Death Guard Cultists

(Unit)
Type: unit
Category: Infantry
Categories: Faction: Death Guard, Infantry, Chaos, Nurgle, Cultists
EntryId: d579-88cd-c634-f800
Hidden: false
Costs: 50 pts

Constraints:

max(force): 3
Options (2)
Rules (4)
Nurgle's Gift (Aura)
If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit. Contagion Range changes over the course of the battle, as shown below.

CONTAGION RANGE
1st Battle Round: Contagion Range = 3"
2nd Battle Round: Contagion Range = 6"
3rd Battle Round Onwards: Contagion Range = 9"
Spread the Sickness
During the Declare Battle Formations step, select one of the Sicknesses below. Until the end of the battle, all units from your army with the Nurgle’s Gift ability gain the selected Sickness. 
- Skullsquirm Blight (Aura): While an enemy unit is within Contagion Range of this unit, worsen the Ballistic Skill and Weapon Skill characteristics of weapons equipped by models in that enemy unit by 1. 
- Rattlejoint Ague (Aura): While an enemy unit is within Contagion Range of this unit, worsen the Save characteristic of models in that enemy unit by 1. 
- Scabrous Soulrot (Aura): While an enemy unit is within Contagion Range of this unit, worsen the Leadership and Objective Control characteristics of models in that enemy unit by 1 (to a minimum of 1).’
If you control an objective marker at the end of your Command phase and a DEATH GUARD unit from your army is within range of that objective marker, that objective marker is said to be Infected and remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn. In addition, while an objective marker is Infected and under your control, it has the Nurgle’s Gift ability as if it were a unit from your army (so enemy units within Contagion Range of it will have their characteristics modified).
Scouts
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". 

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT  model has (provided only models with this ability are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached Character, etc.). 

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
Verminous Haze
DEATH GUARD INFANTRY units from your army that are not embarked within a TRANSPORT have the Scouts 5" and Stealth abilities.

Profiles:

Unit MTSVWLDOC
Death Guard Cultists

6"

3

6+

1

7+

1

Modifiers:

set pts 100
11+ selections of model in Death Guard Cultists (recursive)
Used By (1)