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ATTRITIO

Chaos Spawn

80 pts

Characteristics

M8"
T7
Sv4+
W4
LD7+
OC1

Melee Weapons

  • Hideous MutationsRange MeleeA D6+2Skill 4+S/AP/D 5 / -1 / 2

Abilities

Lethal Ichor
Each time a melee attack is allocated to a model in this unit, after the attacking unit has finished making its attacks, roll one D6 (to a maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 mortal wound.
Slitherswift Limbs
Add 1 to Advance and Charge rolls made for this model's unit.
Veil of Flies
Models in this model's unit have the Stealth ability.
Febrile Vitality
Add 1" to the Move characteristic of models in this model's unit.
Billowing Miasma
Add 6" to this model's Contagion Range.
Grossly Swollen
Add 2 to this model's Wounds characteristic.
Leprous Insensibility
This model has the Feel No Pain 5+ ability.
Writhing Tentacles
Add 1 to the Attacks characteristic of melee weapons equipped by this model.
Touch of Rot
Improve the Armour Penetration characteristic of melee weapons equipped by this model by 1.
Plaguesight
Each time this model makes an attack that targets an Afflicted unit, you can re-roll the Hit roll.
Feel No Pain 5+
This ability always takes the form **Feel No Pain X+**. Each time a model with this ability would lose a wound, roll one D6: on an **X+**, that wound is not lost. 
Nurgle's Gift (Aura)
If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more ^^**Death Guard^^** units from your army, it is Afflicted. CONTAGION RANGE 1st Battle Round: Contagion Range = 3" 2nd Battle Round: Contagion Range = 6" 3rd Battle Round Onwards: Contagion Range = 9" Contagion Range cannot be greater than 12" after modifiers. **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 ha
Deadly Demise 1
This ability always takes the form **Deadly Demise X**. Each time a model in this unit is **destroyed**, after the units embarked within it (if any) have made their **emergency disembark moves**, roll one D6. On a 6, that model suffers a **deadly demise**; 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").  ***Example:** An Impulsor with a unit of Intercessors embarked within it is **destroyed** by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Th
Scouts 6"
This ability always takes the form **Scouts X"**. In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:  - If that unit is in **strategic reserves**, you can set up that unit anywhere that is wholly within your deployment zone.  - If that unit is wholly within your deployment zone, it can make a **scout move**.  - If that unit is embarked within a **DEDICATED TRANSPORT** that is wholly within your deployment zone, and if every model embarked within that **DEDICATED TRANSPORT** has the Scouts ability, that **DEDICATED TRANSPORT** c

Points

  • 2 models80 pts

Keywords

Death GuardBeastChaosNurgleSpawnDeath Guard