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Games Workshop 99070102005" Death Guard Biologus Putrifier Miniature

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A Biologus Putrifier is a Chaos Space Marine specialist found exclusively within the ranks of the Death Guard Traitor Legion. These individuals are driven by an obsessive desire to test their concocted plague-batches to perfection, for it is the Death Guard's desire to spread Grandfather Nurgle's putrescent gifts to every corner of the galaxy. Mortarion gets three of these, so now is a good time to decide which of the remaining ones you want to consider.

Wielding a scythe the size of a dreadnought, he has the melee capability you would expect, while Feel No Pain 5+ and a 4+ invulnerable save from the Barbaran Plate, together with the Toughness and Wounds of a Land Raider make him very durable. Auras affect CORE units. Most of the faction’s auras are now limited to friendly CORE units, significantly limiting their effects. They often deployed deadly and proscribed weaponry from the Dark Age of Technology, including viral bombs, radiation missiles, and crawling phosphex. Overall Chaos Daemons did pretty well in the points adjustment! I was probably a bit too harsh on them in our original assessment of factions immediately following our review of the Munitorum Field Manual points update. The real question is how they play.It’s a solid list, and a few of them can be given to squad champions via a Stratagem. Deadly Pathogens x10 plastic components are all you need to assemble a Biologus Putrifier clad in the usual corrupted, rusting armour of the Death Guard, with plenty of the Nurgle symbolism and sinister emerging tentacles.

Score 4 VP if every objective marker is within the Contagion Range of Contagion abilities that units in your army possess. The Plague Surgeon, though in the narrative more concerned with curating new strains of disease than healing anyone, can return a destroyed bodyguard model to the unit he’s joined during the Command Phase with his Tainted Narthecium. He’s also able to join a unit with another character, and his ‘Diseased Healing’ allows him to return up to three lost wounds to a wounded character within 3″. Flamers are also worth consideration, given that they have the Infantry keyword and are relatively cheap given they have 2 wounds and 12″, AP-1 autohit weapons. Taken in large units they can be pretty nasty when paired with the Flames of Mutation Stratagem from Engine War and they’re decent for performing actions like Raise the Banners High. Wings: The first of these stays pretty strong because you pretty much always pay 10pts for the Viscous Death Deadly Pathogen, making them S8 and giving them re-rolls on the shots. Typhus, the Traveller, Herald of Nurgle, Host of the Destroyer Hive, master of the dead who walk… Typhus has many names, each one earned through uncountable atrocities enacted in the name of the plague God.

Death Guard melee combat

Toxic presence’ increases by 3″ the contagion range of Death Guard within 12″; we’ll explain contagion range later. Start layering the colors on the model to create highlights and shadows. Layering adds depth and dimension to the model. Use a lighter color than the base coat and apply it selectively to raised areas or edges. For example, use a lighter green like Warpstone Glow to highlight the edges of the armor. Living Plague stops opponents benefitting from any Aura abilities while within 3” of the Warlord. Not good against every army, but going to absolutely crush some opponents, especially on Mortarion. Speaking of… HQ: Sorcerer [6 PL, 90pts, -1CP]: 4. Blades of Putrefaction, 5. Putrescent Vitality, Relic: Ironclot Furnace (-1 CP)

Now the Death Guard stalk the stars, superhuman monsters made even more impossibly resilient and hideously deadly by the interference of the warp. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. Wargear Tweaks. A lot of weapon profiles were tweaked, to the point that I’m pretty sure we’ll get an FAQ updating profiles for Thousand Sons and Chaos Space Marines and Daemons soon, which will probably not be so great for those factions. Also there are a few melee weapons that went down by 1 Strength that won’t feel it if you’re running mono-Death Guard. Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:Nurgle’s Gift (Contagion): While an enemy unit is within Contagion Range of this unit (see below), subtract 1 from the Toughness characteristic of models in that enemy unit. HS: Plagueburst Crawler [8 PL, 160pts, -1CP]: 2x Entropy cannon, Heavy slugger, Accelerated Entropy (-1 CP) Wings: Since this is essentially ATSKNF , it’ll be interesting to see if it’s Death Guard only or propagates over to the rest of CSM when they get a book. I could go either way, the flavour here is quite Death Guard specific. As the Heresy ground on, Typhon was drawn deeper under the sway of Nurgle. Mortarion was determined to spearhead the Warmaster’s assault upon Terra, but Typhon convinced him that the fleet’s navigators were agents of the Emperor, executing them all. Typhon then offered to use his gifts to guide the Death Guard fleet through the warp. Reluctantly, Mortarion accepted.

Rob: Putting aside the fact that I think we’ll see errata for the Terrax drill to make it hold half the number of Possessed – and until it does I think the drill and Possessed have play in a mono DG list – I think there’s potentially a home for Death Guard Possessed, but that home is in a soup list. Without Rhinos or drills to move a unit of 10 across the table, Warptime is your next best bet for getting them where they need to be. Losing contagions for them stings a little, but opening up your arsenal to include Daemons and Chaos Space Marines gives you access to Poxbringers and psychic powers like Shrivelling Pox and Virulent Blessing as well as the Veterans of the Long War Stratagem. It’s the one area Possessed bring something to the table that Blightlords don’t, by virtue of being DAEMON units. I don’t know that Possessed are good enough with 1 damage weapons to make this worth it, but I think someone’s going to try. Chaos Lord • Exalted Champion • Chaos Champion • Aspiring Champion • Sorcerer Lord • Daemon Prince • Daemon Prince of Nurgle • Daemon Prince of Tzeentch • Death Guard Lord The Harbingers are still all about Poxwalkers and now Typhus comes with this company pre-loaded (but he can still be in other company detachments without breaking their focus). The Wrathful Dead Stratagem lets a unit of poxwalkers re-roll hit rolls and is a pretty powerful effect on top of their WS boost and Nurgle’s Gift. The Shamblerot contagion resembles Mortarion’s old ability to do mortal wounds on a 4+ to nearby units. The Barbaran youth Calas Typhon kept a secret: he was gifted with psychic abilities, not unlike those of the alien masters that ruled the planet Barbarus.

The Points Changes

Another previewed rule in Warhammer Community, Contagions are rules that affect enemy models or units within a certain range, and the range expands as the game goes on. If those sound like Auras to you well, they should be but the rules explicitly state that they aren’t and are not affected by rules that affect Auras. Contagion ranges start at 1” on turn 1 and go up each turn after that, to 3” on turn 2, 6” on turn 3, and 9” on turns 4+, and some units (like Mortarion) get to treat their Contagion ranges as being turn 4+ all the time. There are multiple Contagion abilities – each Plague Company Warlord Trait is a special Contagion – and several ways to boost their range. OK, I’ve spent enough time covering the mortal slaves to darkness of the 40k universe. Now it’s time to cover Chaos Daemons. In what was a cruel twist of fate, the Chaos Daemons faction saw an exciting release in Engine War pass by with almost no play time before the launch of 9th edition completely changed the landscape again. So as we sit down to evaluate the faction in 9th edition, we’ve got more question marks than with most factions, since we’re evaluating and speculating on their Engine War upgrades as much as their general performance in 9th. Still, there’s a lot here to say about how the game has changed and with it, how Daemons play. So let’s dive in. The Rules Impact This is also where the Death Guard army bonus comes in. Similar to what we saw for Space Marines with Combat Doctrines , Death Guard now get a bonus for keeping the army to a single faction: If every unit in your army has the DEATH GUARD keyword, then those units gain the Nurgle’s Gift Contagion ability, which gives enemy units within contagion range -1 Toughness. Let’s go with some Blightlord Terminators! They’ve got some heavy armor, a good invulnerable save, and you can Teleport Strike with them. And because it’s Nurgle, we gotta go with 7 of them. At 40 points each that’s 280 points + wargear. With there addition we’re at 1879 + wargear. I want to stop there because Death Guard can also buy Deadly Pathogens which is a whole other set of abilities. The List

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