
      • A unit equipped with a vox-caster rolls two dice to determine its Leadership value and chooses the highest score.
  • 20 Renegade Militia Squad – 80 [140]
    • | 6″ | WS: 5+ | BS: 5+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: * | SV: 6+ |
    • | 6″ | WS: 5+ | BS: 5+ | S: 3 | T: 3 | W: 2 | A: 2 | LD: * | SV: 6+ |
    • | 6″ | WS: 4+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: * | SV: 6+ |
    • 4 Plasma Guns – 52
      • | 24″ | Rapid Fire 1 | S: 7 | AP: -3 | D: 1 | – |
      • | 24″ | Rapid Fire 1 | S: 8 | AP: -3 | D: 2 | On a hit roll of a 1, the bearer is slain after all this weapon’s shots have been resolved. |
    • 2 Heavy Stubbers – 8
      • | 36″ | Heavy 3 | S: 4 | AP: 0 | D: 1 | – |
    • 12 Autoguns – 0
      • | 24″ | Rapid Fire 1 | S: 3 | AP: 0 | D: 1 | – |
    • Uncertain Worth
      • The first time this unit is required to make a Morale test, roll a d6 and add 2 (giving you a number between 3 and 8). This is the unit’s Leadership value for the rest of the battle – make a note of it for reference.
    • Chaos Sigil
      • A unit equipped with a Chaos sigil rolls two dice when making Morale tests, and chooses the lowest score.
    • Vox-caster
      • A unit equipped with a vox-caster rolls two dice to determine its Leadership value and chooses the highest score.
  • 10 Renegade Militia Squad – 40 [40]
    • | 6″ | WS: 5+ | BS: 5+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: * | SV: 6+ |
    • | 6″ | WS: 5+ | BS: 5+ | S: 3 | T: 3 | W: 2 | A: 2 | LD: * | SV: 6+ |
    • | 6″ | WS: 4+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: * | SV: 6+ |
    • 10 Autoguns – 0
      • | 24″ | Rapid Fire 1 | S: 3 | AP: 0 | D: 1 | – |
    • Uncertain Worth
      • The first time this unit is required to make a Morale test, roll a d6 and add 2 (giving you a number between 3 and 8). This is the unit’s Leadership value for the rest of the battle – make a note of it for reference.
    • Chaos Sigil
      • A unit equipped with a Chaos sigil rolls two dice when making Morale tests, and chooses the lowest score.
    • Vox-caster
      • A unit equipped with a vox-caster rolls two dice to determine its Leadership value and chooses the highest score.

Elites: 1/2

  • Renegade Enforcer – 30 [35]
    • | 6″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 4 | A: 3 | LD: * | SV: 5+ |
    • Brutal Assault Weapon – 0
      • | Melee | Melee | S: User | AP: 0 | D: 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
    • Plasma Pistol – 5
      • | 12″ | Pistol 1 | S: 7 | AP: -3 | D: 1 | – |
      • | 12″ | Pistol 1 | S: 8 | AP: -3 | D: 2 | On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved. |
    • Frag Grenades – 0
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | – |
    • Uncertain Worth
      • The first time this unit is required to make a Morale test, roll a d6 and add 2 (giving you a number between 3 and 8). This is the unit’s Leadership value for the rest of the battle – make a note of it for reference.
    • Fanatic
      • Roll an additional d6 when determining this unit’s Uncertain Worth, and chose the highest of the two dice rolls. In addition, add 3 to the roll instead of 2.
    • Baleful Judge
      • Whenever a Renegades and Heretics Infantry unit within 3″ of this model must take a Morale test, do not take the test. Instead, d3 models int he unit are slain and the test is automatically passed.
    • Refractor Field
      • This model has a 5+ invulnerable save.

Total: 495 (1203)

 

Formation/Detachment: Super-Heavy Auxiliary Detachment

Lord of War: 1/1

  • Minotaur Artillery Tank – 280 [296]
    • | M: 10″ (11-22+) / 7″ (5-10) / 4″ (1-4) | WS: 5+ | BS: 4/5/6+ | S: 8 | T: 8 | W: 22 | A: 3/d3/1 | LD: 8 | SV: 3+ |
    • 2 Heavy Bolters – 16
      • | 36″ | Heavy 3 | S: 5 | AP: -1 | D: 1 | – |
    • Twin Earthshaker Cannon – 0
      • | 240″ | Heavy 2d6 | S: 9 | AP: -3 | D: d3 | Roll four dice for the number of attacks when firing this weapon and discard the two lowest results. This weapon can target units that are not visible to the bearer. |
    • Explodes
      • If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 2d6″ suffers d6 mortal wounds.
    • Heavy Armoured Front
      • This model has a 5+ invulnerable save against shooting attacks.
    • Smoke Launchers
      • Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.
    • Steel Behemoth
      • This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. It can also still fire its weapons if enemy units are within 1″ of it (but only its Heavy Bolters can target units that are within 1″ of it – its other guns must target other units).
      • In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.

Total: 296 (1499)