Death Guard Sorcerer In Terminator Armour

Model NameMTSvWLdOC
Death Guard Sorcerer In Terminator Armour
40mm
4"62+ 4++56+1
Keywords:
, Terminator, Nurgle, Psyker, Character, Infantry, Chaos, Sorcerer
Ranged WeaponsRangeABSSAPD
Combi-weapon
anti-infantry 4+, devastating wounds, rapid fire 1
24"14401
Curse of the Leper – witchfire
psychic
24"D636-11
Curse of the Leper – focused witchfire
hazardous, psychic
24"2D636-21
Plague combi-bolter
lethal hits, rapid fire 2
24"23401
Melee WeaponsRangeABSSAPD
Chainfist
anti-vehicle 3+
Melee348-22
Force weapon
psychic
Melee436-1D3
Plague fist
lethal hits
Melee338-22
Plague-encrusted exalted weapon
lethal hits
Melee435-21
Twin lightning claws
twin-linked
Melee535-21

Abilities

Putrescent Vitality (Psychic):At the start of the Fight phase, you can roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the end of the phase, each time an attack is allocated to a model in this PSYKER’s unit, subtract 1 from the Damage characteristic of that attack.
Pestilent Familiar (Psychic):Once per battle, after selecting targets for a Psychic weapon equipped by this model, until the end of the phase, improve the Strength and Damage characteristics of that weapon by 2.

Designer’s Note: Place a Pestilent Familiar token next to this model, removing it once this ability has been used.

Wargear Options

This model’s plague combi-bolter can be replaced with one of the following:
  • 1 combi-weapon
  • 1 plague-encrusted exalted weapon
This model’s force weapon can be replaced with one of the following:
  • 1 chainfist
  • 1 plague fist
  • 1 plague-encrusted exalted weapon
This model’s plague combi-bolter and force weapon can be replaced with 1 twin lighting claws.

Wargear Abilities

Unit Composition

1 Death Guard Sorcerer in Terminator Armour
This model is equipped with: Curse of the Leper; plague combi-bolter; force weapon.

Costs

1 model - 70pts

Led By

Stratagems

NameDescription
1CP EPIC CHALLENGE
Detachment: Core
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP CLOUD OF FLIES
Detachment: Arch-Contaminators
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.

EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Hit roll.
1CP ALLIES OF ENTROPY
Detachment: Arch-Contaminators
WHEN: 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 a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1CP BLOOMING PESTILENCE
Detachment: Death Lord’s Chosen
WHEN: Start of any phase.

TARGET: One Terminator unit from your army.

EFFECT: Until the end of the phase, add 3" to the Contagion Range of models in your unit.
1CP SICKENING IMPACT
Detachment: Death Lord’s Chosen
WHEN: Your Charge phase, just after a Terminator unit from your army ends a Charge move.

TARGET: That TERMINATOR unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 2+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1CP GRIM REAPERS
Detachment: Death Lord’s Chosen
WHEN: Fight phase.

TARGET: One Terminator 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 (excluding MONSTERS and VEHICLES) you can re-roll the Hit roll.
1CP MORTARION'S TEACHINGS
Detachment: Death Lord’s Chosen
WHEN: Your Shooting phase.

TARGET: One Terminator 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] and [HEAVY] abilities.
1CP UNDYING SPITE
Detachment: Death Lord’s Chosen
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Terminator 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 a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1CP SIGNAL POX
Detachment: Death Lord’s Chosen
WHEN: Your Command phase.

TARGET: One Lord of Virulence model from your army.

EFFECT: Select one objective marker within 30" of and visible to your model. Until the start of your next turn, while an enemy unit is within range of that objective marker, that unit is Afflicted.
1CP SEEPING CORROSION
Detachment: Vectors of Decay
WHEN: Your Movement phase, when a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) attempts to open a Hatchway.

TARGET: That DEATH GUARD unit.

EFFECT: Select one enemy unit within 1" of your unit and on the opposite side of that Hatchway from your unit, and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. Until the end of the phase, if an enemy unit attempts to prevent that Hatchway from being opened, when rolling off, you can re-roll your result.
1CP INFESTATION
Detachment: Vectors of Decay
WHEN: Start or end of any turn, when an enemy unit attempts to Seize an objective marker you have Secured.

TARGET: One DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) within Contagion Range of that objective marker.

EFFECT: Roll one D6: on a 5+, until the end of your next turn, that objective marker remains Secured by your army and you are considered to control it, regardless of how many enemy models are within range of it.

RESTRICTIONS: You can only use this Stratagem once per battle round.
1CP GROTESQUE DEMISE
Detachment: Vectors of Decay
WHEN: Your Shooting phase or the Fight phase, just after a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) has shot or fought.

TARGET: That DEATH GUARD unit.

EFFECT: Select one enemy unit that had one or more models destroyed as a result of those attacks. That enemy unit must take a Battle-shock test.
1CP CHINKS IN THE ARMOUR
Detachment: Vectors of Decay
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DEATH GUARD 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 within Contagion Range of one or more units from your army, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.