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Myphitic Blight-haulers

Death Guard

Keywords: Vehicle • Smoke • Chaos • Nurgle • Daemon • Myphitic Blight-Hauler

Deadly Demise D3
Unit Profiles
ModelMTSvWLdOCInvuln
Myphitic Blight-hauler10"93+106+35+
Deadly Demise D3
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
Gnashing maw
Lethal Hits
Melee43+6-11
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Bile spurt
Lethal Hits
12"33+501
Missile launcher — frag
Blast
48"D63+401
Missile launcher — krak48"13+9-2D6
Multi-melta
Melta 2Lethal Hits
18"23+9-4D6

Unit Composition

1-2 Myphitic Blight-haulers

Every model is equipped with: bile spurt; missile launcher; multi-melta; gnashing maw.

Unit Abilities
Nurgle’s Gift (Aura)
View Army Rule

If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more DEATH GUARD models from your army, it is Afflicted (see below).

CONTAGION RANGE

Contagion Range changes over the course of the battle:

In the first battle round, the Contagion Range is three inches.In the second battle round, the Contagion Range is six inches.From the third battle round, the Contagion Range is nine inches.

Afflicted

During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.

Tank Hunters

In your Shooting phase, each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll.

Core Abilities
Deadly Demise D3

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Stratagems by Detachment

Blessings of Filth
1 CP
battle Tactic

When: Your Shooting phase or the Fight phase.

Target: One DEATH GUARD Attached unit from your army that has not been selected to shoot or fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.


Malignance Magnified
2 CP
battle Tactic

When: Your Shooting phase or the Fight phase.

Target: One DEATH GUARD Attached unit from your army that has not been selected to shoot or fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll and you can re-roll the Wound roll.


Grotesque Fortitude
1 CP
battle Tactic

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One DEATH GUARD Attached unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, add 2 to the Toughness characteristic of models in your unit.


Rabid Infusion
1 CP
strategic Ploy

When: Start of the Fight phase.

Target: One DEATH GUARD unit from your army that includes two CHARACTER models.

Effect: Until the end of the phase, your unit has the Fights First ability.


Mobile Vector
1 CP
strategic Ploy

When: Your Movement phase, before the Reinforcements step.

Target: One DEATH GUARD CHARACTER unit from your army that is not leading a unit.

Effect: Select one other friendly DEATH GUARD unit (excluding Battle-shocked units and Attached units that already have two Leader units or one of your CHARACTER units leading it) within 2" horizontally and 5" vertically of your unit that your unit can lead (as described in the Leader section of its datasheet). Your unit attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly.


No matching stratagems for this unit.

Nauseating Paroxysms
1 CP
strategic Ploy

When: Start of the Fight phase.

Target: One DEATH GUARD INFANTRY unit from your army that is within Engagement Range of one or more enemy units.

Effect: Select one enemy unit within Engagement Range of your unit. That unit must take a Battle‐shock test, subtracting 1 from the result.


Vermin Cloud
1 CP
battle Tactic

When: Fight phase.

Target: One DEATH GUARD INFANTRY unit from your army that has not been selected to fight this phase.

Effect: Until the end of the phase, each time a model in this unit makes a Pile‐in or Consolidation move, it can move up to 6" instead of up to 3".


Eye of the Swarm
1 CP
strategic Ploy

When: Your Shooting phase.

Target: One DEATH GUARD INFANTRY unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, ranged weapons equipped by models in your unit (excluding Blast weapons) have the [PISTOL] ability.


Droning Horror
1 CP
battle Tactic

When: Your Shooting phase.

Target: One DEATH GUARD INFANTRY unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, each time a model in your unit makes a ranged attack, re‐roll a Hit roll of 1. If that attack targets a unit within half range, you can re‐roll the Hit roll instead.


Enervating Onslaught
1 CP
strategic Ploy

When: Your Charge phase, just after a DEATH GUARD INFANTRY unit from your army makes a Charge move.

Target: That DEATH GUARD INFANTRY unit.

Effect: Select one enemy unit within Engagement Range of your unit (excluding MONSTERS and VEHICLES). Roll one D6 for each model in your unit that is within Engagement Range of that unit, adding 1 to the result if that model is not a CULTIST or POXWALKER model: for each 5+, the selected enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).


Myphitic Invigoration
1 CP
battle Tactic

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One DEATH GUARD INFANTRY unit from your army that is within 6" of one or more friendly MYPHITIC BLIGHT‐HAULER units and that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.


Blighted Land
2 CP
strategic Ploy

When: End of your Movement phase.

Target: One DEATH GUARD VEHICLE unit from your army.

Effect: Select one terrain feature within 24" of and visible to your unit. Until the start of your next turn, enemy units are Afflicted while they are within 3" of that terrain feature.


Relentless Grind
1 CP
strategic Ploy

When: Your Movement phase or your Charge phase.

Target: One DEATH GUARD VEHICLE unit from your army that has not been selected to move or charge this phase.

Effect: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.


Drawn to Despair
1 CP
battle Tactic

When: Your Shooting phase.

Target: One DEATH GUARD unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a visible enemy unit (excluding AIRCRAFT) within your opponent’s deployment zone, you can re-roll the Hit roll.


Font of Filth
1 CP
strategic Ploy

When: Your Shooting phase.

Target: One DEATH GUARD VEHICLE unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability.


Eyestinger Storm
1 CP
strategic Ploy

When: Your opponent’s Command phase.

Target: One DEATH GUARD VEHICLE unit from your army.

Effect: Select one objective marker visible to one or more models in your unit. Each Afflicted enemy unit within range of that objective marker must take a Battle-shock test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.


Stinking Mire
1 CP
strategic Ploy

When: Start of your opponent’s Charge phase.

Target: One DEATH GUARD VEHICLE unit from your army.

Effect: Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).


Shock and Horror
1 CP
strategic Ploy

When: Your Charge phase, just after a DEATH GUARD unit from your army ends a Charge move.

Target: That DEATH GUARD unit.

Effect: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.


Shambling Wall
1 CP
strategic Ploy

When: Your opponent’s Shooting phase.just after an enemy unit has selected its targets.

Target: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly POXWALKERS unit within 3" of your unit and visible to both your unit and the attacking unit.

Effect: Until the end of the phase, each time you would allocate an attack to a model in your DEATH GUARD unit, if your POXWALKERS unit is visible to the attacking model and is an eligible target for that attack, no saving throw is made for that attack; instead a number of POXWALKERS from your POXWALKERS unit equal to the Damage characteristic of that attack are destroyed.


Clutching Corruption
1 CP
battle Tactic

When: Fight phase.

Target: One DEATH GUARD unit from your army that has not been selected to fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is within Engagement Range of one or more PLAGUE LEGIONS units from your army, you can re-roll the Hit roll.


Putrid Detonation
1 CP
strategic Ploy

When: Any phase.

Target: One DEATH GUARD VEHICLE or DEATH GUARD MONSTER model from your army with the Deadly Demise ability that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

Effect: Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted. In addition, any enemy units that suffer mortal wounds as a result of this Stratagem are Afflicted until the start of your next turn.


Disgustingly Resilient
2 CP
battle Tactic

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.


Plaguesurge
2 CP
epic Deed

When: Your Command phase.

Target: Your DEATH GUARD WARLORD that is on the battlefield.

Effect: Until the start of your next Command phase, add 3" to the Contagion Range of models from your army.


Leechspore Eruption
1 CP
epic Deed

When: Your Command phase.

Target: One DEATH GUARD model your army that has lost one or more wounds.

Effect: Select one enemy unit within 3" of your model. Roll a number of D6 equal to the number of wounds your model has lost: for each 5+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds) and your model regains 1 lost wound (to a maximum of 6 lost wounds).


Overwhelming Generosity
1 CP
wargear

When: Start of your Shooting phase.

Target: One DEATH GUARD CHARACTER unit from your army.

Effect: Select one enemy unit visible to your unit. Until the end of the phase, each time a DEATH GUARD unit from your army selects that enemy unit as the target of any ranged attacks, you can re-roll the dice to determine how many attacks a weapon equipped by a model in that unit makes.


Creeping Blight
1 CP
wargear

When: Your Shooting phase.

Target: One DEATH GUARD INFANTRY unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an Afflicted unit, you can re-roll the Hit roll and you can re-roll the Wound roll.