Defiler

Model NameMTSvWLdOC
Defiler
160mm
8"113+
5++
146+5
Ranged WeaponsRangeABSSAPD
Battle cannon
blast, lethal hits
48"D6+33+10-13
Combi-bolter
lethal hits, rapid fire 2
24"23+401
Combi-weapon
anti-infantry 4+, devastating wounds, rapid fire 1
24"14+401
Havoc launcher
blast
48"D63+501
Reaper autocannon
devastating wounds, sustained hits 1
36"43+7-11
Twin heavy bolter
lethal hits, sustained hits 1, twin-linked
36"33+5-12
Twin heavy flamer
ignores cover, torrent, twin-linked
12"D6N/A5-11
Twin lascannon
twin-linked
48"13+12-3D6+1
Melee WeaponsRangeAWSSAPD
Defiler claws
Melee53+16-3D6+1
Defiler scourge
extra attacks
Melee33+12-12
Keywords:
Death Guard, , Defiler, Walker, Vehicle, Smoke, Chaos, Nurgle, Daemon

Abilities

Scuttling Walker:Each time this model makes a Normal, Advance or Fall Back move, it can move through friendly MONSTER and VEHICLE models and terrain features that are 4" or less in height.
Barrage of Filth:In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover.
Core:
Deadly Demise D3
Faction:
Nurgle’s Gift (Aura)
Nurgle’s Gift (Aura)

Wargear Options

This model’s twin heavy flamer can be replaced with one of the following:
  • 1 Defiler scourge
  • 1 havoc launcher
This model’s reaper autocannon can be replaced with one of the following:
  • 1 twin heavy bolter
  • 1 twin lascannon
This model can be equipped with one of the following:
  • 1 combi-bolter
  • 1 combi-weapon

Wargear Abilities

Unit Composition

1 Defiler
This model is equipped with: battle cannon; reaper autocannon; twin heavy flamer; Defiler claws.

Costs

1 model - 165pts

Leader

Led By

Stratagems

NameDescription
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.
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 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 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 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 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.
1CP SMOKESCREEN
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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 the Benefit of Cover and the Stealth ability.
1CP TANK SHOCK
Detachment: Core
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).