DEATH GUARD INFANTRY model only. Ranged weapons equipped by models in the bearer’s unit have the [ASSAULT] ability.
DEATH GUARD INFANTRY units (excluding POXWALKERS units) from your army that are not embarked within a TRANSPORT have the Scouts 5" and Stealth abilities.
DEATH GUARD INFANTRY model only. Ranged weapons equipped by models in the bearer’s unit have the [ASSAULT] ability.
DEATH GUARD INFANTRY model only. Each time a model in the bearer’s unit makes an attack that targets a unit that is within Contagion Range of one or more DEATH GUARD units from your army, re‐roll a Wound roll of 1.
DEATH GUARD INFANTRY model only. At the end of each phase, the bearer regains all of its lost wounds.
DEATH GUARD INFANTRY model only. While the bearer’s unit is within range of one or more objective markers that you control, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".
One DEATH GUARD INFANTRY unit from your army that is within Engagement Range of one or more enemy units.
Start of the Fight phase.
Select one enemy unit within Engagement Range of your unit. That unit must take a Battle‐shock test, subtracting 1 from the result.
One DEATH GUARD INFANTRY unit from your army that has not been selected to fight this phase.
Fight phase.
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".
One DEATH GUARD INFANTRY unit from your army that has not been selected to shoot this phase.
Your Shooting phase.
Until the end of the phase, ranged weapons equipped by models in your unit (excluding Blast weapons) have the [PISTOL] ability.
One DEATH GUARD INFANTRY unit from your army that has not been selected to shoot this phase.
Your Shooting phase.
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.
That DEATH GUARD INFANTRY unit.
Your Charge phase, just after a DEATH GUARD INFANTRY unit from your army makes a Charge move.
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).
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.
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
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.