Biologus Putrifier

Model NameMTSvWLdOC
Biologus Putrifier
40mm
5"63+ 46+1
Keywords:
, Death Guard, Biologus Putrifier, Nurgle, Grenades, Character, Infantry, Chaos
Ranged WeaponsRangeABSSAPD
Hyper blight grenades
assault, blast, lethal hits
12"D637-12
Injector pistol
anti-infantry 2+, pistol, precision
3"134-13
Melee WeaponsRangeABSSAPD
Plague knives
lethal hits
Melee43401

Abilities

Foul Infusion:While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. In addition, each time a model in that unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
Extraction of Fresh Disease:The first time this model’s unit destroys an enemy unit as the result of a melee attack, until the end of the battle, add 6 to the Objective Control characteristic of this model.

Wargear Options

Wargear Abilities

Unit Composition

1 Biologus Putrifier
This model is equipped with: hyper blight grenades; injector pistol; plague knives.

Costs

1 model - 60pts

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.
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 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.
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 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 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 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 GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
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 MOBILE VECTOR
Detachment: Champions of Contagion
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.
1CP DEATH’S HEADS
Detachment: Champions of Contagion
WHEN: Your Shooting phase.

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

EFFECT: Select one enemy unit (excluding VEHICLES) that is within 8" of and visible to your unit. Until the start of your next turn, that unit has the effect of all Plagues (see Nurgle’s Gift).
1CP RABID INFUSION
Detachment: Champions of Contagion
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.
1CP GROTESQUE FORTITUDE
Detachment: Champions of Contagion
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.
2CP MALIGNANCE MAGNIFIED
Detachment: Champions of Contagion
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.
1CP BLESSINGS OF FILTH
Detachment: Champions of Contagion
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.
1CP ENERVATING ONSLAUGHT
Detachment: Flyblown Host
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).
1CP EYE OF THE SWARM
Detachment: Flyblown Host
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.
1CP DRONING HORROR
Detachment: Flyblown Host
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.
1CP MYPHITIC INVIGORATION
Detachment: Flyblown Host
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.
1CP NAUSEATING PAROXYSMS
Detachment: Flyblown Host
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.
1CP VERMIN CLOUD
Detachment: Flyblown Host
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".
1CP DRAWN TO DESPAIR
Detachment: Mortarion’s Hammer
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.
1CP SHOCK AND HORROR
Detachment: Shamblerot Vectorium
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.
1CP SHAMBLING WALL
Detachment: Shamblerot Vectorium
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.
1CP CLUTCHING CORRUPTION
Detachment: Tallyband Summoners
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.
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 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 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.
2CP DISGUSTINGLY RESILIENT
Detachment: Virulent Vectorium
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.
1CP OVERWHELMING GENEROSITY
Detachment: Virulent Vectorium
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.
1CP CREEPING BLIGHT
Detachment: Virulent Vectorium
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.
2CP PLAGUESURGE
Detachment: Virulent Vectorium
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.
1CP LEECHSPORE ERUPTION
Detachment: Virulent Vectorium
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).