Typhus

(Entry)
Type: unit
EntryId: 8e8c-08ba-40da-013a
Hidden: false
Costs: 225 Points

Profiles:

Abilities
Herald of Nurgle:

Typhus always successfully passes his Psychic tests when casting 'winds of chaos' or 'Nurgle's Rot'

Destroyer Hive:

Typhus counts as using frag and blight grenades.

Mark of Nurgle:

Models with the Mark of Nurgle gain +1 Toughness. Like the Toughness bonus from riding a bike, this Mark does not affect the model's Toughness in regards to Instant Death.

Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Feel No Pain:

If a model with this ability suffers an unsaved wound, roll a dice. On a 1, 2 or 3, take the wound as normal (removing the model if it loses its final Wound). On a 4, 5 or 6, the injury is ignored and the model continues fighting. This ability cannot be used against wounds from weapons that inflict instant death (by having a high enough Strength or a special rule to that effect; even if the model is an eternal warrior). Neither can it be used against wounds from AP1 and AP2 weapons, power weapons and any other wound against which no armour save can ever be taken (like wounds from power fists, Dreadnought close combat weapons, rending weapons that roll a 6, Perils of the Warp, failed dangerous terrain tests, etc).

Melee Weapons
Manreaper:

The Manreaper is both a Daemon Weapon and a Force Weapon. Treat the Manreaper as a normal Daemon Weapon, and in addition any model wounded but not killed by the Manreaper can be killed by Typhus with a successful Psychic test, following all the rules for a normal force weapon. Typhus may take the test even if he has used one of his psychic powers in this turn.

Unit WSBSSTWIALdSv
Typhus

5

5

4

4(5)

4

5

3

10

2+

Wargear Description
Personal Icon

Chaos Icon

Psychic Power
Wind of Chaos:

Wind of Chaos may be used in the model's Shooting phase instead of using another ranged weapon. A Psychic test must be passed in order to use the power. If successful, this is resolved in the same way as firing a template weapon. Any models fully or partially under the template suffer one wound on a D6 roll of 4+, with no armour or cover saves allowed. Vehicles touched by the template suffer a glancing hit on a D6 roll of 4+.

Nurgle's Rot:

A psyker may use this power in the Shooting phase instead of using another ranged weapon. The psyker may be in close combat at the time, as may the targets. If the psychic test is successful, all enemy models within 6" of the psyker suffer a Strength 3 hit with AP-.

Used By (1)