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The Death Guard are foulness made manifest. They are a vision of unnatural corruption, of nobility, courage and strength perverted into nightmarish foulness and diseased might. Cities, worlds, even entire systems rot at their touch, the power of Nurgle spreading inexorably wherever the Death Guard raise their flyblown banners.

This section contains a selection of datasheets for Death Guard miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and special abilities it may have.

Books

BookKindEditionVersionLast update
► ChaosIndex81.4April 2018
  Death GuardCodex81.5April 2019
  Chapter Approved 2017 EditionExpansion81.1April 2018
  Chapter Approved 2018 EditionExpansion81.1May 2019
  Kill Team: Rogue TraderBoxset8September 2018

Index: Chaos

 Q: What happens when a unit of Poxwalkers kills a Necron Warrior in the Fight phase? Do I still add a Poxwalker even though that Necron could reanimate?
 A
A Poxwalker is added to the Poxwalkers unit as normal. At the start of the Necron player’s next turn, they roll to reanimate that Necron Warrior as normal too (essentially both players could end up adding a model to their unit).
 Q: The points values for certain units are different in Index: Chaos to the Dark Imperium Death Guard booklet. Which should I use?
 A
Use the values printed in the Index book.

Codex: Death Guard

 Q: For the purposes of the Psychic Focus matched play rule, is the Miasma of Pestilence psychic power from Codex: Chaos Space Marines the same psychic power as in Codex: Death Guard?
 A
Yes. More generally, if psychic powers have the same name, they are the same psychic power for the purposes of Psychic Focus.
 Q: If my army is led by a Chaos Space Marines Warlord, and I have a Detachment of Death Guard, can I use the Gifts of Decay Death Guard Stratagem to include a Relic on a Death Guard Character?
 A
Yes. The only requirement to have access to Stratagems is that you have a Detachment of the appropriate Faction. If you have a Death Guard Detachment, you have access to their Stratagems.
 Q: Can Poxwalkers use the Curse of the Walking Pox ability or the ‘The Dead Walk Again’ Stratagem to increase the unit above its starting strength?
 A
Yes.
 Q: If the Poxwalkers’ Curse of the Walking Pox ability or the ‘The Dead Walk Again’ Stratagem increases the unit above its starting strength in a matched play game, does this cost reinforcement points?
 A
Yes, you must pay reinforcement points for each Poxwalker model that you add to the unit that would increase the unit above its starting strength.
 Q: When adding models to a unit of Poxwalkers as a result of the Curse of the Walking Pox ability or the ‘The Dead Walk Again’ Stratagem, can those new models fight in the same Fight phase?
 A
Yes, but only if their unit has not yet been chosen to Fight this phase.
 Q: If I cast Blades of Putrefaction on a model equipped with the Plaguebringer relic, how many mortal wounds can that model inflict with Plaguebringer and what do I need to roll to inflict them?
 A
In this situation, in addition to the normal damage, on a wound roll of 5, Plaguebringer would inflict 1 mortal wound, and on a wound roll of 6, Plaguebringer would inflict 2 mortal wounds.
 Q: Are the Biologus Putrifier’s hyper blight grenades affected by his Blight Racks ability?
 A
No.
 Q: If Mortarion attacks an Imperium unit with Silence (using the eviscerating blow profile), and the hit roll is a 6 (allowing him to make an extra attack with Silence due to the Death to the False Emperor ability), does the extra attack have to be made using the same profile, or can it be made with the weapon’s other profile (reaping scythe) instead?
 A
The extra attack can be made using either profile.
 Q: If Mortarion gets to make an extra attack with Silence due to the Death to the False Emperor ability and I choose to make it with the reaping scythe profile, do I roll 1 hit roll or 3?
 A
3.
 Q: If the Cloud of Flies Stratagem is used on a Death Guard Character, does its effect – preventing enemy models shooting it unless it’s the closest visible target – take precedence over the ability that, for example, sniper rifles have, that enables them to target a Character even if they are not the closest enemy unit?
 A
Such weapons cannot target the character that is under the effects of Cloud of Flies (unless the character is the closest visible target).
 Q: If a unit such a Mortarion is benefitting from both the Blades of Putrefaction psychic power (from Codex: Death Guard) and the Virulent Blessing psychic power (from Codex: Chaos Daemons) and a wound roll of 7+ is rolled, how many mortal wounds are inflicted in addition to the normal damage (i.e. is it 1, or is that also doubled)?
 A
Only 1 mortal wound is inflicted in addition to the normal (doubled) damage.
 Q: Can the Killshot Stratagem be used to affect Hellforged Predators?
 A
No. The Killshot Stratagem can only be used to affect models using the Chaos Predator datasheet.

Abilities

The following is an ability that is common to several HERETIC ASTARTES units.

Daemonic Ritual

With glottal chants and the letting of foul fluids upon the ground, the ritual begins. Channelling the noxious blessings of the Plague God, the Death Guard champion roars out bitter words of contagion and entropy that rot the very air before him. Rancid talons and splintered horns thrust outward, splitting the decayed veil of reality and letting the Daemons of the warp spill forth like innards from a burst corpse.

Instead of moving in their Movement phase, any DEATH GUARD CHARACTER can, at the end of their Movement phase, attempt to summon a NURGLE DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).

Roll up to 3 dice – this is your summoning roll. You can summon one new NURGLE DAEMON unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

Death to the False Emperor

The hatred that the Traitor Legions bear for Mankind’s distant master is eternal. They despise those who serve him, and will redouble their efforts against such foes, their every vicious assault another blow struck in the Long War against the weakling Imperium.

Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

Disgustingly Resilient

Those favoured by Nurgle are inured to pain, their rotting bodies shrugging off all but the most traumatic damage with ease.

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

Plague Weapon

Revolting toxins and infectious slime weeps from this weapon in a ceaseless stream. Even shallow cuts or glancing blows will leave the enemy’s flesh seething with incurable diseases.

You can re-roll wound rolls of 1 for a weapon with this ability.

Vulgrar’s Followers

Those most afflicted by the Gellerpox become leaders to other sufferers of the loathsome virus. Like diseased barnacles, these followers cling to their commander.

This ability has no effect unless your army includes VULGRAR THRICE-CURSED. If it does, you cannot set up any units with this ability before you have set up VULGRAR THRICE-CURSED. When you setup VULGRAR THRICE-CURSED during deployment, all units with this ability are set up at the same time. When you set up VULGRAR THRICE-CURSED on the battlefield for the first time, all units with this ability must be set up within 6" of him. If they cannot be set up, they count as destroyed.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include DEATH GUARD Detachments – that is, any Detachment which only includes DEATH GUARD units.


Inexorable Advance

The Death Guard trudge towards the enemy at a relentless pace, guns hammering in a staccato roar. They pour volley after volley into the foe, mowing down the enemy with a hail of filth-ridden firepower, before trampling their sundered corpses into the dirt.

If your army is Battle-forged, all INFANTRY and HELBRUTE units in DEATH GUARD Detachments gain this ability. Such units do not suffer a penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons. In addition, a unit with this ability can fire twice with Rapid Fire weapons at a range of 18", instead of only being able to fire twice with them up to half the weapon’s maximum range.

Plague Host

Like a virulent infection, the Death Guard spread across the battlefield. At the heart of the advance are stoic and unstoppable infantry units that dominate and corrupt the ground they seize.

If your army is Battle-forged, all Troops units in DEATH GUARD Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal.

Stratagems

If your army is Battle-forged and includes any DEATH GUARD Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the Death Guard on the battlefield.

3CP

NURGLE’S ROT

Death Guard Stratagem

Foul clouds of spores drift from the Death Guard, bearing that most perfectly hideous of plagues – Nurgle’s Rot.

This Stratagem can be used once per battle, in the Shooting phase. Select a friendly DEATH GUARD CHARACTER and roll a D6 for every unit within 7" of them. On a 4+, the unit being rolled for suffers D3 mortal wounds. NURGLE models cannot suffer wounds from Nurgle’s Rot – in fact, they find it rather refreshing.
1CP

CLOUD OF FLIES

Death Guard Stratagem

With a thrumming roar, a thick cloud of Daemon flies whirls around the Death Guard and obscures them from sight.

Use this Stratagem during your Movement phase. Select a DEATH GUARD INFANTRY unit. Until the start of your next Movement phase, enemy models can only shoot this unit if it is the closest visible target.
2CP

GRANDFATHER’S BLESSINGS

Death Guard Stratagem

Nurgle is eager to bestow daemonic fecundity upon his faithful servants, sealing their gaping wounds with pulsating growths and replacing their spilt blood with curdling ichor.

You can use this Stratagem at the end of your Movement phase. Select a DEATH GUARD INFANTRY unit. One model in the unit regains D3 lost wounds. If there are no wounded models in the unit, a single model in the unit that was slain earlier in the battle is returned to the unit with a single wound remaining.
1CP

FIRE FRENZY

Death Guard Stratagem

The unbridled wrath of a Helbrute is a useful tool in the hands of a commander who can direct it.

You can use this Stratagem in your Shooting phase, just before a Helbrute shoots. If that Helbrute did not move in its Movement phase, it can fire all of its weapons twice, but all of its attacks must target the nearest visible enemy unit.
1CP

PUTRID DETONATION

Death Guard Stratagem

Upon their destruction, the seven-cursed hulls of Death Guard battle tanks have an alarming tendency to burst like ruptured boils, exploding in a swelling mass of pus and foulness.

Use this Stratagem when one of your DEATH GUARD VEHICLES is destroyed; do not roll a dice – that vehicle automatically explodes.
1CP

BLASPHEMOUS MACHINES

Death Guard Stratagem

Many Death Guard tanks possess at least a rudimentary daemonic consciousness, that can wrest control from its crew in order to direct its own withering fire.

Use this Stratagem just before a DEATH GUARD VEHICLE attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing Heavy weapons, or for Advancing and firing Assault weapons.
1CP/3CP

GIFTS OF DECAY

Death Guard Stratagem

Nurgle is a generous god, and through worship and devotion his followers can gain mighty rewards. Those who prove themselves most worthy wield suppurating weapons of unspeakable foulness, or gird themselves in weeping armour of filth.

Use this Stratagem before the battle. Your army can have one extra Relic of Decay for 1 CP, or two extra Relics of Decay for 3 CPs. All of the Relics of Decay that you include must be different and be given to different DEATH GUARD CHARACTERS. You can only use this Stratagem once per battle.
1CP

CHAOS FAMILIAR OF NURGLE

Death Guard Stratagem

Whether a merrily singing Nurgling, a garrulous maggot, or a perpetually muttering Daemon fly, this strange familiar whispers the secrets of the warp to its master.

You can use this Stratagem at the start of your Psychic phase. Select a friendly DEATH GUARD PSYKER. That model can replace any of its psychic powers with a power of your choice from the Contagion discipline.
1CP

KILLSHOT

Death Guard Stratagem

The filth-encrusted Predator battle tanks of the Death Guard hunt in packs to bring down especially large foes.

You can use this Stratagem in your Shooting phase if a DEATH GUARD Chaos Predator is within 6" of 2 other friendly DEATH GUARD Chaos Predators. Add 1 to the wound rolls and damage for all of the Predators’ attacks that target MONSTERS or VEHICLES this phase.
1CP

THE DEAD WALK AGAIN

Death Guard Stratagem

The groans of the Poxwalkers are spiritually infectious in their own right, spreading their curse far and wide.

Use this Stratagem at the beginning of your Movement phase. Select a unit of Poxwalkers. Until the start of your next Movement phase, replace that unit’s Curse of the Walking Pox ability with the following: ‘Each time an INFANTRY model (other than a Poxwalker), friend or foe, is slain within 7" of this unit, add one model to the unit.’
1CP

PLAGUE PACT

Death Guard Stratagem

In exchange for their ongoing devotion, a champion of the Death Guard becomes a locus of daemonic traffic.

Use this Stratagem when a DEATH GUARD CHARACTER attempts to summon a unit of NURGLE DAEMONS using a Daemonic Ritual. You can roll up to 4 dice rather than 3 for the summoning roll, and your character will not suffer any mortal wounds for rolling doubles or triples.
1CP

BLIGHT BOMBARDMENT

Death Guard Stratagem

At a bellowed command, the Death Guard fill the air with noxious projectiles.

You can use this Stratagem just before a friendly DEATH GUARD unit shoots or fires Overwatch; when resolving that unit’s shots, every model in the unit that is equipped with a blight grenade can throw one, instead of only one model in the entire unit being able to do so.
1CP

VETERANS OF THE LONG WAR

Death Guard Stratagem

The hatred of the Traitor Legions has burned for millennia.

You can use this Stratagem when a DEATH GUARD INFANTRY unit is selected to attack in a Shooting or Fight phase. You can add 1 to all wound rolls made for the unit until the end of the phase.
1CP

CHAOS BOON

Death Guard Stratagem

The path of Chaos can lead a warrior to Daemonhood, or it can see him transformed into a gibbering Chaos Spawn.

You can use this Stratagem at the end of a Fight phase in which one of your DEATH GUARD CHARACTERS (excluding DAEMON CHARACTERS) slays an enemy CHARACTER, VEHICLE or MONSTER. Roll 2D6 and look up the result below.

2D6Boon
2Spawndom: Your character is slain. However, before removing the model as a casualty, you can add a Chaos Spawn to your army. If you do so, set up the Chaos Spawn within 6" of the character and more than 1" from any enemy models before removing them as a casualty.
3Occular Rotstalks: Add 6" to the Range of all of the character’s shooting weapons.
4Living Swarm: Add 3" to the character’s Move characteristic.
5Bloated Might: Add 1 to the character’s Strength characteristic.
6Rancid Pseudopods: Add 1 to the character’s Attacks characteristic.
7The Eye Opens: Choose a boon of your choice (you cannot choose Spawndom or Daemonhood).
8Overwhelming Stench: Subtract 1 from hit rolls that target the character in the Fight phase.
9Pus-iron Encrustments: Add 1 to all saving throws made for the character.
10Corpulent Immensity: Add 1 to the character’s Toughness characteristic.
11Fecund Blessings: Add 1 to the character’s Wounds characteristic.
12Daemonhood: Your character is slain. However, before removing the model as a casualty, you can add a Daemon Prince to your army. If you do so, set up the Daemon Prince within 6" of the character before removing them.

Boons last for the remainder of the battle. The same boon cannot be received by a model more than once – should this happen, choose a result the character has not yet received (you cannot choose Spawndom or Daemonhood). Chaos Spawn or Daemon Princes created by this Stratagem must have the NURGLE keyword, and they do not cost any reinforcement points in a matched play game.

Gellerpox Stratagems

If your army is Battle-forged and includes VULGRAR THRICE-CURSED, you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the Gellerpox Infected on the battlefield.

1CP

MUTOID INFESTATION

Gellerpox Infected Stratagem

Notoriously difficult to fully eradicate, these loathsome parasites keep coming back.

Use this Stratagem at the end of your Movement phase. Choose a unit of MUTOID VERMIN from your army that has been destroyed. Set up this unit anywhere wholly within 12" of a friendly GELLERPOX INFECTED unit and more than 9” from any enemy models.
1CP

FIERY DEMISE

Gellerpox Infected Stratagem

With a swollen belly packed with explosive and contaminated fuel, Vulgrar s end will be a messy one.

Use this Stratagem when VULGRAR THRICE-CURSED is slain. Before removing him from the battlefield, roll a D6 for each unit within 6"; on a 4+ that unit suffers a mortal wound.
1CP

CORRUPTION AND DECAY

Gellerpox Infected Stratagem

Contamination permeates every diseased breath drawn by the Gellerpox Infected.

Use this Stratagem at the start of the Fight phase. Choose an enemy unit within 3" of a GELLERPOX INFECTED unit from your army. Until the end of the phase, add 1 to all wound rolls made for GELLERPOX INFECTED models from your army when they target this enemy unit.
1CP

RANCID VOMIT

Gellerpox Infected Stratagem

The amount oj toxic bile that accumulates within the bloated bellies of the Nightmare Hulks is staggering.

Use this Stratagem in your Shooting phase. Choose a HULLBREAKERS model from your army, then choose an enemy unit within 6" of it that is visible to it. Roll three D6; for each roll of 5+ that enemy unit suffers a mortal wound.
1CP

MACHINE GLITCH

Gellerpox Infected Stratagem

Not even the surest of machine spirits can withstand the burbling, static-spewing Glitchlings.

Use this Stratagem after a unit of GLITCHLINGS from your army has fought in the Fight phase. Choose an enemy VEHICLE unit within 1" of that unit and roll one D6 for each model in your unit; for each roll of 4+ the enemy unit suffers a mortal wound.
1CP

GELLERSHIFT

Gellerpox Infected Stratagem

With a loud crack, the Gellerpox Mutants known as the Vox-Shamblers can shift themselves, moving along the same transmission methods as vox calls.

Use this Stratagem before you move the VOX-SHAMBLERS in the Movement phase. Instead of moving this unit normally, it can make a Gellershift. Remove this unit from the battlefield, then, at the end of the Movement phase, set it up again anywhere that is more than 9" from any enemy models.
1CP

INSANE GIBBERINES

Gellerpox Infected Stratagem

Ihe all-seeing creatures of the warp arc always close to hand when the Gellerpox Infected mass for battle.

Use this Stratagem at the start of the enemy Psychic phase. Until the end of the phase, subtract 1 from Psychic tests taken for enemy PSYKERS whilst they are within 18” of VULGRAR THRICE-CURSED.
1CP

TWISTED BLESSINGS

Gellerpox Infected Stratagem

Living, crawling scab-creatures have been known to emerge out of Nightmare Hulks in order to patch themselves over their hosts worst wounds.

Use this Stratagem at the end of your Movement phase. Choose a HULLBREAKERS model from your army. That model regains one lost wound.

Dark Hereticus Discipline

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Dark Hereticus discipline using the table below. You can either roll a D3 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

DARK HERETICUS DISCIPLINE
D3PSYCHIC POWER
1Infernal Gaze
Infernal Gaze has a warp charge value of 5. If manifested, select a visible enemy unit within 18" of the psyker and roll 3 dice. The target suffers one mortal wound for each roll of 4+.
2Warptime
Warptime has a warp charge value of 6. If manifested, pick a friendly HERETIC ASTARTES unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase.
3Prescience
Prescience has a warp charge value of 7. If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.

Contagion Discipline

The disgusting psychic powers unleashed by the Sorcerers of the Death Guard reduce their enemies to rancid corpses, drown the foe in spewing sprays of noxious bile, and bless Mortarion’s sons with plague-ridden vitality.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Contagion discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.
D6PSYCHIC POWER
1

MIASMA OF PESTILENCE

As the psyker chants in a phlegmchoked drone, a dark cloud of filth and Rot Flies shrouds his allies from view.

Miasma of Pestilence has a warp charge value of 6. If manifested, select a visible friendly DEATH GUARD unit within 18" of the psyker. Until the start of your next psychic phase, your opponent must subtract 1 from all hit rolls that target that unit.

2

GIFT OF CONTAGION

With a gesture the psyker gathers a foul fog of contagion about his enemies, granting them Grandfather Nurgle’s choicest blessing.

Gift of Contagion has a warp charge value of 7. If manifested, select a visible enemy unit within 18" of the psyker and roll a D3. Consult the table below to discover what characteristic penalty all models in that unit suffer until the start of your next psychic phase (this cannot reduce a characteristic to less than 1).

D3EFFECT
1Flyblown Palsy: -1 Attack
2Muscular Atrophy: -1 Strength
3Liquefying Ague: -1 Toughness

3

PLAGUE WIND

The psyker belches forth a wind of plague that blows through his foes, choking them and leaving only diseased, maggot-bloated corpses in its wake.

Plague Wind has a warp charge value of 5. If manifested, select a visible enemy unit within 18" of the psyker. Roll one dice for each model in that unit – the unit suffers a mortal wound for each roll of 6.

4

BLADES OF PUTREFACTION

As the psyker draws forth more of Nurgle’s power, the blades of his allies begin to rust and secrete lethal fluids.

Blades of Putrefaction has a warp charge value of 5. If manifested, select a visible friendly DEATH GUARD unit within 18" of the psyker. Until the start of your next psychic phase, add 1 to all wound rolls made by that unit in the Fight phase. Furthermore, any wound rolls of 7+ made for that unit in the Fight phase with a melee plague weapon (i.e. a plaguesword or any weapon with the Plague Weapon ability) inflict a mortal wound on the target in addition to any other damage.

5

PUTRESCENT VITALITY

Rancorous energies surge through Nurgle’s followers, bloating their distended bodies further with fresh infections and granting them new strength.

Putrescent Vitality has a warp charge value of 6. If manifested, select a visible friendly DEATH GUARD INFANTRY unit within 18" of the psyker. Until the start of your next Psychic phase, add 1 to that unit’s Strength and Toughness characteristics.

6

CURSE OF THE LEPER

The victims touched by this enervating curse find themselves weakened and drained of life within moments.

Curse of the Leper has a warp charge value of 7. If manifested, roll 7 dice. The closest visible enemy unit within 14" of the psyker suffers a mortal wound for each roll that exceeds its Toughness characteristic.


Warlord Traits

The champions of the Death Guard have learned well the teachings of their master Mortarion, and his brutal ways of war. Combined with the foul blessings of their patron god, they are a force to be reckoned with.

If a DEATH GUARD CHARACTER is your Warlord, he can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits his temperament and preferred style of waging war.

D6WARLORD TRAIT
1

REVOLTINGLY RESILIENT

So vast and bloated has this warlord become that he is all but immune to the pain of injury.

You can add 1 to any Disgustingly Resilient rolls you make for your Warlord unless the wound you are rolling for is a mortal wound.

2

LIVING PLAGUE

Saturated as he is with Nurgle’s contagious blessings, merely to stand before this warlord is to be assailed by an oppressive aura of plague.

Roll a dice for each enemy unit that is within 3" of your Warlord at the start of any Fight phase. On a roll of 4+ that unit suffers a mortal wound.

3

TAINTED REGENERATION

So blessed is this Warlord with Nurgle’s foetid restorative powers that his body heals itself as fast as his enemies can harm him.

Your Warlord regains one lost wound at the start of each player’s turn.

4

HULKING PHYSIQUE

This Warlord’s body has become swollen with Nurgle’s divine blessings, and stands all but inviolate as a veritable behemoth of rancid flesh.

Add 1 to your Warlord’s Toughness characteristic.

5

ROTTEN CONSTITUTION

Nurgle’s favour takes many forms, and this Warlord’s flesh has become so rotinfested that vast chunks of it can be torn free without risk of lasting harm.

Reduce all damage inflicted on your Warlord by 1 (to a minimum of 1). For example, if your Warlord failed a saving throw against a weapon that inflicts 3 Damage, he will only lose 2 wounds.

6

ARCH-CONTAMINATOR

Such are this Warlord’s virulent emanations that his very presence is enough to make even the most lethal toxins and venoms deadlier still.

Re-roll all failed wound rolls when resolving attacks made with a plague weapon (i.e. a plaguesword or any weapon with the Plague Weapon ability) for any friendly DEATH GUARD unit within 7" of your Warlord.


Named Characters and Warlord Traits

The Death Guard's mightiest lords are renowned as much for their methodology as they are for their deeds on the battlefield. If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below.

NAMED CHARACTERWARLORD TRAIT
MortarionArch-contaminator 
Vulgrar Thrice-CursedTwisted Brilliance 
TyphusLiving Plague 

Gellerpox Warlord Trait

If VULGRAR THRICE-CURSED is your Warlord, he always has the Twisted Brilliance Warlord Trait, below.

Twisted Brilliance

A Gellerpox Infected force draws strength from its own collective sickness, power from its own mutation. They lurch forward, eager to spread their befouled corruptions.

If your army is Battle-forged, you receive 3 additional Command Points. These can only be spent to use Gellerpox Infected Stratagems.

Tactical Objectives

D66Result
11Death March 
12Disgusting Devotions 
13Grandfather’s Gift 
14Spread Contagion 
15Symbol of the Fly Lord 
16Death Begets Life 

The Death Guard’s way of war is bound up in the teachings of their grim lord, and the befouling creed of Nurgle, a potent blend of relentless advance and pandemic contagion that is nigh impossible to counter.

If your army is led by a DEATH GUARD Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Death Guard player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Death Guard Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
DEATH MARCH
Death Guard

The slow, inexorable advance of the Death Guard has been the death knell of worlds beyond count.

Score 1 victory point if at least three friendly DEATH GUARD INFANTRY units are completely within your opponent’s half of the battlefield.

12
DISGUSTING DEVOTIONS
Death Guard

Nurgle despises physical frailty and blesses his devoted followers with bloated bodies filled with decay that they may forever forgo its touch.

Whilst this Tactical Objective is active, keep a tally of the number of successful Disgustingly Resilient rolls you make in each turn. Score 1 victory point if you successfully made at least 7 Disgustingly Resilient rolls during this turn.

13
GRANDFATHER’S GIFT
Death Guard

Nurgle enjoys little more than watching his followers spread his diseases upon the mortal races.

Score 1 victory point if at least one enemy unit was completely destroyed during your turn, and the last model in the unit was slain by an attack made by a DEATH GUARD model attacking with a plague weapon (i.e. a plaguesword, the Plague Skull of Glothila or any weapon with the Plague Weapon ability).

14
SPREAD CONTAGION
Death Guard

The lords of the Death Guard have survived for countless centuries, enduring to spread disease to every world they invade.

When this Tactical Objective is generated, nominate one of your DEATH GUARD CHARACTERS. Score 1 victory point if this character is still alive at the end of the game.

15
SYMBOL OF THE FLY LORD
Death Guard

The symbolism of the three-eyed fly holds great meaning to the worshippers of the Plague God.

Score D3 victory points if you control exactly three objective markers at the end of the turn – no more, no less.

16
DEATH BEGETS LIFE
Death Guard

To the followers of Nurgle, the endless cycle of sowing death that new life may bloom is nothing less than a sacred act.

Whilst this Tactical Objective is active, keep a tally of the number of enemy models you kill in each of your turns. Score 1 victory point if you killed at least 7 enemy models this turn, and 1 additional victory point for every 7 models killed in excess of this (up to a maximum of 7 victory points).


Relics of Decay

For ten thousand years, the Death Guard have fought the Long War. In that time, they have assembled an armoury of ancient and forbidden artefacts, redolent with the unclean power of Nurgle’s blessings. When such an abomination is borne to war by a champion of the Death Guard, they unleash unimaginable horror upon the foe.

If your army is led by a DEATH GUARD Warlord, then before the battle you may give one of the following Relics of Decay to a DEATH GUARD CHARACTER. Named characters such as Typhus already have one or more artefacts, and cannot be given any of the following relics.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a Matched Play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Relics of Decay your characters may have on your army roster.

DOLOROUS KNELL

The clangour of this giant bell is painful to the ear, a rusted cacophony that seems to build with every peal. With every strike the knell’s victims find their courage rotting and their faith souring, manifesting as septic ectoplasm. Those exposed to the aural shock waves of the Dolorous Knell are sent reeling, clutching their skulls in agony as infected pus leaks from their ears and eyes, and a plague of panic and terror spreads like wildfire through their ranks.

Noxious Blightbringer only. Roll a D6 for each enemy unit within 7" of the bearer of the Dolorous Knell at the start of each Morale phase. On a 6, that unit suffers a mortal wound. In addition, if an enemy unit takes a Morale test whilst they are within 7" of the bearer, your opponent must roll two dice and discard the lowest result.

FUGARIS' HELM

A horned abomination whose eye lenses are formed from compound brittleglass shards, this war helm once belonged to Fugaris, master of the Brethren of the Fly. He who dons it becomes a living magnet for Daemon flies that whirl and drone around him in thick clouds. These foul insects echo his words with the shuddering susurrus of their wings and chitinous bodies, turning his voice into a pestilential roar that carries over the din of battle like the thundering words of a god.

Increase the range of the bearer’s aura abilities (e.g. Arch-contaminator, Nurgle’s Gift, Tocsin of Misery etc.) by 3".

PLAGUEBRINGER

The hooked blade Plaguebringer originally played host to the souls of a trio of Beasts of Nurgle. Once the knife sprayed the virulent, infected spittle of these overexcitable Daemons with every swing. However, the entities were trapped so long in the rusted artefact’s confines that their lethally potent enthusiasm drained away, replaced with something even worse. After a long period of sulking, the blade’s inhabitants soured and twisted and pupated, and so now contains the malignant souls of three Rot Flies that take every chance to inflict a terrible wasting disease on those around them.

Model with plague knife, balesword or power sword only. Plaguebringer replaces the bearer’s plague knife, balesword or power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Plaguebringer
Melee
Melee
User
-2
D3
Abilities: Plague Weapon. Each time you make a wound roll of 6+ with this weapon, the target suffers a mortal wound in addition to any other damage.

THE PANDEMIC STAFF

This rune-engraved artefact is long and pitted, mouldering with a visible miasma of plague and entropy. Every one of its odd dents and holes harbours a deadly strain of contagion, one of Nurgle’s old favourites, tried and proven. Collectively, the grotesque diseases that riddle the Pandemic Staff have seen trillions of lives ebb away to nothing, reduced to little more than fodder for the Grandfather’s Garden. When waved expansively, the staff can conjure forth a tide of hyper-toxic fluids.

PSYKER only. The bearer of the Pandemic Staff adds 1 to their Psychic test when attempting to manifest the Smite power.

THE PLAGUE SKULL OF GLOTHILA

This oversized death’s head was once the skull of the Chaos Lord Glothila, whose dying wish was to become a weapon of purest evil.

The Plague Skull of Glothila has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Plague Skull of Glothila
7"
Grenade 1
-
-
-
Abilities: You can only use this weapon once per battle. If it hits, roll one dice for each model in the enemy unit, re-rolling any results of 1 – that unit suffers a mortal wound for each roll of a 6.

THE SUPPURATING PLATE

Forged by the Rotheart smiths of Deepwell, this bloated power armour is riddled with tubes and pipes through which pulse rancid waves of corrosive pus. Whenever an enemy’s weapon so much as nicks its surface, foul fluids jet out as though they had ripped their blade through a mass of straining buboes. This infectious slime eats away at metal and flesh alike, raising sizzling clouds of infectious steam as they eat their victim away to nothing.

The bearer has a Save characteristic of 2+. In addition, roll a dice each time this model passes a saving throw in the Fight phase. On a 4+, the unit that inflicted that wound suffers a mortal wound after all of its own attacks have been resolved.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Champion Equipment). When this is the case, the unit may take any item from the appropriate list below.

CHAMPION EQUIPMENT

The champion can take up to two weapons chosen from the following list:

 • Bolt pistol

 • Chainaxe

 • Chainsword

 • Lightning claw

 • Plasma pistol

 • Power axe

 • Power fist

 • Power maul

 • Power sword

Alternatively, the champion can take one weapon chosen from the following list:

 • Boltgun

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

SPECIAL WEAPONS

 • Flamer

 • Meltagun

 • Plasma gun

PISTOLS

 • Bolt pistol

 • Plasma pistol

COMBI-WEAPONS

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

MELEE WEAPONS

 • Chainaxe

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

TERMINATOR MELEE WEAPONS

 • Chainfist

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Acid spit
8"
Pistol 1
User
-1
1
-
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Autopistol
12"
Pistol 1
3
0
1
-
0
Battle cannon
72"
Heavy D6
8
-2
D3
-
Belly-flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Bile spurt
12"
Assault D3
6
-1
1
Plague Weapon
0
Blight grenade
6"
Grenade D6
3
0
1
Plague Weapon
10
Blight launcher
24"
Assault 2
6
-2
D3
Plague Weapon
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
8
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 for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
15
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 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.
11
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 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 hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.
0
Contagion spray
9"
Pistol 2D3
*
-2
1
Attacks made with this weapon automatically hit the selected target. This weapon always wounds on a result of a 2+ unless the target unit has the VEHICLE keyword, in which case a result of 6+ is required.
Death’s heads
12"
Assault 2
4
0
1
Plague Weapon
15
Entropy cannon
36"
Heavy 1
8
-4
D6
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Frag grenade
6"
Grenade D6
3
0
1
-
6
Havoc launcher
48"
Heavy D6
5
0
1
-
35
Heavy blight launcher
36"
Assault 6
6
-2
D3
Plague Weapon
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
6
Heavy slugger
36"
Heavy 4
5
-1
1
-
2
Heavy stubber
36"
Heavy 3
4
0
1
-
16
Helbrute plasma cannon
36"
Heavy D3
8
-3
2
For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
0
Hyper blight grenade
6"
Grenade D6
4
0
2
Plague 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
Plague Weapon. This weapon's Damage changes to 1 when attacking VEHICLES.
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
14
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.
20
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
22
Multi-melta
24"
Heavy 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.
Phosphex bombs
6"
Grenade 2D6
5
-1
1
-
7
Plague belcher
9"
Assault D6
4
0
1
Plague Weapon. This weapon automatically hits its target.
15
Plague spewer
9"
Heavy D6
5
-1
1
Plague Weapon. This weapon automatically hits its target.
0
Plague sprayer
9"
Assault D6
2D6
-3
3
Plague Weapon. This weapon automatically hits its target. Roll to determine the Strength of this weapon after selecting a target but before determining how many shots are fired.
0
Plagueburst mortar
12"-48"
Heavy D6
8
-2
D3
Plague Weapon. This weapon can target units that are not visible to the firing model.
17
Plaguespitter
9"
Assault D6
User
-1
1
Plague Weapon. This weapon automatically hits its target.
0
Plaguespurt gauntlet
6"
Pistol D6
3
0
1
Plague Weapon. This weapon automatically hits its target.
11
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 a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
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 a hit roll of 1, the bearer is slain.
0
Pox pistol
12"
Pistol 1
4
-1
2
-
40
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
10
Reaper autocannon
36"
Heavy 4
7
-1
1
-
12
Rothail volley gun
24"
Heavy 3
6
-2
1
-
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
The Destroyer Hive
6"
Pistol 2D6
4
-3
1
This weapon hits on hit rolls of 5+ (even when firing Overwatch), regardless of any modifiers.
The Lantern
18"
Pistol 1
8
-3
3
If you hit with this weapon, draw a straight line between the closest point of Mortarion’s base and that of the closest model in the target unit. Make a single wound roll against the target unit and each unit the centre of the line passes over.
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
28
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
3
Warp bolter
24"
Assault 2
4
-1
2
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Attendants’ claws and teeth
Melee
Melee
2
0
1
Plague Weapon. Each time Mortarion fights, he may make D6 additional attacks with this weapon.
6
Balesword
Melee
Melee
User
-3
1
Plague Weapon
Bloodsucking proboscis
Melee
Melee
User
0
1
Each unmodified hit roll of 6 made for an attack with this weapon scores 2 hits.
0
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
5
Bubotic axe
Melee
Melee
+1
-2
1
Plague Weapon
1
Chainaxe
Melee
Melee
+1
-1
1
-
11
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Corrupted staff
Melee
Melee
+2
-1
D3
-
0
Cursed plague bell
Melee
Melee
User
0
2
Plague Weapon
10
Daemonic axe
Melee
Melee
+1
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Defiler claws
Melee
Melee
x2
-3
D6
-
12
Defiler scourge
Melee
Melee
+4
-2
3
Each time the bearer fights, it can make 3 additional attacks with this weapon.
Diseased claws and fangs
Melee
Melee
User
0
1
Re-roll wound rolls of 1 for this weapon.
Diseased claws and teeth
Melee
Melee
User
0
1
Plague Weapon
Fanged maw and stinger
Melee
Melee
User
-1
1
-
0
Fist of decay
Melee
Melee
+3
-1
1
If an attack made with this weapon causes an unsaved wound to a model, roll a D6. On a 4+, the model suffers an additional D6 wounds.
10
Flail of corruption
Melee
Melee
+2
-2
2
Plague Weapon. Make D3 hit rolls for each attack with this weapon, instead of 1. Excess damage from this weapon is not lost; instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the unit has been destroyed.
12
Fleshmower
Melee
Melee
+2
-2
2
Plague Weapon. Each time a Foetid Bloat-Drone fights, it can make 6 additional attacks with this weapon.
Fleshripper claws
Melee
Melee
+1
-2
2
-
10
Force axe
Melee
Melee
+1
-2
D3
-
8
Force stave
Melee
Melee
+2
-1
D3
-
8
Force sword
Melee
Melee
User
-3
D3
-
0
Gnashing maw
Melee
Melee
User
-2
1
Plague Weapon
15
Great plague cleaver
Melee
Melee
x2
-3
D6
Plague Weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
Helbrute fist
Melee
Melee
x2
-3
3
-
30
Helbrute hammer
Melee
Melee
x2
-4
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
10
Hellforged sword
Melee
Melee
User
-2
3
-
Hideous mutations
Melee
Melee
User
-2
2
-
0
Hideous mutations
Melee
Melee
User
-2
2
-
0
Horrifying mutations
Melee
Melee
User
-2
1
-
0
Improvised weapon
Melee
Melee
User
0
1
-
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
7
Mace of contagion
Melee
Melee
+2
-1
3
Plague Weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
Malefic talons
Melee
Melee
User
-2
2
Each time a model with malefic talons fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
17
Manreaper
Melee
Melee
+3
-3
D3
Plague Weapon
Master-crafted manreaper
Melee
Melee
+3
-3
3
Plague Weapon
Mutated limbs and improvised weapons
Melee
Melee
User
-1
1
-
6
Palanquin of Nurgle’s Nurglings’ claws and teeth
Melee
Melee
2
0
1
After a model on this mount makes its close combat attacks, you can attack with its mount. Make D6 additional attacks, using this weapon profile. You can re-roll wound rolls of 1 for these attacks.
Plague cleaver
Melee
Melee
User
-2
2
Re-roll wound rolls of 1 for this weapon.
0
Plague knife
Melee
Melee
User
0
1
Plague Weapon
25
Plague probe
Melee
Melee
User
-2
D3
Plague Weapon
20
Plaguereaper
Melee
Melee
+2
-3
3
Plague Weapon
1
Plaguesword
Melee
Melee
User
0
1
You can re-roll failed wound rolls for this weapon.
5
Power axe
Melee
Melee
+1
-2
1
-
9
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power maul
Melee
Melee
+2
-1
1
-
35
Power scourge
Melee
Melee
+2
-2
2
Each time the bearer fights, it can make 3 additional attacks with this weapon.
4
Power sword
Melee
Melee
User
-3
1
-
Prehensile proboscis
Melee
Melee
4
0
2
After a model riding a Rot Fly makes its close combat attacks, you can attack with its mount. Make 4 additional attacks using this weapon profile. You can re-roll failed wound rolls for these attacks.
0
Pustulant stomp
Melee
Melee
+2
-3
D3
When targeting a unit with this weapon during the Fight phase, add +3 to the Damage caused if the target unit has the INFANTRY keyword.
Putrid appendages
Melee
Melee
User
0
2
You can re-roll failed wound rolls for this weapon.
Silence
When attacking with this weapon, choose one of the profiles below.
 - Reaping scythe
Melee
Melee
User
-2
1
Plague Weapon. Make 3 hit rolls for each attack with this weapon, instead of 1.
 - Eviscerating blow
Melee
Melee
x2
-4
D6
Plague Weapon
Spawning barb
Melee
Melee
User
0
1
Each unmodified hit roll of 6 made for this weapon automatically results in a wound (do not make a wound roll for that attack).
0
Tainted force blade
Melee
Melee
+1
-2
D3
You can re-roll wound rolls of 1 for this weapon.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
15
Daemonic Icon
If you roll a 1 when taking a Morale test for a unit with a Daemonic Icon, reality blinks and the daemonic horde is bolstered. No models flee and 1 slain model is returned to the unit.
10
Icon of Despair
Units that are within 6" of any enemy units with an Icon of Despair must subtract 1 from their Leadership characteristic.
10
Instrument of Chaos
A unit that includes any Instruments of Chaos adds 1 to their Advance and charge rolls.
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 unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Wound Roll
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 an attack scores a hit, you will then need to roll another dice to see if the attack successfully 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 table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll 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. A roll of 1 always fails, irrespective of any modifiers that may apply.
Death to the False Emperor

The hatred that the Traitor Legions bear for Mankind’s distant master is eternal. They despise those who serve him, and will redouble their efforts against such foes, their every vicious assault another blow struck in the Long War against the weakling Imperium.

Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.

The VULGRAR THRICE-CURSED keyword is used in following Death Guard datasheets:

HQ

The HELBRUTE keyword is used in following Death Guard datasheets:

Elites
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 its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
ASSAULT

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

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.

The DEATH GUARD and VEHICLE keywords are used in following Death Guard datasheets:

Dedicated Transport
Elites
Fast Attack
Heavy Support
• Defiler

The DEATH GUARD and PSYKER keywords are used in following Death Guard datasheets:

HQ
• Typhus
Lords of War
Daemonic Ritual

With glottal chants and the letting of foul fluids upon the ground, the ritual begins. Channelling the noxious blessings of the Plague God, the Death Guard champion roars out bitter words of contagion and entropy that rot the very air before him. Rancid talons and splintered horns thrust outward, splitting the decayed veil of reality and letting the Daemons of the warp spill forth like innards from a burst corpse.

Instead of moving in their Movement phase, any DEATH GUARD CHARACTER can, at the end of their Movement phase, attempt to summon a NURGLE DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).

Roll up to 3 dice – this is your summoning roll. You can summon one new NURGLE DAEMON unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.

The DAEMON and CHARACTER keywords are used in following Death Guard datasheets:

HQ
Lords of War

The MUTOID VERMIN keyword is used in following Death Guard datasheets:

Fast Attack

The GELLERPOX INFECTED keyword is used in following Death Guard datasheets:

HQ
Troops
Elites
Fast Attack

The HULLBREAKERS keyword is used in following Death Guard datasheets:

Elites

The GLITCHLINGS keyword is used in following Death Guard datasheets:

Troops

The VOX-SHAMBLERS keyword is used in following Death Guard datasheets:

Troops
Psychic Test
A psyker can attempt to manifest a psychic power they know 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. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Plague Weapon

Revolting toxins and infectious slime weeps from this weapon in a ceaseless stream. Even shallow cuts or glancing blows will leave the enemy’s flesh seething with incurable diseases.

You can re-roll wound rolls of 1 for a weapon with this ability.
Disgustingly Resilient

Those favoured by Nurgle are inured to pain, their rotting bodies shrugging off all but the most traumatic damage with ease.

Each time a model with this ability loses a wound, roll a dice; on a 5+, the model does not lose that wound.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped 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.
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.
GRENADE

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

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, 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.
single/pair
one set/two sets
© Vyacheslav Maltsev 2013-2019