DEATH GUARD CODEX RELEASE DATE The delayed new Death Guard codex (9th edition's first rulebook released for a Chaos army) went up for pre-order on January 16 and was released on January 23. You pay 30 points more for it than Chaos Space Marines do theirs, but the other upside is that the Defiler Cannon is now a flat 3 damage gun. both came back, though Creeping Blight lost its +1 to damage rolls bonus. to make for some incredibly nasty consequences for big units), gives friendly units +1 movement when not Falling Back, and gives nearby psykers -1 to their tests. 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The Blightlords have lost their Aura of Rust and their weapon options are based on kit contents, so 1 in 5 can have each weapon option. (end game scoring) This secondary gives you four conditions to score points off of at the end of the game: Score 4 VP if you have at least 1 unit in each deployment zone with the. The Foetid Virion are all of the Death Guard Elites Character choices like the Tallyman and the Foul Blightspawn. The unit also now caps at 10 models rather than 20. now gives friendly BUBONIC ASTARTES infantry units within 3 a 6+ roll to ignore wounds, and can heal a friendly model for up to D3 wounds. Finally, Im in Dons camp on the Daemon Prince the sword build whips now. His non Terminator equivalent is gone, but this guy gets the Death guard treatment with extra toughness and relevant abilities and keywords. (1 CP) powers up a Plagueburst Crawlers shooting, making its mortar 3 damage and causing every unit within 3 of the unit hit by the mortar to take mortal wounds on a 4+. Stratagem, which reduces the number of attacks models make with ranged weapons to generate an even more potent effect. The limited range also encourages a certain type of play style (keep moving forward) and it makes transports like Rhinos much more interesting since they can be disease vectors and help their passengers out by dropping them off, then Advancing to be within range of a target enemy unit the passengers want to shoot. However, most of these units have other things that buffed them, like the daemon prince sword becoming str +1 ap3 3dmg. gives a character +1 Toughness and makes AP -1 and -2 incoming attacks count as AP 0. Dons going to rave about these below. I think i would reserve the use of this model to being one Id only use at an event with a lack of true terrain. are also still here and rocking 2D3 Attacks instead of D6 and can be improved with the. I am in the camp of loving the Malignant Plaguecaster though. Plague Wind still lets you pick an enemy unit within 18 and roll a dice for each model, dealing a mortal on each 6 or on a 5+ with the higher cast. Did they improve as much as everything else? 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. Plague Marines return and at 21ppm theyre straight fire. Wings: I agree those two stand out as the best, but I do think the Poxmongers will see use still, as a full Blight Hauler unit with the Ironclot buff up is great. On a Hellblade this means you can shoot the unit into the enemy deployment zone, then halve the Movement of all enemy units within 3 for a turn. Don: As with the other 9th edition codexes, the Death Guard book gives us a set of faction-specific secondary objectives to consider. Most of the factions auras are now limited to friendly CORE units, significantly limiting their effects. Like the others, it's full of army-specific datasheets, rules, and bespoke Crusade content for the Death Guard, the vile, disgustingly resilient sons of . The action is completed at the end of your turn. Hes T8 now and he gets a staggering three Warlord Traits, plus at the start of every game you get to pick one of the Plague Company Warlord Traits to give to him. At the end of the battle you get 3pts for each objective you have contaminated. They are a walking pestilence, a living plague of destruction and horror. No, they did not. The relic allows you to give a daemon engine a 4+ invulnerable save, and their warlord trait is a contagion that reduces leadership and increases combat attrition. This is a wonderful upgrade from the previous (now mostly broken) iteration, giving Plague Marines the ability to Rapid Fire (via the returning Malicious Volleys rule) at 24 on the move, and dramatically improving the armys mobility overall. Codex Death Guard keeps up his standard with some really fun Crusade content! The Death Guard codex is the first Chaos codex of the 9th and I was really eager to read it. Looking for a good pdf fro the 9th ed space marines codex : r/40k - Reddit Chaos Spawn are also still here and rocking 2D3 Attacks instead of D6 and can be improved with the Grandfatherly Influence Stratagem, which gives a unit of Spawn +1T and Disgustingly Resilient. Wings: As well as the ones called out above, you get the now-standard extra Warlord Trait and Relic strats, and for the latter theres a separate strat letting you give a sub-set of the relics to unit Champions, Marine supplement style. Theres also some fun interplay between this and the Miasmic Malignifier. relic can heal nearby vehicles every time the bearer kills a model. 9th edition is on the way, and with it a whole raft of changes to the factions of Warhammer 40,000. All of the plague companies are great, but if I had to pick one as being the best Plague Company, I would have to go with, . 9th edition codex? : r/Eldar - Reddit Check 42 flipbooks from DelightfulMiracl3. Keeping in line with the other recent Codex releases we also get a really clear and concise reference section containing the points in a much easier to digest format than in the 8th Edition books, and full quick reference glossary and rules appendix making it really handy for looking up rules mid-game. Now, the named characters have to take a specific trait, Typhus gets Harbingers Contagion aura causing mortal wounds in the enemy movement phase, but Mortarion gets Revoltingly Resiliant, Living Plague AND Arch-Contaminator. It also got the bump to WS/BS 3+ and 4 Attacks base, which combine with the Fleshmower upgrade (only S+1 but now makes 3 hit rolls per attack so you get 12 instead of 10) to make the melee variant worth considering. Can still be useful for making it impossible to shoot your supporting buffing characters like the Plague Surgeon. Artwork is great as ever with some brilliant pieces such as the gorgeous cover art depicting Mortarion and the Death Guard striking down the Ultramarines and even classic returning artwork such as the original The Lost And The Damned making an appearance! Finally, looming over it all, you get Mortarion, who is now one of the games most powerful Lords of War, a nigh-unstoppable killing machine who can rip through almost any opposition. Its the one area Possessed bring something to the table that Blightlords dont, by virtue of being DAEMON units. Speaking of which, Blightlord Terminators and Deathshrouds got way better. This is a super nasty modifier to drop on a unit and killing a single model with blightlords isnt terribly difficult. This applies to all melee attacks but now only applies to ranged weapons with the Plague Weapon rule if they are within 12 of their target. is back, but now can affect Death Guard CORE units instead of just Plague Marines, which is a welcome plus for Blightlords. By and large, they even more powerful than before in many ways. is the star of the show again. As with previous Codexes we also get a miniatures showcase showing off the entire range, but also a look at the Crusade army of Tom Moore of the Army Painter team painted in their classic Horus Heresy scheme. Meanwhile Deathshrouds get updated Manreaper Scythes that now have a second profile for scything (double the attacks, 1 damage per), and a more power fist-like cleaving attack, plus they can take Chimes of Contagion to up their Contagion ranges by 3 (to a max of 12). I legitimately believe there isnt a bad Stratagem among them and theres a ton of power in the list. Helbrutes only reduce incoming damage by 1 and are 6 movement, but got a ton of tweaks to their weapons (Plasma cannons are now 3 damage flat, power scourges are only S+1) and a new Frenzy rule to replace the old Crazed one that gives them the ability to re-roll wound rolls of 1 if theyve taken any damage. This is an amazing ability every enemy unit within 3 cannot be affected by aura abilities from their army, no rerolls, no shenanigans, nothing! Artwork is great as ever with some brilliant pieces such as the gorgeous cover art depicting Mortarion and the Death Guard striking down the Ultramarines and even classic . A massive shoutout to everyone we met from the community whilst at #WarhammerFest, you folks were the highlight! I do not know what the list will become because so many builds look great and viable. ), The Dead walk Again Brings back Poxwalkers in the command phase! I really like these inclusions of a real army in addition to the Eavy Metal images as this gives you more inspiration and ideas for the creation of your own force! However, I do think theres one place Possessed could do something in pure Death Guard, because surprisingly enough (for tentacle monsters) they do have the CORE keyword. These are the Daemon engine specialists and their abilities reflect this, their strat is ace not only does it allow daemon engines to shoot blast weapons in engagement range, they also get +1 to hit! ability, which gives enemy units within contagion range -1 Toughness. Unit options are now based on what is in the box, so one of each weapon type for every 5 models. In the largely unchanged corner, (WC7, up from WC6, +1 S/T to DEATH GUARD INFANTRY) and. Units with this rule count as Stationary if they didnt Advance or Fall Back in the previous Movement phase, Vehicles with the rule dont get a penalty for firing Heavy Weapons at units within Engagement range, and INFANTRY with this ability ignore any/all modifiers to its Move characteristic and Advance and Charge rolls. When using his manreaper you can now choose between two different profiles for 6 powerful attacks or 12 weaker ones. 9ed Codex [Chaos] - Heretic Astartes - Death Guard - AnyFlip There are notably a few things missing from this book! as a contagion, which attacks against affected units a +1 bonus to their AP. They also dont count as relics, so you can combine them on your non-named characters too! Also the Rothail Volley Gun is Rapid Fire 3. 9ed Codex [Chaos] - Heretic Astartes - Death Guard - AnyFlip Yes, if you are mono-DG axes are pretty much always the right play and if you are souping you should look at swords. While we saw something similar with the Space Marine Captains, they have a lot more HQ options with lieutenants who dont have that restriction. no longer applies a random effect, instead always stripping off a point of S, and taking away an attack as well if you get an 8+ on your cast. got several tweaks as well. Ankbars Expedition Kharadron Overlords, Podcast: Episode 121 | Mortarions Wrath Sprues & Brews, Warhammer 40,000 War Zone Charadon | Act 1 The Book of Rust Written and Video Review Sprues & Brews, New Warhammer 40,000 Codex Thousand Sons Review | 9th Edition Sprues & Brews. Its the one area Possessed bring something to the table that Blightlords dont, by virtue of being DAEMON units. The one thing that may rub people up the wrong way is the restriction to Lords of the Death Guard being 1 per detachment. I could see pairing this unit with a squad of Deathshrouds and being a massive thorn in peoples sides. Finally, Daemons are no longer in the book. Plague Weapons are just as great as you remember re-roll wound rolls of 1. Its not all buffs though, with The Lantern being reduced to a range of 12 and his re-roll hits ability affecting a single Core or Character unit. Welcome to the 2021 edition of the Munitorum Field Manual. Luckily for Daemon Prince fans, theyve gone to 6A base (so +2 rather than the +1 for most things) and the hellforged sword and axe have been treated as if theyre power weapons, so go up a point of S each. I do not feel that this codex is more powerful than the Space Marines or Necrons codexes. In addition the Remorseless rule lets them ignore Combat Attrition modifiers. Its so good. I have a feeling that this will be folded into the Nurgle Daemon rules too, which will be interesting to see as Plague Bearers currently wouldnt get a benefit from it. You can then choose either for the unit performing the action to take d3 mortal wounds, or to roll a d6. It lost a wound but no longer has a degrading profile as a result, making it a wonderful contagion-spreader. 9 9th Edition. got way better. His staff now has an extra pip of strength and his extra mortal wounds on a cast of 7+ is now a 12 range, other than that no major changes! https://boards.fireden.net/tg/thread/55423922/ 2 1 comment Top Add a Comment 0N3-X 5 yr. ago u/Xivai More posts you may like r/deathguard40k Join 25 days ago Hobby Guide: I did an Army Centre-piece model and so can you! They also get the insanely powerful, plague, which prevents enemy units from firing Overwatch or setting to defend and prevents them from re-rolling hit and wound rolls. This can be good if you can get units within your contagion bubble roll 7 dice, each one over your targets toughness causes a mortal wound use on elite low toughness units like Eldar to upset anyone with pointy ears. Rob: The Droning is incredibly rude, but overall I think Mortarions Anvil gets the nod from me. Games Workshop - Warhammer 40,000 - Codex: Death Guard (9th Edition) Colour Black : Are Batteries Included No : Item Weight 640 g : Additional Information. While it no longer gives you the incredible turbo combo potential, this is extraordinarily efficient when you have a Biologus Putrifier following some melee Plague Marines around, giving them a powerful short ranged shooting spike that can clear out a screen and, more subtly, allow you to burst your way out of engagement with an enemy thats bully charged you in your shooting phase, then charge into something else later in the turn.This is deceptively great, and priced to move. Stratagem, which gives a unit of Spawn +1T and Disgustingly Resilient. secondary, which looks to be Death Guards bread and butter. It is relatively cheap. S+. powerful, and means having one unit of Haulers trundling around is going to be extremely tough to stop. Codex Death Guard is a 95 page supplement that contains all you need to command your own Plague Company and lead them to victory on the battlefields of the 41st Millennium. It does not affect Nurgle units when it explodes either. When you buy this upgrade, the weapon gets +1S and also an additional effect that various based on which pathogen you pick. You now can only give him wings or a Plague Spewer with the wings now only increasing his movement to 10. Similar to what we saw for Space Marines with, , 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. Charles Velazquez 3rd Place Flying Monkey Con 2020 - Death Guard; This is also where the Death Guard army bonus comes in. (1 CP/2 CP) upgrades a unit of Chaos Spawn to get +1 Toughness and gain Disgustingly Resilient, and costs 2 CP if the unit has 4+ models. All your favorite characters return, and theyre all better than ever. also returns, and is more useful now with the nerfs to the Foul Blightspawn. The Warlord trait is interesting, it is pretty much a reworking of some of the old Death guard auras, dishing out mortal wounds in the enemy movement phase. I look forward to seeing what people come up with. You get to roll on a D333 chart with everything from +3 movement to +1 Toughness available and no poor results. The Death Guard are the Traitor Legion most favoured by Nurgle. This is a brilliant Manreaper that does additional mortal wounds for each wound of 6, A one use item that does a splash of mortal wounds too situational for my liking, This is an interesting item that makes an enemy unit unable to fall back on a 2+ for the rest of the game good for getting a threat tied up by all the poxwalkers in the world, Gives the bearer an additional 3 on their aura abilities pretty good option for some characters, Gives a caster an additional psychic power and a once per battle heal, A Tallyman only relic that gives him an aura giving core units exploding hits with ranged weapons, feel this would be good in a Plague Marine heavy force combined with some of the other buffs you can throw out, This essentially gives the Foul Blightspawn his old rules back (he now only selects a single model to fight last) in making all units within 6 unable to fight first regardless of special rules, 2+ save and if you wound him you take a mortal wound on a 2+, A really scary +2s AP-3 Dam2 sword that counts each model killed as 2 for combat attrition, good combined with some of the leadership and attrition manipulation abilities in the book. That said it can also help you take down a CTan or Ghazghkull, where it gives you an extra way to do damage to them in the Movement phase. Bigger chances are afoot for Plague Wind (WC6) and GIft of Contagion (WC5), both of which now have a basic mode and a more powerful effect that goes off on a cast that exceeds the target charge by 3 or more. View flipping ebook version of 9ed Codex [Imperium] - Adepta Sororitas published by DelightfulMiracl3 on 2021-11-06. Combine those with the one-per-detachment restriction and an inability to field one alongside another Lord and while I still think the Death Guard daemon prince is good, he wont be the auto-include he was. ffAh, the suffering! I just try to compare a plague marine to a possessed and ask why take the possessed. Don: Possessed are in a weird spot. 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. It should make lists more interesting, I think. Here are my votes for the seven best new Death Guard stratagems: There are a ton more here worth talking about but well be diving into them more deeply in future articles. He, like the rest of our Lords gained the aura of reroll hit rolls of 1 for CORE units within 6. 339. Infernal Jealousy is the only rule I dont love here, and only because the Death Guard dont have a non-Psyker Death Guard HQ. Yes, everyone forgot this rule in the heat of battle, but it was a good source of extra attacks, thankfully most units have instead been given extra attacks across the board. Here thats offset by you now getting +1A with the flail, because the rule giving extra attacks if you have multiple weapons now works with any of them, and the model keeps a plague knife. These are now fully fledged Death Guard getting Disgustingly Resilient, extra toughness and the Lord of the Death guard keyword and aura. Notably, going from S4 to S5 matters less than it normally does but S6 (as per the Bubotic Axes) is considerably more of a big deal because you start wounding many elite Infantry units on 2s, while S7 compared to S8 is less of a drawback than normal for tank punching, and going from S8 to S9 is almost completely pointless. Luckily for Daemon Prince fans, theyve gone to 6A base (so +2 rather than the +1 for most things) and the hellforged sword and axe have been treated as if theyre power weapons, so go up a point of S each. I like this book a whole lot. It may not be the old 5+ Disgustingly Resilient, but this is as close as you can get in the book for your infantry units! I do believe that Death Guard feel like they should from the lore. and way more cost-efficient for getting volume of attacks down than Plague Marines now that only one model in five can swap to a free second plague knife. Their relic, the. Diseased Minions prevents you from taking more PLAGUE FOLLOWER units (Cultists) than BUBONIC ASTARTES CORE infantry units in your Detachment, and applies the same restriction for Poxwalkers, so a given Detachment can only have a maximum of one Poxwalker and one Cultist unit per Plague Marine, Blightlord or Deathshroud unit. If those sound like Auras to you well, they should be but the rules explicitly state that they arent and are not affected by rules that affect Auras. One of the things that we have enjoyed the most about this edition of the game is Crusade, in which you create a force and tell their story over a series of games, gaining upgrades, experience and telling deeds of your heroic acts! This secondary objective is also really bad on missions with fewer than 5 objective markers. Theres only one truly bad unit in the book and even they have a purpose, and I can already picture multiple builds with this army both as monofaction Death Guard and in soup lists. This applies to melee options too, which means you cant double stack on flails in a five model squad, and the flail has also received a downgrade, no longer spilling over its excess damage. More on that later. We have a couple strong secondary picks that will see frequent play. Warhammer 40k 9th edition Codex pdfs . (WC6, -1 to hit against a DEATH GUARD unit) are both completely unchanged. Interested in flipbooks about 9ed Codex [Imperium] - Adepta Sororitas? This relic can potentially destroy a fully-buffed primarch in one go or it can inflict some decent damage to a tough unit or you can whiff completely. The new Contagion rules give you access to a unique battlefield control tool, and will reward you for clever positioning and use of stratagems to spread the sickness. They all get a jump to 5 movement, +1 attack, and 3W but get to keep their T5 and their 4+ invulnerable saves. Several weapon profiles were updated in the 2020 edition of Codex: Space Marines. Im largely fine with removing bonuses for souping, but this one hurts. source below. Now sporting BS 3+ and a Plagueburst Mortar with a flat 2 damage statline, its priced to move at 165 points. Miasmic Malignifier: $48. Almost every datasheet in Codex: Death Guard has been updated. Thats no bad thing as both are strong, so expect to continue to see them perform in lists, and both being able to go onto big Poxwalker blobs is nice. Some Death Guard units had abilities that triggered if you rolled a 7 on 2D6 (e.g. Ferric Blight can make even humble boltguns very nasty, and can help make Predators viable. This lets you essentially run as many as you want in a single Detachment, which is pretty great. There are a few things youll notice looking at units in the book that apply to multiple units in different slots: There are two new units in Codex: Death Guard The Lord of Virulence and the Miasmic Malignifier. . Theres too much you cant control and it shares a slot with the. Rob: For my money the Daemon Prince of Nurgle is one of the losers in the book, even with some decent buffs. That means the sword build in particular is massively better here you get 6 S8 AP-3 D3 attacks (plus one with your default talon), and your opponent is going to be at -1T. Joining us for this review is relatively new Goonhammer author Don The Mastodon Hooson, a player renowned for his mad genius when it comes to Death Guard and Chaos Space Marines lists. Finally we have the plague weapon specialists, these have a strat that increases plague belchers, plaguespurt gauntlets and plague spewers to D2, their contagion removes the benefit of cover and they get a super plague sprayer as a relic. That makes them the perfect combo with the. Its so good. They cant protect Mortarion any more with their. So what do I think of the latest Death Guard Codex? Chaos is fickle! Theres also more reason to take the, The first of these stays pretty strong because you pretty much always pay 10pts for the. Disgustingly Resilient has had a big change in that it now reduces the damage of an attack rather than being a 5+ wound shrug this makes you much more susceptible to Damage 1 weapons, but is actually a net improvement against damage 2 shots. Sadly the Covid and the Brexit delayed the codex and the review as well. Announcing The Goonhammer 2023 Global 40k Campaign. They basically count as terminators for the purposes of what they are allowed to embark upon and how much space they take up in those transports. There were a couple nerfs, like the malefic talons going down to AP1. 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. The new kid on the block improves the AP of nearby core units on a wound of 6 in addition to his reroll 1s, which is cool but I feel he is again fighting for the precious Lord of the Death Guard slot, and may struggle to see the tabletop because of that. Utterly devoted to spreading the Plague God's hideous diseases across realspace, they are living plague vectors whose bloated bodies and rusted war engines boast grotesque resilience and firepower. Myphitic Blight-Haulers are also likewise enhanced, with better WS/BS and an improvement to 9W and 4A each. lets your Core units within 6 of your warlord re-roll to wound rolls for attacks made with weapons with the Plague Weapon rule. Have lost their old bodyguard rule, instead they work like the Necron Murder Buckets making any character with 9 or less wounds untargettable no more taking hits for Mortarion! Every HQ choice except for the Malignant Blightcaster and the Sorcerer in Terminator Armour now has the LORD OF THE DEATH GUARD keyword, preventing you from taking more than one in a detachment. The first is Hateful Assault. So let's talk about the most important things to know about the . This company have a stratagem which reduces enemy charge rolls by two, the warlord trait is a contagion that improves friendly AP and a relic that restores wounds when you destroy a model these all seem good options! Deathguard Ninth | PDF - Scribd this is especially true in the Crusade content, and I cant wait to see the unravelling story as my Plague Company begin to make their mark on the galaxy, Codex Death Guard is up for pre-order today and is released 23/01/2021. Rob touched on this with the Blightlords, but if youre staying pure this changes the maths on some strength break points for melee units. In the largely unchanged corner, Putrescent Vitality (WC7, up from WC6, +1 S/T to DEATH GUARD INFANTRY) and Miasma of Pestilence (WC6, -1 to hit against a DEATH GUARD unit) are both completely unchanged. Its a little paragraph and easy to miss. the Tallyman), but now consistenly trigger on a 7+. He is now better used for worsening enemy combat attrition and reducing psychic cast rolls. I could go either way, the flavour here is quite Death Guard specific. I cannot imagine building a Death Guard list now without a. !! | - Vk Required fields are marked *. #warhammercommunity #paintingwarhammer #warhammer #miniatures #miniaturespainting #terrain #scenery #middlearthsbg #middleearth #middleearthstrategybattlegame #sbg #lordoftherings #gondor, Massive thanks to @warhammerofficial for sending us out Snikrot and Farsight to paint up! This relic is situationally awesome, but does suffer from being a bit random. They basically count as terminators for getting in to our codex transports and I would be willing to wager a Forge World Errata to normalise this is not far off. Rob: I cannot imagine building a Death Guard list now without a Fugaris Helm Plague Surgeon. Dont forget he gets 3 Warlord Traits too including a 5+ wound shrug, a 3 bubble shutting down all auras and wound re-rolls for plague weapons. ffAh, the suffering! They all get a jump to 5 movement, +1 attack, and 3W but get to keep their T5 and their 4+ invulnerable saves. Amazon.com: Codex: Death Guard (Hb) (English) : Toys & Games Once per battle, at the end of your Movement Phase, you can use this relic to pick an enemy unit within 6 and roll 7D6. Theres a huge number of interesting effects, plenty of thought put into giving all the different weirdo characters they released in 8th useful roles, and should really capture the inevitable doom represented by the Death Guard on the table.