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Nurgle is the Chaos God of plague and pestilence. His greatest mortal champions are the Death Guard, one of the original Traitor Legions who betrayed the Emperor during the Horus Heresy. Riddled with Nurgle’s revolting boons, the Death Guard are amongst the most revolting and resilient warriors in the galaxy.

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team: CommandersExpansion81.0August 2019
  Kill Team: ElitesExpansion81.0August 2019

FAQ

Rulebook: Warhammer 40,000 Kill Team

 Q: If I pass one or more Disgustingly Resilient rolls for an attack with a Damage characteristic of more than 1, but not enough to prevent an Injury roll, is the number of dice rolled for the Injury roll reduced?
 A
No.
 Q: Can I use the Tactical Re-roll Tactic to re-roll a roll for Disgustingly Resilient?
 A
No.
 Q: When I roll a 6+ to hit with a flail of corruption, and the target is an IMPERIUM model, how many hit rolls do I make for the additional attack granted by Death to the False Emperor?
 A
D3.

Death Guard Kill Teams

If every model in your kill team has the DEATH GUARD Faction keyword, models in your kill team gain the Inexorable Advance ability, below, and you can use Death Guard Tactics.

Inexorable Advance

Models in your kill team do not suffer the penalty to their hit rolls for shooting Heavy weapons during a battle round in which they moved, or for shooting Assault weapons during a battle round in which they Advanced. In addition, models in your kill team firing Rapid Fire weapons double the number of attacks they make if all of their targets are within 18" (rather than within half the weapon’s Range characteristic).

Tactics

PUTRID SPLATTER
Death Guard Tactic
Use this Tactic when a model from your kill team loses a wound in the Fight phase. Roll a D6 for each enemy model within 1" of that model. On a 6 that enemy model suffers 1 mortal wound after all of its attacks have been resolved.
2 COMMAND POINTS
VETERANS OF THE LONG WAR
Death Guard Tactic
Use this Tactic when a PLAGUE MARINE or TERMINATOR model from your kill team is chosen to attack in the Shooting or Fight phase. You can add 1 to wound rolls for the model’s attacks that target IMPERIUM models until the end of the phase.
2 COMMAND POINTS
NURGLING INFESTATION
Death Guard Tactic
Use this Tactic at the end of the Movement phase. Pick an enemy model within 1" of your Leader and roll a D6. On a 4+ that enemy model suffers 1 mortal wound.
2 COMMAND POINTS
CLOUD OF FLIES
Death Guard Tactic
Use this Tactic at the end of the Movement phase. Pick a model from your kill team. Until the end of the battle round, enemy models can only shoot that model if it is the closest target visible to them.
2 COMMAND POINTS
GRANDFATHER’S BLESSING
Death Guard Tactic
Use this Tactic at the start of the first battle round. Pick a model from your kill team and roll a D6. On a 1 that model is found unworthy and suffers D3 mortal wounds. On a 2+ add 1 to hit and wound rolls for the model until the end of the battle. You can only use this Tactic once per battle.
2 COMMAND POINTS
NURGLE’S GIFT
Death Guard Tactic
Use this Tactic after a POXWALKER from your kill team takes an enemy model out of action in the Fight phase. Roll a D6. On a 4+ you may set up a new Poxwalker within 1" of the Poxwalker that made the attack. The new Poxwalker is treated as a member of your kill team, but is not part of a fire team and is not added to your command roster.
1 COMMAND POINT
TELEPORT STRIKE
Death Guard Tactic
Use this Tactic at the end of the Movement phase. Choose up to three TERMINATOR models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT

Aura Tactics

REVOLTING STENCH
Death Guard Tactic
Foul Blightspawn Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a FOUL BLIGHTSPAWN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, enemy models that charged this turn and are within 3" of this model at the start of the Fight phase cannot be chosen to fight in the Hammer of Wrath section of the Fight phase, but can be chosen to fight in the Fight For Your Lives section instead. This ability also affects models that have abilities that would enable them to fight in the Hammer of Wrath section as if they had charged.
1 COMMAND POINT
FESTERING ZEALOT
Death Guard Tactic
Tallyman Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a TALLYMAN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can reroll failed hit rolls in the Fight phase for friendly models within 7" of this model.
1 COMMAND POINT
BLIGHT RACKS
Death Guard Tactic
Biologus Putrifier Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a BIOLOGUS PUTRIFIER. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, increase the Strength and Damage characteristics of all blight grenades carried by friendly DEATH GUARD models by 1 whilst they are within 3" of this model. In addition, whilst a friendly model is within 3" of this model, each wound roll of 6+ made for that model when it attacks with a blight grenade inflicts a mortal wound on the target in addition to any other damage.
1 COMMAND POINT
TAINTED NARTHECIUM
Death Guard Tactic
Plague Surgeon Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a PLAGUE SURGEON. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you may re-roll any Disgustingly Resilient rolls of 1 made for friendly models within 3" of this model.
1 COMMAND POINT
VECTOR OF CONTAGION
Death Guard Tactic
Lord of Contagion Tactic
Use this Tactic at the start of the battle round if your kill team includes a LORD OF CONTAGION that is not shaken. Roll a dice for each enemy model that is within 1" of any model from your kill team that is within 3" of that LORD OF CONTAGION; on a 4+ that enemy model suffers a mortal wound.
2 COMMAND POINTS

Datasheets


Plague Marine

NAME M WS BS S T W A Ld Sv Max
Plague Marine 5" 3+ 3+ 4 5 1 1 7 3+ -
Plague Marine Gunner 5" 3+ 3+ 4 5 1 1 7 3+ 2
Plague Marine Fighter 5" 3+ 3+ 4 5 1 2 7 3+ 2
Plague Champion 5" 3+ 3+ 4 5 1 2 8 3+ 1
This model is armed with a plague knife, boltgun, blight grenades and krak grenades.
Up to two Plague Marines in your kill team can be Plague Marine Gunners, up to two Plague Marines in your kill team can be Plague Marine Fighters, and one Plague Marine in your kill team can be a Plague Champion.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
3
Blight launcher
24"
Assault 2
6
-2
D3
You can re-roll wound rolls of 1 for this weapon.
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
3
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
3
Plague belcher
9"
Assault D6
4
0
1
You can re-roll wound rolls of 1 for this weapon. This weapon automatically hits its target.
4
Plague spewer
9"
Heavy D6
5
-1
1
You can re-roll wound rolls of 1 for this weapon. This weapon automatically hits its target.
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
0
Blight grenade
6"
Grenade D6
3
0
1
You can re-roll wound rolls of 1 for this weapon.
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
2
Bubotic axe
Melee
Melee
+1
-2
1
You can re-roll wound rolls of 1 for this weapon.
4
Flail of corruption
Melee
Melee
+2
-2
1
You can re-roll wound rolls of 1 for this weapon. Make D3 hit rolls each time you attack with this weapon.
4
Great plague cleaver
Melee
Melee
x2
-3
D6
You can re-roll wound rolls of 1 for this weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
3
Mace of contagion
Melee
Melee
+2
-1
3
You can re-roll wound rolls of 1 for this weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
0
Plague knife
Melee
Melee
User
0
1
You can re-roll wound rolls of 1 for this weapon.
0
Plaguesword
Melee
Melee
User
0
1
You can re-roll failed wound rolls for this weapon.
4
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
WARGEAR OPTIONS
 • A Plague Marine Gunner may replace their boltgun with a plague spewer, plague belcher, blight launcher, meltagun or plasma gun.
 • A Plague Marine Fighter may replace their boltgun with one of the following:
  - a bubotic axe, great plague cleaver or flail of corruption
  - a second plague knife
  - a mace of contagion and bubotic axe
 • A Plague Champion may replace their plague knife with a plaguesword.
 • A Plague Champion may replace their boltgun with a bolt pistol, plasma pistol or plasma gun.
 • A Plague Champion may take a power fist.
 • One Plague Marine in your kill team may take an Icon of Despair.
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Disgustingly Resilient: Each time a model with this ability loses a wound, roll a D6; on a 5+ the model does not lose that wound.

Icon of Despair:
3
Subtract 1 from the Leadership characteristic of enemy models within 6" of any models equipped with an Icon of Despair.
SPECIALISTS
Leader (Plague Champion only), Heavy (Gunner only), Zealot (Fighter only), Combat, Demolitions, Veteran
FACTION KEYWORDS
DEATH GUARD
KEYWORDS
CHAOS, NURGLE, HERETIC ASTARTES, INFANTRY, PLAGUE MARINE


Poxwalker

NAME M WS BS S T W A Ld Sv Max
Poxwalker 4" 5+ 6+ 3 3 1 2 4 7+ -
This model is armed with an improvised weapon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Improvised weapon
Melee
Melee
User
0
1
-
ABILITIES
Disgustingly Resilient: Each time a model with this ability loses a wound, roll a D6; on a 5+ the model does not lose that wound.
SPECIALISTS
Combat, Zealot
FACTION KEYWORDS
DEATH GUARD
KEYWORDS
CHAOS, NURGLE, HERETIC ASTARTES, INFANTRY, POXWALKER


Blightlord Terminator

NAME M WS BS S T W A Ld Sv Max
Blightlord Terminator 4" 3+ 3+ 4 5 2 2 8 2+ -
Blightlord Gunner 4" 3+ 3+ 4 5 2 2 8 2+ 2
Blightlord Fighter 4" 3+ 3+ 4 5 2 2 8 2+ 2
Blightlord Champion 4" 3+ 3+ 4 5 2 3 9 2+ 1
This model is armed with a combi-bolter and either a balesword or a bubotic axe.
Up to two Blightlord Terminators in your kill team can be Blightlord Gunners, up to two Blightlord Terminators in your kill team can be Blightlord Fighters, and one Blightlord Terminator in your kill team can be a Blightlord Champion.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
7
Blight launcher
24"
Assault 2
6
-2
D3
You can re-roll wound rolls of 1 for this weapon.
0
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
1
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
5
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
3
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
0
Plague spewer
9"
Heavy D6
5
-1
1
You can re-roll wound rolls of 1 for this weapon. This weapon automatically hits its target.
5
Reaper autocannon
36"
Heavy 4
7
-1
1
-
0
Balesword
Melee
Melee
User
-3
1
You can re-roll wound rolls of 1 for this weapon.
0
Bubotic axe
Melee
Melee
+1
-2
1
You can re-roll wound rolls of 1 for this weapon.
0
Flail of corruption
Melee
Melee
+2
-2
1
You can re-roll wound rolls of 1 for this weapon. Make D3 hit rolls each time you attack with this weapon.
WARGEAR OPTIONS
 • This model may replace its combi-bolter with a combi-flamer, combi-melta or combi-plasma.
 • A Blightlord Gunner may replace their combi-bolter with a plague spewer, reaper autocannon or blight launcher.
 • A Blightlord Fighter may replace their weapons with a flail of corruption.
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Disgustingly Resilient: Each time a model with this ability loses a wound, roll a D6; on a 5+ the model does not lose that wound.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Cataphractii Armour: This model has a 4+ invulnerable save, but you must halve the result of the dice rolled when determining how far it Advances.

Aura of Rust: Each time you make an unmodified wound roll of 6 for one of this model’s melee weapons, improve the AP of that attack by 1 (e.g. AP -2 becomes AP -3).
SPECIALISTS
Leader (Champion only), Heavy (Gunner only), Combat, Demolitions, Veteran, Zealot
FACTION KEYWORDS
DEATH GUARD
KEYWORDS
CHAOS, NURGLE, HERETIC ASTARTES, INFANTRY, TERMINATOR, BLIGHTLORD TERMINATOR


Deathshroud Terminator

NAME M WS BS S T W A Ld Sv Max
Deathshroud Terminator 4" 3+ 3+ 5 5 2 3 8 2+ -
Deathshroud Champion 4" 3+ 3+ 5 5 2 4 9 2+ 1
This model is armed with a manreaper and plaguespurt gauntlet.
One Deathshroud Terminator in your kill team can be a Deathshroud Champion.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Plaguespurt gauntlet
6"
Pistol D6
3
0
1
You can re-roll wound rolls of 1 for this weapon. This weapon automatically hits its target.
0
Manreaper
Melee
Melee
+3
-3
D3
You can re-roll wound rolls of 1 for this weapon.
WARGEAR OPTIONS
 • A Deathshroud Champion may take a second plaguespurt gauntlet.
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Disgustingly Resilient: Each time a model with this ability loses a wound, roll a D6; on a 5+ the model does not lose that wound.

Eyes of Mortarion: Add 1 to the Attacks characteristic of COMMANDERS within 3" of any friendly models with this ability.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Cataphractii Armour: This model has a 4+ invulnerable save, but you must halve the result of the dice rolled when determining how far it Advances.

Silent Bodyguard: Roll a D6 each time a COMMANDER is hit by a ranged or melee weapon whilst they are within 3" of any friendly models with this ability. On a 2+ choose one of those models to be hit instead – resolve the remainder of the attack sequence against that model.
SPECIALISTS
Leader (Champion only), Combat, Demolitions, Veteran, Zealot
FACTION KEYWORDS
DEATH GUARD
KEYWORDS
CHAOS, NURGLE, HERETIC ASTARTES, INFANTRY, TERMINATOR, DEATHSHROUD TERMINATOR


Commanders


Biologus Putrifier

NAME M WS BS S T W A Ld Sv Max
Biologus Putrifier 5" 3+ 3+ 4 5 4 3 8 3+ 1
This model is armed with a plague knife, injector pistol, hyper blight grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Injector pistol
3"
Pistol 1
4
-1
D6
You can re-roll wound rolls of 1 for this weapon.
0
Plague knife
Melee
Melee
User
0
1
You can re-roll wound rolls of 1 for this weapon.
0
Hyper blight grenade
6"
Grenade D6
4
0
2
You can re-roll wound rolls of 1 for this weapon. Each wound roll of 6+ made for this weapon inflicts a mortal wound on the target in addition to any other damage.
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Disgustingly Resilient: Each time a model with this ability loses a wound, roll a D6; on a 5+ the model does not lose that wound.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Pestilential Explosion: If this model is taken out of action, roll a D6 before removing it from the battlefield. On a 6, each model within 3" suffers 1 mortal wound unless it has the NURGLE keyword.
SPECIALISTS
Fortitude, Logistics, Melee, Shooting, Strength
TACTICS
Blight Racks
FACTION KEYWORDS
DEATH GUARD
KEYWORDS
CHAOS, NURGLE, HERETIC ASTARTES, COMMANDER, INFANTRY, BIOLOGUS PUTRIFIER


Foul Blightspawn

NAME M WS BS S T W A Ld Sv Max
Foul Blightspawn 5" 3+ 3+ 4 5 4 3 8 3+ 1
This model is armed with a plague sprayer, blight grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Plague sprayer
9"
Assault D6
2D6
-3
3
This weapon automatically hits its target. Roll to determine the Strength of this weapon after selecting its target(s). You can re-roll wound rolls of 1 for this weapon.
0
Blight grenade
6"
Grenade D6
3
0
1
You can re-roll wound rolls of 1 for this weapon.
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Disgustingly Resilient: Each time a model with this ability loses a wound, roll a D6; on a 5+ the model does not lose that wound.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Unholy Death’s Head: Each Foul Blightspawn carries a single unholy death’s head grenade. Once per battle, a Foul Blightspawn can throw an unholy death’s head grenade instead of a blight grenade. When they do so, change that weapon’s Type to Grenade 2D6.
SPECIALISTS
Fortitude, Logistics, Melee, Strength
TACTICS
Revolting Stench
FACTION KEYWORDS
DEATH GUARD
KEYWORDS
CHAOS, NURGLE, HERETIC ASTARTES, COMMANDER, INFANTRY, FOUL BLIGHTSPAWN


Plague Surgeon

NAME M WS BS S T W A Ld Sv Max
Plague Surgeon 5" 3+ 3+ 4 5 4 3 8 3+ 1
This model is armed with a bolt pistol, balesword, blight grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Balesword
Melee
Melee
User
-3
1
You can re-roll wound rolls of 1 for this weapon.
0
Blight grenade
6"
Grenade D6
3
0
1
You can re-roll wound rolls of 1 for this weapon.
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Disgustingly Resilient: Each time a model with this ability loses a wound, roll a D6; on a 5+ the model does not lose that wound.

Gene-seed Thief: Add 1 to hit and wound rolls made for this model in the Fight phase when targeting an ADEPTUS ASTARTES model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
Fortitude, Leadership, Logistics, Melee, Shooting, Strength
TACTICS
Tainted Narthecium
FACTION KEYWORDS
DEATH GUARD
KEYWORDS
CHAOS, NURGLE, HERETIC ASTARTES, COMMANDER, INFANTRY, PLAGUE SURGEON


Tallyman

NAME M WS BS S T W A Ld Sv Max
Tallyman 5" 3+ 3+ 4 5 4 3 8 3+ 1
This model is armed with a plasma pistol, blight grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
0
Blight grenade
6"
Grenade D6
3
0
1
You can re-roll wound rolls of 1 for this weapon.
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Disgustingly Resilient: Each time a model with this ability loses a wound, roll a D6; on a 5+ the model does not lose that wound.

The Seven-fold Chant: If your kill team is Battle-forged, and you have a Tallyman on the battlefield that is not shaken, roll 2D6 each time you spend Command Points to use a Death Guard Tactic. If the result is 7, the Command Points spent to use that Tactic are immediately refunded.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength
TACTICS
Festering Zealot
FACTION KEYWORDS
DEATH GUARD
KEYWORDS
CHAOS, NURGLE, HERETIC ASTARTES, COMMANDER, INFANTRY, TALLYMAN


Lord of Contagion

NAME M WS BS S T W A Ld Sv Max
Lord of Contagion 4" 2+ 2+ 4 5 6 4 9 2+ 1
This model is armed with a plaguereaper.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Manreaper
Melee
Melee
+3
-3
D3
You can re-roll wound rolls of 1 for this weapon.
0
Plaguereaper
Melee
Melee
+2
-3
3
You can re-roll wound rolls of 1 for this weapon.
WARGEAR OPTIONS
 • This model may replace its plaguereaper with a manreaper.
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Disgustingly Resilient: Each time a model with this ability loses a wound, roll a D6; on a 5+ the model does not lose that wound.

Cataphractii Armour: This model has a 4+ invulnerable save, but you must halve the result of the dice rolled when determining how far it Advances.
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Strategist, Strength
TACTICS
Vector of Contagion
FACTION KEYWORDS
DEATH GUARD
KEYWORDS
CHAOS, NURGLE, HERETIC ASTARTES, COMMANDER, INFANTRY, TERMINATOR, LORD OF CONTAGION

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Blight grenade
6"
Grenade D6
3
0
1
You can re-roll wound rolls of 1 for this weapon.
3..7
Blight launcher
24"
Assault 2
6
-2
D3
You can re-roll wound rolls of 1 for this weapon.
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
0
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
1
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
5
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
3
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
0
Hyper blight grenade
6"
Grenade D6
4
0
2
You can re-roll wound rolls of 1 for this weapon. Each wound roll of 6+ made for this weapon inflicts a mortal wound on the target in addition to any other damage.
0
Injector pistol
3"
Pistol 1
4
-1
D6
You can re-roll wound rolls of 1 for this weapon.
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
3
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
3
Plague belcher
9"
Assault D6
4
0
1
You can re-roll wound rolls of 1 for this weapon. This weapon automatically hits its target.
0..4
Plague spewer
9"
Heavy D6
5
-1
1
You can re-roll wound rolls of 1 for this weapon. This weapon automatically hits its target.
0
Plague sprayer
9"
Assault D6
2D6
-3
3
This weapon automatically hits its target. Roll to determine the Strength of this weapon after selecting its target(s). You can re-roll wound rolls of 1 for this weapon.
Plaguespurt gauntlet
6"
Pistol D6
3
0
1
You can re-roll wound rolls of 1 for this weapon. This weapon automatically hits its target.
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
0..1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
5
Reaper autocannon
36"
Heavy 4
7
-1
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Balesword
Melee
Melee
User
-3
1
You can re-roll wound rolls of 1 for this weapon.
0..2
Bubotic axe
Melee
Melee
+1
-2
1
You can re-roll wound rolls of 1 for this weapon.
0..4
Flail of corruption
Melee
Melee
+2
-2
1
You can re-roll wound rolls of 1 for this weapon. Make D3 hit rolls each time you attack with this weapon.
4
Great plague cleaver
Melee
Melee
x2
-3
D6
You can re-roll wound rolls of 1 for this weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
0
Improvised weapon
Melee
Melee
User
0
1
-
3
Mace of contagion
Melee
Melee
+2
-1
3
You can re-roll wound rolls of 1 for this weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
0
Manreaper
Melee
Melee
+3
-3
D3
You can re-roll wound rolls of 1 for this weapon.
0
Plague knife
Melee
Melee
User
0
1
You can re-roll wound rolls of 1 for this weapon.
0
Plaguereaper
Melee
Melee
+2
-3
3
You can re-roll wound rolls of 1 for this weapon.
0
Plaguesword
Melee
Melee
User
0
1
You can re-roll failed wound rolls for this weapon.
4
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
3
Icon of Despair
Subtract 1 from the Leadership characteristic of enemy models within 6" of any models equipped with an Icon of Despair.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Deny the Witch Test
If there are any enemy psykers within 24" of a psyker that has manifested a psychic power, the controlling player can choose one of those models to take a Deny the Witch test to resist the psychic power. The number of times a psyker can make a Deny the Witch attempt in each battle round is specified on their datasheet. Only one model can take a Deny the Witch test for each psychic power that is manifested, regardless of the number of models that could make an attempt or the number of times each is allowed to try and Deny the Witch in each battle round.

If more than one player has an eligible model to take a Deny the Witch test, players take it in turn to choose a model from their kill team to take a Deny the Witch test with, or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose, and so on until a player chooses a model to take a Deny the Witch test or all players with eligible models have passed.

To take a Deny the Witch test, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been successfully resisted and its effects are negated.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
TACTICAL RE-ROLL
Tactic
Re-roll a single Advance roll, charge roll, Psychic test, Deny the Witch test, hit roll, wound roll, saving throw, Injury roll or Nerve test.
1 COMMAND POINT

The DEATH GUARD keyword is used in following Death Guard datasheets:

Datasheet
Commander
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.

The PLAGUE MARINE keyword is used in following Death Guard datasheets:

Datasheet

The TERMINATOR keyword is used in following Death Guard datasheets:

Datasheet
Commander

The POXWALKER keyword is used in following Death Guard datasheets:

Datasheet
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.

The FOUL BLIGHTSPAWN keyword is used in following Death Guard datasheets:

Commander
Hammer of Wrath
Models that charged in this battle round fight before all other models. Players take it in turn to choose a model that charged from their kill team to fight with (see below), or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose. A player cannot choose to pass if they have a model that charged that can fight. Once all players have chosen a model from their kill team or passed, they do so again in the same order, until all players pass in succession. When they do so, the Hammer of Wrath section of the Fight phase is over.

The TALLYMAN keyword is used in following Death Guard datasheets:

Commander

The BIOLOGUS PUTRIFIER keyword is used in following Death Guard datasheets:

Commander

The PLAGUE SURGEON keyword is used in following Death Guard datasheets:

Commander

The LORD OF CONTAGION keyword is used in following Death Guard datasheets:

Commander
Does not include wargear

Bolt pistol used in following datasheets:

Datasheet
Commander
PISTOL
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

Plasma pistol used in following datasheets:

Datasheet
Commander
• Tallyman
0

Blight launcher used in following datasheets:

Datasheet

Plague spewer used in following datasheets:

Datasheet

Blight grenade used in following datasheets:

Datasheet
Commander
• Tallyman
0
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.

Krak grenade used in following datasheets:

Datasheet
Commander
• Tallyman
0

Bubotic axe used in following datasheets:

Datasheet
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Flail of corruption used in following datasheets:

Datasheet

Plague knife used in following datasheets:

Datasheet
Commander

The DEATH GUARD keyword is used in following Death Guard datasheets:

Datasheet
Commander

The CHAOS keyword is used in following Death Guard datasheets:

Datasheet
Commander

The NURGLE keyword is used in following Death Guard datasheets:

Datasheet
Commander

The HERETIC ASTARTES keyword is used in following Death Guard datasheets:

Datasheet
Commander

The INFANTRY keyword is used in following Death Guard datasheets:

Datasheet
Commander

Balesword used in following datasheets:

Datasheet
Commander
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

The TERMINATOR keyword is used in following Death Guard datasheets:

Datasheet
Commander
single/pair

Manreaper used in following datasheets:

Datasheet
Commander

The COMMANDER keyword is used in following Death Guard datasheets:

Commander
LevelPoints per model*
150
265
380
4105
* Does not include wargear
BLIGHT RACKS
Death Guard Tactic
Biologus Putrifier Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a BIOLOGUS PUTRIFIER. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, increase the Strength and Damage characteristics of all blight grenades carried by friendly DEATH GUARD models by 1 whilst they are within 3" of this model. In addition, whilst a friendly model is within 3" of this model, each wound roll of 6+ made for that model when it attacks with a blight grenade inflicts a mortal wound on the target in addition to any other damage.
1 COMMAND POINT

The COMMANDER keyword is used in following Death Guard datasheets:

Commander
LevelPoints per model*
180
2100
3120
4145
* Does not include wargear
REVOLTING STENCH
Death Guard Tactic
Foul Blightspawn Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a FOUL BLIGHTSPAWN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, enemy models that charged this turn and are within 3" of this model at the start of the Fight phase cannot be chosen to fight in the Hammer of Wrath section of the Fight phase, but can be chosen to fight in the Fight For Your Lives section instead. This ability also affects models that have abilities that would enable them to fight in the Hammer of Wrath section as if they had charged.
1 COMMAND POINT
LevelPoints per model*
145
260
375
4100
* Does not include wargear
TAINTED NARTHECIUM
Death Guard Tactic
Plague Surgeon Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a PLAGUE SURGEON. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you may re-roll any Disgustingly Resilient rolls of 1 made for friendly models within 3" of this model.
1 COMMAND POINT
FESTERING ZEALOT
Death Guard Tactic
Tallyman Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a TALLYMAN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can reroll failed hit rolls in the Fight phase for friendly models within 7" of this model.
1 COMMAND POINT
LevelPoints per model*
1114
2134
3154
4179
* Does not include wargear
VECTOR OF CONTAGION
Death Guard Tactic
Lord of Contagion Tactic
Use this Tactic at the start of the battle round if your kill team includes a LORD OF CONTAGION that is not shaken. Roll a dice for each enemy model that is within 1" of any model from your kill team that is within 3" of that LORD OF CONTAGION; on a 4+ that enemy model suffers a mortal wound.
2 COMMAND POINTS

Boltgun used in following datasheets:

Datasheet

Combi-bolter used in following datasheets:

Datasheet

Combi-flamer used in following datasheets:

Datasheet

Combi-melta used in following datasheets:

Datasheet

Combi-plasma used in following datasheets:

Datasheet

Hyper blight grenade used in following datasheets:

Commander

Injector pistol used in following datasheets:

Commander

Meltagun used in following datasheets:

Datasheet

Plague belcher used in following datasheets:

Datasheet

Plague sprayer used in following datasheets:

Commander

Plaguespurt gauntlet used in following datasheets:

Datasheet

Plasma gun used in following datasheets:

Datasheet

Reaper autocannon used in following datasheets:

Datasheet

Great plague cleaver used in following datasheets:

Datasheet

Improvised weapon used in following datasheets:

Datasheet
• Poxwalker
0

Mace of contagion used in following datasheets:

Datasheet

Plaguereaper used in following datasheets:

Commander

Plaguesword used in following datasheets:

Datasheet

Power fist used in following datasheets:

Datasheet

Icon of Despair used in following datasheets:

Datasheet
© Vyacheslav Maltsev 2013-2020