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
  Chaos
  ChaosIndex81.4April 2018
  Death Guard
  Death GuardCodex8Indomitus 1.0July 2020
  Kill Team: Rogue Trader
  Kill Team: Rogue TraderBoxset8Indomitus 1.0July 2020
  Imperial Armour: Forces of the Adeptus Astartes
  Imperial Armour: Forces of the Adeptus AstartesIndex8Indomitus 1.0July 2020
  Games Workshop: Lord Felthius and the Tainted Cohort
  Games Workshop: Lord Felthius and the Tainted CohortDataslate8December 2017
  Warhammer Legends: Death Guard
  Warhammer Legends: Death GuardDataslate8December 2019
  Psychic Awakening: War of the Spider
  Psychic Awakening: War of the SpiderExpansion8Indomitus 1.0July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

FAQ

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: Can a unit under the effect of the Cloud of Flies Stratagem that is not visible to an enemy unit, but is the closest enemy unit to that unit, be targeted by that enemy unit’s attacks if those attacks do not require the target to be visible?
A:
Yes.
 Q: Is the Miasma of Pestilence psychic power from Codex: Chaos Space Marines considered to be the same psychic power as in Codex: Death Guard for the purpose of whether a psychic power has already been manifested?
A:
Yes. More generally, if psychic powers have the same name, they are considered to be the same psychic power.
 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 game that uses a points limit, 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 ignore the Look Out, Sir rule?
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.

Expansion: Psychic Awakening: War of the Spider

 Q: Can Typhus select The Harbinger’s Shamblerot Warlord Trait instead of the one specified in Codex: Death Guard?
A:
No.

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.

Hateful Assault

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

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.

Malicious Volleys

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit Remained Stationary in your previous Movement phase.
  • The firing model is a TERMINATOR or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.

Bolt Weapons

A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt pistol, etc.), and any Relic that replaces a bolt weapon.

Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons, and the bolter profile of Relics that replace combi-weapons.

Plague Weapons

A plague weapon is any weapon whose profile includes the word ‘plague’ (plague knife, plaguesword, etc.), any weapon with the Plague Weapon ability, and any Relic that replaces a plague weapon.

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.

Plague Companies

Unusually for the Traitor Legions, Mortarion’s Death Guard have retained much of their old cohesion and built upon it, their numbers proliferating like unholy bacteria within the Eye of Terror. Vectorium warbands from the seven Plague Companies bedevil the galaxy, each fighting in their own repugnant fashion.

If your army is Battle-forged and includes any DEATH GUARD Detachments, you can select which Plague Company each of those Detachments belongs to from the seven listed below. If you do, all DEATH GUARD units from that Detachment (excluding CHAOS CULTISTS and POXWALKERS units, and named characters such as TYPHUS) gain the relevant <PLAGUE COMPANY> Faction keyword.

For example, if your army includes a DEATH GUARD Detachment containing a LORD OF CONTAGION unit, two units of PLAGUE MARINES and a unit of POXWALKERS, and you decide that Detachment is from the Ferrymen, all those units, except the POXWALKERS, would gain the FERRYMEN Faction keyword.

A DEATH GUARD Detachment that belongs to one of the seven Plague Companies has access to the rules described below.

WARLORD TRAITS
If a DEATH GUARD <PLAGUE COMPANY> CHARACTER model gains a Warlord Trait, they can have the relevant <PLAGUE COMPANY> Warlord Trait instead of a Warlord Trait from Codex: Death Guard.

PUTRESCENT RELICS
If your army is led by Mortarion or a DEATH GUARD <PLAGUE COMPANY> Warlord, you can give the relevant <PLAGUE COMPANY> Putrescent Relic to a DEATH GUARD <PLAGUE COMPANY> CHARACTER model from your army instead of giving them a Relic of Decay from Codex: Death Guard. Named characters (such as TYPHUS) cannot be given a Putrescent Relic.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

STRATAGEMS
You have access to the relevant <PLAGUE COMPANY> Stratagems, and can spend Command Points to activate them.


The Harbingers

The 1st Plague Company is ruled over by Typhus the Traveller, and its forces are often called the Harbingers. This Plague Company’s ranks are infested with hundreds of strains of the zombie plague, including Shamblerot, the Groaning and Biter’s Pox.

If this Detachment contains Typhus, that model gains the HARBINGERS Faction keyword.

If this Detachment contains any POXWALKERS units, those units gain the HARBINGERS Faction keyword.

WARLORD TRAIT: SHAMBLEROT
With every blow this warlord spreads the dreaded Shamblerot, fallen enemies rising again like half-strung puppets with green fire burning in their eyes.
When an enemy INFANTRY model is destroyed as the result of an attack made with a melee weapon by this Warlord, add one model to a friendly HARBINGERS POXWALKERS unit within 7" of this Warlord. You must pay reinforcement points for each model that you add to that unit that would increase that unit above its starting strength.

PUTRESCENT RELIC: ROTSKULL BOMB
This balloon-like grenade contains gallons of virulent slop, crammed through sorcerous means into a bloated Poxwalker skull whose fixed grin constantly drizzles slime.
Model equipped with a blight grenade only. This Relic replaces a blight grenade and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Rotskull Bomb
Rotskull Bomb
6"
Grenade 2D3
5
-2
2
Abilities: Blast and Plague Weapon. When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
1/3CP

FROM THE CARRION HEAPS

Harbingers Stratagem

One should always burn the bodies of the plague-slain, lest they rise again to assail those still living.

Use this Stratagem before the battle. Select one HARBINGERS POXWALKERS unit from your army for 1 Command Point, or two HARBINGERS POXWALKERS units from your army for 3 Command Points. You can set up the selected units under the ground instead of setting them up on the battlefield. At the end of your Movement phase, for each of the units that are under the ground, you can set up that unit anywhere on the battlefield that is wholly within 9" of a battlefield edge and more than 9" away from any enemy models. You can only use this Stratagem once per battle.
1CP

LIFE BEYOND DEATH

Harbingers Stratagem

The plagues infesting this warrior keep them clawing and biting for several moments even after their demise.

Use this Stratagem in the Fight Phase when the last model in a HARBINGERS unit from your army is destroyed as the result of an attack. The unit containing the model that made that attack suffers D3 mortal wounds.

The Inexorable

The 2nd Plague Company favours mechanised assaults. Known as the Inexorable for the crushing nature of its advance, it boasts huge formations of lumbering battle tanks. Its warriors bear the Ferric Blight, which speckles their armour and vehicles with crawling rust that can swiftly infest the foe.

WARLORD TRAIT: FERRIC BLIGHT
The creeping plague-rust that makes this warlord’s every movement creak and grate also lends his attacks the ability to rapidly infest the foe’s war engines.
When resolving an attack made with a weapon by a friendly INEXORABLE model against an enemy VEHICLE unit within 7" of this Warlord, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).

PUTRESCENT RELIC: THE LEECHSPORE CASKET
This armoured, rune-inscribed chest is borne to battle aboard the war engines of the Inexorable. Through unclean sorcery it is bound to the soul of a mighty plague champion; as that warrior reaps a tally amongst the foe, so the casket creaks open and spews fecund spores that use the enemy’s parasitised life force to heal the vehicle’s hurts with putrid mutant flesh.
When a model is destroyed as a result of an attack made with a melee weapon by a model from your army with this Relic, one friendly INEXORABLE VEHICLE model within 18" regains up to one lost wound. Each model from your army can regain up to three lost wounds per turn as a result of this ability.
1CP

UNHOLY ESSENCE

Inexorable Stratagem

The tanks of the Inexorable squirm with unnatural vitality and diseased vigour.

Use this Stratagem at the start of your Shooting phase. Select up to three INEXORABLE VEHICLE units from your army. Until the end of that phase, those units gain the Inexorable Advance ability.
1CP

FERRIC MIASMA

Inexorable Stratagem

As the foe press forward they are engulfed in a whirling storm of flesh-rust flakes that clog lungs and eyes.

Use this Stratagem in your opponent’s Charge phase when a INEXORABLE unit from your army is chosen as a target of a charge declared for an INFANTRY unit. Subtract 2 from the charge roll made for that charge.

Mortarion’s Anvil

Known as Mortarion’s Anvil, the warriors of the 3rd Plague Company excel at digging in and letting their foes dash themselves apart against their defences. They carry the Gloaming Bloat, a plague of fever sweats that slicks their armour and causes them to speak in wet gurgles.

WARLORD TRAIT: GLOAMING BLOAT
Striking at this warlord is like piercing a drowned corpse; fluids and tattered flesh might spill forth in foetid clouds, but to do any real harm is tremendously difficult.
When resolving an attack made against this Warlord, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack has.

PUTRESCENT RELIC: TOLLKEEPER
This macabre device of rotwood, rust and bone was fashioned by the Great Unclean One Pedangrulox to help him tally the blights and plagues he unleashed. So saturated with those same plagues did the foul artefact become that now the mere act of tallying the slain with it causes unclean outbreaks to erupt amongst their comrades.
TALLYMAN model only. When resolving an attack made with a melee weapon by a model in a MORTARION’S ANVIL unit from your army within 7" of a friendly model with this Relic, an unmodified hit roll of 6 scores one additional hit.
2/3CP

FUTILITY MADE FLESH

Mortarion’s Anvil Stratagem

No matter how much fire the foe pours into these indomitable warriors, it is never enough…

Use this Stratagem in your opponent’s Shooting phase when a MORTARION’S ANVIL TERMINATOR unit from your army is chosen as the target for an attack. Until the end of that phase, when resolving an attack made with a weapon against that unit, reduce the Damage characteristic of that weapon by 1, to a minimum of 1, for that attack. If that unit contains 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP.
1CP

RELAPTIC ASSAULT

Mortarion’s Anvil Stratagem

Like a sickness flaring back to life, these stolid warriors erupt from their dug-in positions to counter-attack.

Use this Stratagem in your opponent’s Charge phase. Select one MORTARION’S ANVIL INFANTRY unit from your army. Until the end of that phase, that unit can perform a Heroic Intervention as if it were a CHARACTER.

The Wretched

The 4th Plague Company is ruled over by the gestalt Daemon known as the Eater of Lives. Its Legionnaires carry the Eater Plague, also called drizzleflesh, pockchewer and the endless gift. The Company is known as the Wretched, for its inhuman master favours Sorcerers and summonation in defiance of Mortarion’s virtual taboo against such things.

WARLORD TRAIT: EATER PLAGUE
The flesh melting horror of the Eater Plague pours off this warlord in waves, reducing his foes to bubbling gruel that he daubs into his own wounds by the fistful to plug them.
When an enemy model is destroyed as the result of an attack made with a melee weapon by this Warlord, this Warlord regains up to one lost wound (to a maximum of 3 wounds per phase).

PUTRESCENT RELIC: THE DAEMON’S FAVOUR
This vile, crater-pocked poppet-doll is scrimshawed from diseased bone. It teems with the malevolent essence of the Eater of Lives himself, his power billowing forth in gnawing clouds to dissolve its bearer’s foes.
MALIGNANT PLAGUECASTER model only. A model from your army with this Relic replaces its Pestilential Fallout ability with the following:

Torrent of Putrefaction: After resolving a psychic power manifested by this model, if the result of the Psychic test for that power was less than 7, the nearest enemy unit within 7" of this model suffers 1 mortal wound. In addition, if the result of the Psychic test for that power was 7 or more, select one enemy unit within 7" of this model. That unit suffers D3 mortal wounds.’
1CP

THE ROTTED VEIL

Wretched Stratagem

The mere presence of this chanting, shambling champion causes the barriers of reality to wither and weaken.

Use this Stratagem at the end of your Movement phase. Select one WRETCHED CHARACTER unit from your army that has not performed a Daemonic Ritual this turn. That unit can perform a Daemonic Ritual as if it were your Movement phase and that model had not moved, regardless of whether or not it arrived as reinforcements this turn. In addition, until the end of the turn, when that unit performs a Daemonic Ritual, only roll one D6 for the summoning roll, and add 7 to the result.
1CP

SEVENFOLD BLESSINGS

Wretched Stratagem

This diseased sorcerer feels the rheumy eye of the Plague God upon him.

Use this Stratagem before the battle. Select one WRETCHED PSYKER model from your army. Until the end of the battle, when a Psychic test is taken for that model, you can re-roll one of the dice. You can only use this Stratagem once per battle.

The Poxmongers

Known to many as the Poxmongers, the 5th Plague Company makes great use of diseased Daemon Engines when it goes into battle. Its forces carry the Sanguous Flux, which causes endless, half-clotted bleeding and leaves foul red-black trails behind them wherever they go.

WARLORD TRAIT: SANGUOUS FLUX
Foes near to this warlord feel their flesh and armour alike splitting open in wet, red rents and weals, through which the Poxmongers can more easily plunge their diseased blades.
When resolving an attack made with a melee weapon by a friendly POXMONGERS model against an enemy INFANTRY unit whilst that model’s unit is within 7" of this Warlord, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).

PUTRESCENT RELIC: IRONCLOT FURNACE
Comprising an ever-burning alchemical engine lodged within the bearer’s armour and an array of rune-carved, coiling tubes and exhausts that spill from it, this foul artefact churns out warp-charged pollutants that coat nearby Daemon Engines.
Models in POXMONGERS DAEMON ENGINE units from your army have a 4+ invulnerable save whilst their unit is within 7" of a friendly model with this Relic.
1CP

BILIOUS BLOODRUSH

Poxmongers Stratagem

The diseased gore flowing through and across this Daemon Engine boils and bubbles as its rage burns hot.

Use this Stratagem in your Shooting phase. Select one POXMONGERS DAEMON ENGINE unit from your army. Until the end of that phase, that unit can shoot in a turn in which it Fell Back.
1CP

THE FLUX ABATED

Poxmongers Stratagem

Worrying greedily at its victim, the Daemon Engine devours puissance to heal its ever bleeding hide.

Use this Stratagem in the Fight phase when an enemy model is destroyed as the result of an attack made by a model in a POXMONGERS DAEMON ENGINE unit from your army. One model in that unit can regain up to D3 lost wounds.

The Ferrymen

Called the Ferrymen or the Brethren of the Fly, the 6th Plague Company garrisons the Plague Fleets, and acquires new ships for their suppurating armadas. It boasts large numbers of Blightlord Terminators riddled with the parasite known as the Droning.

WARLORD TRAIT: THE DRONING
A blizzard of fist-sized daemonic flies whirls around this warlord, biting, stinging and scrabbling madly to drive his enemies back in terrified revulsion.
When a Morale test is taken for an enemy unit within 12" of this Warlord, add 2 to the result.

PUTRESCENT RELIC: THE FERRYMAN’S SCYTHE
This grotesquely oversized weapon lops great chunks of armour and flesh from its victims, each lumpen gobbet taken as payment for ferrying the victim’s soul through the veil and into Nurgle’s malignant garden for all eternity.
Model equipped with a plaguereaper only. This Relic replaces a plaguereaper and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
The Ferryman’s Scythe
The Ferryman’s Scythe
Melee
Melee
+4
-3
3
Abilities: Plague Weapon. When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
1CP

VERMID WHISPERS

Ferrymen Stratagem

The compound eyes and keening whispers of countless daemonic flies help guide these warriors’ aim.

Use this Stratagem in your Shooting phase when a FERRYMEN BLIGHTLORD TERMINATORS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.
2CP

ON DRONING WINGS

Ferrymen Stratagem

Buzzing clouds of plague flies billow from these warriors, acting as vectors for their unholy gifts.

Use this Stratagem at the start of the Movement phase. Select one FERRYMEN unit from your army. Until the end of the turn, the range of that unit’s aura abilities is increased by 7" (note that the Nurgle’s Gift ability still only affects enemy units within 1" of an affected friendly unit).

Mortarion’s Chosen Sons

Those of the 7th Plague Company have the honour of being the Daemon Primarch Mortarion’s Chosen Sons. They are plague brewers and dark alchemists, and are blessed by Nurgle with the Crawling Pustulance, also known as boilblight, lumpen splatter and Nurgle’s fruit.

WARLORD TRAIT: CRAWLING PUSTULANCE
This warlord’s flesh is thickly layered with pustules that absorb the fury of his foe’s attacks, and which burst and spatter corrosive fluids across those who try to flee him.
When resolving an attack made with a melee weapon against this Warlord, subtract 1 from the hit roll. When an enemy unit (excluding units that can FLY) within 1" of this Warlord Falls Back, roll one D6; on a 2+ that unit suffers D3 mortal wounds.

PUTRESCENT RELIC: VOMITRYX
This gruesome weapon contains a microscopic warp portal that leads directly into the festering guts of the Great Unclean One Ku’Gath. When its nozzle is opened it spews ferocious gouts of the Daemon’s highly corrosive bile.
Model equipped with a plague sprayer only. This Relic replaces a plague sprayer and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Vomitryx
Vomitryx
9"
Assault 7
7
-3
2
Abilities: Plague Weapon. When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
1CP

ALEMBICHAL NARTHECIUM

Mortarion’s Chosen Sons Stratagem

Gifted to his sons by Mortarion himself, this arcane device invigorates their unclean physiognomies.

Use this Stratagem before the battle. Select one MORTARION’S CHOSEN SONS PLAGUE SURGEON model from your army. Until the end of the battle, replace that model’s Tainted Narthecium ability with the following:

Alembichal Narthecium: When making a Disgustingly Resilient roll for a friendly MORTARION’S CHOSEN SONS INFANTRY model whilst its unit is within 3" of this model, you can re-roll a roll of 1 or 2.’
1CP

PLAGUE BREWERS

Mortarion’s Chosen Sons Stratagem

No Plague Company boasts a more gruesome array of potions, poisons and unclean fluids than the 7th.

Use this Stratagem in your Shooting phase when a MORTARION’S CHOSEN SONS unit from your army is chosen to shoot with. Until the end of that phase, plague belchers, plaguespurt gauntlets and plague spewers that models in that unit are equipped with have a Damage characteristic of 2.

Stratagems by Phase

Before battle

GIFTS OF DECAY

ACCELERATED ENTROPY

CONTAMINATED MONSTROSITY

HARBINGER OF NURGLE

HYPERTOXIC TINCTURES

PLAGUECHOSEN

ALEMBICHAL NARTHECIUM (Mortarion’s Chosen Sons)

FROM THE CARRION HEAPS (Harbingers)

SEVENFOLD BLESSINGS (Wretched)

Battle Round

Movement phase

CLOUD OF FLIES

PLAGUE PACT

THE DEAD WALK AGAIN

NOXIOUS RUPTURE

GRANDFATHER’S BLESSINGS

PARASITIC FUMES

GELLERSHIFT (Gellerpox Infected)

ON DRONING WINGS (Ferrymen)

MUTOID INFESTATION (Gellerpox Infected)

TWISTED BLESSINGS (Gellerpox Infected)

THE ROTTED VEIL (Wretched)

Enemy Movement phase

NOXIOUS RUPTURE

ON DRONING WINGS (Ferrymen)

Psychic phase

CHAOS FAMILIAR OF NURGLE

NOXIOUS RUPTURE

Enemy Psychic phase

NOXIOUS RUPTURE

INSANE GIBBERINES (Gellerpox Infected)

Shooting phase

BLASPHEMOUS MACHINES

FIRE FRENZY

KILLSHOT

FIRE FEVER

FOULGUSH

OVERWHELMING GENEROSITY

RELENTLESS VOLLEYS

VIRULENT ROUNDS

BLIGHT BOMBARDMENT

NURGLE’S ROT

VETERANS OF THE LONG WAR

NOXIOUS RUPTURE

UNHOLY ESSENCE (Inexorable)

RANCID VOMIT (Gellerpox Infected)

BILIOUS BLOODRUSH (Poxmongers)

PLAGUE BREWERS (Mortarion’s Chosen Sons)

VERMID WHISPERS (Ferrymen)

Enemy Shooting phase

NOXIOUS RUPTURE

Being targeted

PUTRID FECUNDITY

FUTILITY MADE FLESH (Mortarion’s Anvil)

Charge phase

NOXIOUS RUPTURE

Enemy Charge phase

BLIGHT BOMBARDMENT

NOXIOUS RUPTURE

FERRIC MIASMA (Inexorable)

RELAPTIC ASSAULT (Mortarion’s Anvil)

Fight phase

MIASMAL AFFLICTIONS

CREEPING BLIGHT

LIFE-EATER

MUTANT STRAIN

SOUL HARVEST

TRENCH-FIGHTERS

VETERANS OF THE LONG WAR

NOXIOUS RUPTURE

CHAOS BOON

CORRUPTION AND DECAY (Gellerpox Infected)

MACHINE GLITCH (Gellerpox Infected)

LIFE BEYOND DEATH (Harbingers)

THE FLUX ABATED (Poxmongers)

Enemy Fight phase

NOXIOUS RUPTURE

Morale phase

WARP TOLL

Taking casualties

PUTRID DETONATION

ERUPTION OF FILTH

FIERY DEMISE (Gellerpox Infected)


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 Engagement Range 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.

Stratagems (War of the Spider)

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


1CP

PLAGUECHOSEN

Death Guard Stratagem

Many heroes of the Death Guard have favoured lieutenants who fight amidst their ranks.

Use this Stratagem before the battle, after nominating your Warlord. Select one DEATH GUARD CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).
1CP

HARBINGER OF NURGLE

Death Guard Stratagem

Those Death Guard lords believed to be marked by the Plague God inspire contagious vigour in their warriors.

Use this Stratagem before the battle. Select one LORD OF CONTAGION unit from your army. Until the end of the battle, that unit has the following ability:

Harbinger of Nurgle: Re-roll hit rolls of 1 for attacks made by models in friendly DEATH GUARD units whilst their unit is within 6" of this model.’
1CP

VIRULENT ROUNDS

Death Guard Stratagem

The Death Guard know countless revolting ways to render their bolt rounds lethally virulent.

Use this Stratagem in your Shooting phase when a PLAGUE MARINES unit from your army is chosen to shoot with. Until the end of that phase, bolt weapons models in that unit are equipped with gain the following abilities:

Plague Weapon. When resolving an attack made with this weapon against an INFANTRY unit, on an unmodified wound roll of 6 the Armour Penetration characteristic of this weapon is -4 for that attack.’
1CP

SOUL HARVEST

Death Guard Stratagem

The Daemon Prince swings its blade in scything arcs that harvest the enemies’ souls from their bodies.

Use this Stratagem in the Fight phase when a DEATH GUARD DAEMON PRINCE model from your army that is equipped with a daemonic axe or hellforged sword is chosen to fight with. Until the end of that phase, add 3 to that model’s Attacks characteristic, and only INFANTRY units can be chosen as the target of its attacks.
1CP

FOULGUSH

Death Guard Stratagem

The Blightspawn strains at the seams with churning slime before spewing it forth in a peristaltic gush.

Use this Stratagem in your Shooting phase when a FOUL BLIGHTSPAWN model from your army is chosen to shoot with. Until the end of that phase, when rolling to determine the number of attacks made with a plague sprayer by that model, roll one additional D6 and discard one of the dice. In addition, until the end of that phase, when rolling to determine the Strength characteristic of that weapon, roll one additional D6 and discard one of the dice.
1/2CP

RELENTLESS VOLLEYS

Death Guard Stratagem

Always have the Death Guard had a reputation as masters of the merciless close-range firefight.

Use this Stratagem in your Shooting phase when a DEATH GUARD INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, boltguns and the boltgun profile of combi-weapons models in that unit are equipped with have a Type characteristic of Rapid Fire 2. In addition, until the end of that phase, combi-bolters models in that unit are equipped with have a Type characteristic of Rapid Fire 3. If that unit contains 6 or more models, this Stratagem costs 2CP.
2/3CP

PUTRID FECUNDITY

Death Guard Stratagem

These bloated warriors’ wounds are staunched with rancid flesh as fast as the foe can inflict them.

Use this Stratagem in your opponent’s Shooting phase or the Fight phase when a PLAGUE MARINES unit from your army is chosen as the target for an attack. If that unit contains 10 or fewer models then this Stratagem costs 2 Command Points; otherwise it costs 3 Command Points. Until the end of that phase, when making a Disgustingly Resilient roll for a model in that unit, add 1 to that roll.
1CP

TRENCH-FIGHTERS

Death Guard Stratagem

The Death Guard excel in the crush of close quarters, driving plague knives into their victims again and again.

Use this Stratagem in the Fight phase when a PLAGUE MARINES unit from your army is chosen to fight with. Until the end of that phase, when a model in that unit fights, if it is equipped with one or more plague knives, it can make one additional attack with one plague knife.
1CP

CREEPING BLIGHT

Death Guard Stratagem

This warp-plague spreads fingers of corrosion through armour, flesh, bone and even air with equal virulence.

Use this Stratagem in the Fight phase when a DEATH GUARD unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a weapon by a model in that unit, add 1 to any damage roll made for that attack, and on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is -4 for that attack.
1CP

WARP TOLL

Death Guard Stratagem

Empyric energies imbue the tocsin’s tolling with dread.

Use this Stratagem at the start of the Morale phase. Select one NOXIOUS BLIGHTBRINGER model from your army. Until the end of the phase, while an enemy unit is within 7" of that model:
  • Add 1 to Morale tests taken for that unit.
  • Two models flee for each failed Combat Attrition test taken for that unit.
In addition, if that Morale test is failed, double the number of models that flee.
1CP

HYPERTOXIC TINCTURES

Death Guard Stratagem

This foul plague-alchemist anoints his comrades’ weapons with his latest batches of infectious toxins.

Use this Stratagem before the battle. Select one PLAGUE SURGEON model from your army. Until the end of the battle, that model has the following ability:

Hypertoxic Tinctures: Re-roll wound rolls of 1 or 2 for attacks made with plague weapons by models in friendly DEATH GUARD units whilst their unit is within 6" of this model.’
1CP

NOXIOUS RUPTURE

Death Guard Stratagem

Even in death, those blessed by Nurgle splatter, spurt and spew their god’s foul gifts far and wide.

Use this Stratagem in any phase other than the Morale phase when the last model in a DEATH GUARD unit from your army is destroyed, before removing that model from play. Select one enemy unit within 3" of that model. Until the end of your opponent’s next turn, when resolving an attack made by a model from the selected unit, subtract 1 from the hit roll.
1CP

ERUPTION OF FILTH

Death Guard Stratagem

The slain warrior bursts like a fat, pox-laden bubo.

Use this Stratagem when a DEATH GUARD TERMINATOR model from your army is destroyed, before removing that model from play. Roll one D6 for each unit within 7" that does not have the NURGLE keyword. On a 4+ the unit being rolled for suffers 1 mortal wound.
1CP

MUTANT STRAIN

Death Guard Stratagem

Unholy diseases warp and mutate, sending their carriers into a froth-jawed killing fever to the ruin of all.

Use this Stratagem in the Fight phase when a POXWALKERS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an INFANTRY unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target and the attack sequence ends, and on an unmodified hit roll of 1, that model’s unit suffers 1 mortal wound.
2CP

MIASMAL AFFLICTIONS

Death Guard Stratagem

Toxic clouds of unclean fumes and spores billow from every pipe and rent in the Plague Marines’ foul armour.

Use this Stratagem at the start of the Fight phase. Select one enemy unit within 1" of a PLAGUE MARINES unit from your army. Until the end of that phase, subtract 1 from the Toughness characteristic of models in that enemy unit whilst it is not within range of MORTARION’s Toxic Presence ability.
1CP

OVERWHELMING GENEROSITY

Death Guard Stratagem

Unholy filth gushes from Nurgle’s faithful into their guns until the armaments threaten to burst like bloated corpses.

Use this Stratagem in your Shooting phase when a DEATH GUARD unit from your army (excluding CHAOS CULTISTS or POXWALKERS units) is chosen to shoot with. Until the end of that phase, add 6" to the range of Plague Weapons, excluding melee weapons, models in that unit are equipped with.
1CP

FIRE FEVER

Death Guard Stratagem

Empyric fever-heat burns through the Helbrute’s brain, causing it to fire with ever more frenzied ferocity.

Use this Stratagem in your Shooting phase after you have declared how you will split the shots of a HELBRUTE model from your army that is equipped with two ranged weapons. Until the end of that phase, if that model shoots all of its weapons at the same target, when resolving an attack made by that model, you can re-roll the hit roll.
1CP

PARASITIC FUMES

Death Guard Stratagem

Gnawing, microbial Daemon-parasites swarm amidst the fumes that spill from the Blighthaulers’ exhausts.

Use this Stratagem at the end of your Movement phase. Select one MYPHITIC BLIGHT-HAULERS unit from your army. Until the end of the turn, when an attack is allocated to an enemy model within 7" of that unit, improve the Armour Penetration characteristic of the weapon that attack is being made with by 1 for that attack (e.g. AP 0 becomes AP -1).
1CP

LIFE-EATER

Death Guard Stratagem

A strain of the daemonic life-eater phage infests these warriors’ blades, aggressively reducing all it touches to drizzling filth and bubbling sludge.

Use this Stratagem in the Fight phase when a DEATH GUARD unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a plague weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
1CP

ACCELERATED ENTROPY

Death Guard Stratagem

Enhanced with runic rot-stones from the Plague Planet itself, these cannons are rendered more lethal than ever.

Use this Stratagem before the battle. Select one PLAGUEBURST CRAWLER model from your army. Until the end of the battle, entropy cannons that model, and all friendly PLAGUEBURST CRAWLER models within 7" of that model, are equipped with have the following abilities:

Plague Weapon. When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.’
1CP

CONTAMINATED MONSTROSITY

Death Guard Stratagem

Whether a seething flesh-hulk or blighted war engine, this foul horror pulsates with unclean fecundity.

Use this Stratagem before the battle. Select one DEATH GUARD unit (excluding CHAOS CULTISTS, POSSESSED and TITANIC units) from your army with a Wounds characteristic of 12 or less for 1CP, or 13 or more for 2CP. Until the end of the battle, if that unit does not have the Disgustingly Resilient ability, it gains the Disgustingly Resilient ability.

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.

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
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
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.

ALLWYTHER

The presence of this unholy blade causes reality itself to fade, shrivel and rot away. No armour, warding, arcane technology or witch’s hex can stay its baleful touch.

Model equipped with a balesword only. This Relic replaces a balesword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Allwyther
Allwyther
Melee
Melee
+1
-3
2
Abilities: Plague Weapon. When resolving an attack made with this weapon, an invulnerable saving throw cannot be made.

THE AGUE STONE

This curse-iron pendant radiates contagious energies that cause the enemy to shake with feverish weakness.

LORD OF CONTAGION model only. Subtract 1 from the Strength characteristic of enemy models whilst their unit is within 3" of a model from your army with this Relic.

THE DAEMON’S TOLL

With each discordant note, this warp-forged bell sends Mortarion’s sons shuddering out of sync with realspace. They quiver upon the cusp of the empyrean, allowing its unholy energies to flow forth and enfold them.

NOXIOUS BLIGHTBRINGER model only. Models in friendly DEATH GUARD units (excluding CHAOS CULTISTS and POXWALKERS units) have a 5+ invulnerable save whilst their unit is within 7" of a model from your army with this Relic.

THE EPIDEMICYST BLADE

This revolting weapon squirms with fattened buboes that burst and spatter their filth across the foe with every blow. Its juices burn and corrupt, seeping through chinks in the enemy’s armour and eating away at their flesh.

Model equipped with a hellforged sword only. This Relic replaces a hellforged sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Epidemicyst Blade
The Epidemicyst Blade
Melee
Melee
+1
-2
3
Abilities: Plague Weapon. When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.

THE PUTRID PERIAPT

Plucked from the gut of one of Horticulous Slimux’s own Beasts of Nurgle, this revolting amulet reacts to dark witchery by releasing clouds of warp-spores that seed the flesh of Nurgle’s faithful with fecund vitality.

PSYKER model only. A model with this Relic knows one additional psychic power. Once in each of your Psychic phases, after a psychic power is resolved that was manifested by a model with this Relic, that model can regain up to D3 lost wounds.

WORMSPITTER

This bloated bolt pistol fires shells that burst in showers of Daemon maggots. These squirm everywhere with squeals of glee, gnawing, vomiting and defaecating until their victims are crawling with corrosive rustpox.

Model equipped with a bolt pistol only. This Relic replaces a bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Wormspitter
Wormspitter
15"
Pistol 1
5
-2
1
Abilities: Plague Weapon. When resolving an attack made with this weapon, if a hit is scored, the target is corroded until the end of the turn. When resolving an attack made with a weapon by a friendly DEATH GUARD model against a corroded unit, that weapon gains the Plague Weapon ability for that attack.

Wargear

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

COMBI-WEAPONS

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

MELEE WEAPONS

 • Balesword

 • Chainsword1

 • Chainaxe

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

1 Not included in Codex: Deathguard

TERMINATOR MELEE WEAPONS

 • Balesword

 • Chainfist

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

MELEE WEAPONS (LEGENDARY)

 • Chainaxe

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

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


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Acid spit
Acid spit
8"
Pistol 1
User
-1
1
-
0
Autogun
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Autopistol
0
Autopistol
12"
Pistol 1
3
0
1
-
30
Balefire missiles
30
Balefire missiles
36"
Heavy 2D3
6
-1
D3
Blast. Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
Blast. Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
0
Battle cannon
0
Battle cannon
72"
Heavy D6
8
-2
D3
Blast
Blast
Belly-flamer
Belly-flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Bile maw
0
Bile maw
12"
Pistol D3
8
-2
D3
You can re-roll any wound rolls of 1 when attacking with this weapon.
You can re-roll any wound rolls of 1 when attacking with this weapon.
0
Bile spurt
0
Bile spurt
12"
Assault D3
6
-1
1
Blast. Plague Weapon
Blast. Plague Weapon
0
Blight grenade
0
Blight grenade
6"
Grenade D6
3
0
1
Blast. Plague Weapon
Blast. Plague Weapon
10
Blight launcher
10
Blight launcher
24"
Assault 2
6
-2
D3
Plague Weapon
Plague Weapon
0
Blightreaper cannon
0
Blightreaper cannon
36"
Heavy 4
7
-1
2
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of -1.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of -1.
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
35
Butcher cannon
35
Butcher cannon
36"
Heavy 4
8
-1
2
If a unit has any models slain by any butcher cannon in the Shooting phase, the unit must subtract 2 from its Leadership for the rest of the turn. This modifier is not cumulative.
If a unit has any models slain by any butcher cannon in the Shooting phase, the unit must subtract 2 from its Leadership for the rest of the turn. This modifier is not cumulative.
75
Butcher cannon array
75
Butcher cannon array
36"
Heavy 8
8
-1
2
If a unit has any models slain by any butcher cannon in the Shooting phase, the unit subtracts 2 from its Leadership for the rest of the turn. This modifier is not cumulative.
If a unit has any models slain by any butcher cannon in the Shooting phase, the unit subtracts 2 from its Leadership for the rest of the turn. This modifier is not cumulative.
30
C-beam cannon
30
C-beam cannon
72"
Heavy 1
6
-3
D3
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
3
Combi-bolter
3
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
10
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.
10
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
10
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.
10
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - 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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
10
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.
10
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
 - 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.
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
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.
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
Death’s heads
12"
Assault 2
4
0
1
Plague Weapon
Plague Weapon
25
Decimator storm laser
25
Decimator storm laser
24"
Assault 5
6
-2
1
-
0
Demolisher cannon
0
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
0
Dreadhammer siege cannon
0
Dreadhammer siege cannon
24"
Heavy 2D6
10
-5
3
Blast. If the Typhon does not move in the Movement phase, then the range of this weapon is increased to 48" for the duration of the current turn.
Blast. If the Typhon does not move in the Movement phase, then the range of this weapon is increased to 48" for the duration of the current turn.
0
Dreadstrike missiles
0
Dreadstrike missiles
120"
Heavy 4
10
-3
2D3
-
40
Dual Malignatas saker
40
Dual Malignatas saker
48"
Heavy 2
*
-5
D6
This weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Leadership characteristic, if the total equals or exceeds the Leadership characteristic then the target model is wounded.
This weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Leadership characteristic, if the total equals or exceeds the Leadership characteristic then the target model is wounded.
50
Ectoplasma battery
50
Ectoplasma battery
24"
Heavy 5
8
-3
3
If any hit roll made in a given phase results in a score or a ‘1’, then the firing unit suffers one mortal wound.
If any hit roll made in a given phase results in a score or a ‘1’, then the firing unit suffers one mortal wound.
10
Ectoplasma blaster
10
Ectoplasma blaster
18"
Assault 2
8
-3
2
If any hit roll made in a given phase results in a score of a ‘1’, then the firing unit suffers one mortal wound.
If any hit roll made in a given phase results in a score of a ‘1’, then the firing unit suffers one mortal wound.
20
Ectoplasma cannon
20
Ectoplasma cannon
24"
Heavy D3
7
-3
D3
Blast
Blast
15
Entropy cannon
15
Entropy cannon
36"
Heavy 1
8
-4
D6
-
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
 - HE shells
 - HE shells
100"
Heavy 2D6
8
-3
2
Blast. When attacking units with five or more models, the dice rolled to decide the number of shots fired may be re-rolled.
Blast. When attacking units with five or more models, the dice rolled to decide the number of shots fired may be re-rolled.
 - AE shells
 - AE shells
100"
Heavy 2
14
-4
6
-
5
Flamer
5
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
0
Grasping tongue
0
Grasping tongue
7"
Pistol 1
4
0
1
-
65
Grav-flux bombard
65
Grav-flux bombard
18"
Heavy D3
9
-5
2
Blast. If the target model is a MONSTER, VEHICLE or TITANIC then the amount of Damage suffered from successful attacks becomes 5 per hit. For every five models in the target unit, add D3 to the number of attacks made by this weapon.
Blast. If the target model is a MONSTER, VEHICLE or TITANIC then the amount of Damage suffered from successful attacks becomes 5 per hit. For every five models in the target unit, add D3 to the number of attacks made by this weapon.
20
Greater havoc launcher
20
Greater havoc launcher
48"
Heavy 3D3
6
-1
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
5
Havoc launcher
5
Havoc launcher
48"
Heavy D6
5
0
1
Blast
Blast
25
Heavy blight launcher
25
Heavy blight launcher
36"
Assault 6
6
-2
D3
Plague Weapon
Plague Weapon
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
1
-
Heavy flamer
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Heavy slugger
0
Heavy slugger
36"
Heavy 4
5
-1
1
-
5
Heavy stubber
5
Heavy stubber
36"
Heavy 3
4
0
1
-
20
Helbrute plasma cannon
20
Helbrute plasma cannon
36"
Heavy D3
8
-3
2
Blast. For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Blast. For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
20
Hellflamer
20
Hellflamer
8"
Heavy D6
5
-1
2
This weapon automatically hits its target.
This weapon automatically hits its target.
60
Hellstrike battery
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
50
Hellstrike missiles
50
Hellstrike missiles
72"
Heavy 2
8
-3
3
-
25
Helstorm cannon
25
Helstorm cannon
36"
Heavy 2
6
-2
3
Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
0
Horrific vomit
0
Horrific vomit
9"
Pistol 2D6
6
-2
D3
This weapon hits automatically.
This weapon hits automatically.
5
Hunter-killer missile
5
Hunter-killer missile
48"
Heavy 1
8
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
0
Hyper blight grenade
0
Hyper blight grenade
6"
Grenade D6
4
0
2
Blast. Plague Weapon. Each wound roll of 6+ made for this weapon inflicts a mortal wound on the target in addition to any other damage.
Blast. Plague Weapon. Each wound roll of 6+ made for this weapon inflicts a mortal wound on the target in addition to any other damage.
45
Infernal flamestorm cannon
45
Infernal flamestorm cannon
8"
Heavy 2D6
5
-1
2
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Injector pistol
0
Injector pistol
3"
Pistol 1
4
-1
D6
Plague Weapon. This weapon's Damage changes to 1 when attacking VEHICLES.
Plague Weapon. This weapon's Damage changes to 1 when attacking VEHICLES.
0
Kharybdis storm launchers
0
Kharybdis storm launchers
24"
Heavy 3
6
-1
1
-
25
Kheres assault cannon
25
Kheres assault cannon
24"
Heavy 6
7
-1
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
60
Laser destroyer
60
Laser destroyer
36"
Heavy 1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
0
Laser volley cannon
When firing this weapon, choose one of the following profiles:
0
Laser volley cannon
When firing this weapon, choose one of the following profiles:
 - Volley fire
 - Volley fire
36"
Heavy 2
9
-3
3
-
 - Overcharge fire
 - Overcharge fire
36"
Heavy 2
10
-5
6
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing vehicle suffers 3 mortal wounds.
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing vehicle suffers 3 mortal wounds.
40
Magna-melta cannon
40
Magna-melta cannon
24"
Heavy D3
10
-4
D6
Blast. If the target of an attack by this weapon is within half range, roll an additional dice when inflicting damage and discard the lowest result.
Blast. If the target of an attack by this weapon is within half range, roll an additional dice when inflicting damage and discard the lowest result.
0
Malignatas beam cannon
0
Malignatas beam cannon
72"
Heavy 4
*
-5
4+D6
This weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Ld characteristic, if the total equals or exceeds the Ld characteristic then the target model is wounded.
This weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Ld characteristic, if the total equals or exceeds the Ld characteristic then the target model is wounded.
0
Malignatas beam laser
0
Malignatas beam laser
36"
Heavy 1
*
-5
2D6
The player with this weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Leadership characteristic, if the total equals or exceeds it then the target model is wounded.
The player with this weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Leadership characteristic, if the total equals or exceeds it then the target model is wounded.
0
Melta cutter
0
Melta cutter
12"
Assault D3
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
10
Meltagun
10
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Missile launcher
When attacking with this weapon, choose one of the profiles below.
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
Multi-melta
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.
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
Phosphex bombs
6"
Grenade 2D6
5
-1
1
Blast
Blast
5
Plague belcher
5
Plague belcher
9"
Assault D6
4
0
1
Plague Weapon. This weapon automatically hits its target.
Plague Weapon. This weapon automatically hits its target.
10
Plague spewer
10
Plague spewer
9"
Heavy D6
5
-1
1
Plague Weapon. This weapon automatically hits its target.
Plague Weapon. This weapon automatically hits its target.
0
Plague sprayer
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.
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
0
Plagueburst mortar
12"-48"
Heavy D6
8
-2
D3
Blast. Plague Weapon. This weapon can target units that are not visible to the firing model.
Blast. Plague Weapon. This weapon can target units that are not visible to the firing model.
20
Plaguespitter
20
Plaguespitter
9"
Assault D6
User
-1
1
Plague Weapon. This weapon automatically hits its target.
Plague Weapon. This weapon automatically hits its target.
0
Plaguespurt gauntlet
0
Plaguespurt gauntlet
6"
Pistol D6
3
0
1
Plague Weapon. This weapon automatically hits its target.
Plague Weapon. This weapon automatically hits its target.
40
Plasma destroyer
40
Plasma destroyer
36"
Heavy 2D3
7
-3
2
Blast
Blast
10
Plasma gun
When attacking with this weapon, choose one of the profiles below.
10
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - 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.
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.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
On a hit roll of 1, the bearer is slain.
0
Pox pistol
0
Pox pistol
12"
Pistol 1
4
-1
2
-
40
Predator autocannon
40
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
60
Quad heavy bolter
60
Quad heavy bolter
36"
Heavy 12
5
-1
1
-
80
Quad lascannon
80
Quad lascannon
48"
Heavy 4
9
-3
D6
-
0
Rancid vomit
0
Rancid vomit
7"
Pistol D6
5
-2
1
This weapon automatically hits its target.
This weapon automatically hits its target.
10
Reaper autocannon
10
Reaper autocannon
36"
Heavy 4
7
-1
1
-
30
Reaper battery
30
Reaper battery
36"
Heavy 6
7
-1
1
-
0
Rot cannon
0
Rot cannon
36"
Heavy D6
6
-3
2
Blast. Against INFANTRY targets, failed wound rolls for this weapon are re-rolled.
Blast. Against INFANTRY targets, failed wound rolls for this weapon are re-rolled.
5
Rothail volley gun
5
Rothail volley gun
24"
Heavy 3
6
-2
1
-
40
Scorpius multi-launcher
40
Scorpius multi-launcher
48"
Heavy 3D3
6
-2
2
Blast. This weapon can target units not visible to the firing model.
Blast. This weapon can target units not visible to the firing model.
0
Shotgun
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
If the target is within half range, add 1 to this weapon’s Strength.
0
Siege melta array
0
Siege melta array
12"
Heavy 4D3
9
-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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
45
Skyreaper battery
45
Skyreaper battery
48"
Heavy 8
7
-1
5
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
30
Soulburner
30
Soulburner
24"
Assault D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
90
Soulburner bombard
90
Soulburner bombard
48"
Heavy 2D3
-
0
1
Blast. Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. This weapon may target enemy units which the bearer cannot see.
Blast. Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. This weapon may target enemy units which the bearer cannot see.
60
Soulburner petard
60
Soulburner petard
24"
Assault 2D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. If any hit roll made in a given phase results in a score or a ‘1’, then the firing unit suffers one mortal wound. This effect can only occur once per phase regardless of how many results of ‘1’ are rolled.
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. If any hit roll made in a given phase results in a score or a ‘1’, then the firing unit suffers one mortal wound. This effect can only occur once per phase regardless of how many results of ‘1’ are rolled.
70
Soulburner ribaudkin
70
Soulburner ribaudkin
18"
Heavy 2D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
50
Soulstalker missiles
50
Soulstalker missiles
60"
Heavy D3
7
-2
2
Blast. Each time you roll a wound roll of 5+ for this weapon, the target suffers a mortal wound in addition to the weapon's normal damage.
Blast. Each time you roll a wound roll of 5+ for this weapon, the target suffers a mortal wound in addition to the weapon's normal damage.
3
Storm bolter
3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
The Destroyer Hive
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.
This weapon hits on hit rolls of 5+ (even when firing Overwatch), regardless of any modifiers.
The Lantern
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.
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.
0
Thermal jet array
0
Thermal jet array
6"
Pistol D6
8
-1
D3
When fired, this weapon automatically inflicts D6 hits on each unit, friendly or enemy, with at least one model within range. The weapon can only be used if more enemy units will be affected than friendly ones.
When fired, this weapon automatically inflicts D6 hits on each unit, friendly or enemy, with at least one model within range. The weapon can only be used if more enemy units will be affected than friendly ones.
0
Thermal jets
0
Thermal jets
6"
Pistol D6
6
-1
1
When fired, this weapon automatically inflicts D6 hits on each unit, friendly or enemy, with at least one model within range. The weapon can only be used if more enemy units will be affected than friendly ones.
When fired, this weapon automatically inflicts D6 hits on each unit, friendly or enemy, with at least one model within range. The weapon can only be used if more enemy units will be affected than friendly ones.
0
Thunderhawk heavy cannon
0
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D6
Blast
Blast
0
Turbo-laser destructor
0
Turbo-laser destructor
96"
Heavy D3
16
-4
2D6
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
0
Twin accelerator autocannon
0
Twin accelerator autocannon
48"
Assault 8
7
-1
2
Attacks made with this weapon suffer no penalty to its hit roll when targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3.
Attacks made with this weapon suffer no penalty to its hit roll when targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3.
30
Twin autocannon
30
Twin autocannon
48"
Heavy 4
7
-1
2
-
0
Twin avenger bolt cannon
0
Twin avenger bolt cannon
36"
Heavy 10
6
-2
2
-
30
Twin heavy bolter
30
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
30
Twin heavy flamer
30
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
40
Twin lascannon
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
50
Twin multi-melta
50
Twin multi-melta
24"
Heavy 2
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Twin volcano cannon
0
Twin volcano cannon
120"
Heavy 2D6
16
-5
2D6
Blast. You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
Blast. You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
10
Twin volkite charger
10
Twin volkite charger
15"
Heavy 4
5
0
2
-
30
Vengeance launcher
30
Vengeance launcher
48"
Heavy 2D6
5
-1
1
Blast
Blast
5
Warp bolter
5
Warp bolter
24"
Assault 2
4
-1
2
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Attendants’ claws and teeth
Attendants’ claws and teeth
Melee
Melee
2
0
1
Plague Weapon. Each time Mortarion fights, he may make D6 additional attacks with this weapon.
Plague Weapon. Each time Mortarion fights, he may make D6 additional attacks with this weapon.
5
Balesword
5
Balesword
Melee
Melee
User
-3
1
Plague Weapon
Plague Weapon
0
Blade of Decay
0
Blade of Decay
Melee
Melee
+2
-4
6
-
0
Blade struts
0
Blade struts
Melee
Melee
User
-2
2
-
Bloodsucking proboscis
Bloodsucking proboscis
Melee
Melee
User
0
1
Each unmodified hit roll of 6 made for an attack with this weapon scores 2 hits.
Each unmodified hit roll of 6 made for an attack with this weapon scores 2 hits.
0
Brutal assault weapon
0
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
5
Bubotic axe
5
Bubotic axe
Melee
Melee
+1
-2
1
Plague Weapon
Plague Weapon
0
Canker worms
0
Canker worms
Melee
Melee
2
0
1
After this model makes their close combat attacks, the canker worms infesting Cor’bax make their attacks separately. Make D6 additional attacks using this weapon profile.
After this model makes their close combat attacks, the canker worms infesting Cor’bax make their attacks separately. Make D6 additional attacks using this weapon profile.
1
Chainaxe
1
Chainaxe
Melee
Melee
+1
-1
1
-
10
Chainfist
10
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Chainsword
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
0
Corrupted staff
0
Corrupted staff
Melee
Melee
+2
-1
D3
-
0
Cursed plague bell
0
Cursed plague bell
Melee
Melee
User
0
2
Plague Weapon
Plague Weapon
10
Daemonic axe
10
Daemonic axe
Melee
Melee
+1
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
Decimator siege claw
Decimator siege claw
Melee
Melee
+2
-3
3
-
0
Defiler claws
0
Defiler claws
Melee
Melee
x2
-3
D6
-
10
Defiler scourge
10
Defiler scourge
Melee
Melee
+4
-2
3
Each time the bearer fights, it can make 3 additional attacks with this weapon.
Each time the bearer fights, it can make 3 additional attacks with this weapon.
Diseased claws and fangs
Diseased claws and fangs
Melee
Melee
User
0
1
Re-roll wound rolls of 1 for this weapon.
Re-roll wound rolls of 1 for this weapon.
Diseased claws and teeth
Diseased claws and teeth
Melee
Melee
User
0
1
Plague Weapon
Plague Weapon
0
Eternal hunger
0
Eternal hunger
Melee
Melee
User
-3
D3
-
Fanged maw and stinger
Fanged maw and stinger
Melee
Melee
User
-1
1
-
0
Fist of decay
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.
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.
15
Flail of corruption
15
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.
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.
10
Fleshmower
10
Fleshmower
Melee
Melee
+2
-2
2
Plague Weapon. Each time a Foetid Bloat-Drone fights, it can make 6 additional attacks with this weapon.
Plague Weapon. Each time a Foetid Bloat-Drone fights, it can make 6 additional attacks with this weapon.
Fleshripper claws
Fleshripper claws
Melee
Melee
+1
-2
2
-
0
Force axe
0
Force axe
Melee
Melee
+1
-2
D3
-
0
Force stave
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Force sword
0
Force sword
Melee
Melee
User
-3
D3
-
0
Gaping maw
0
Gaping maw
Melee
Melee
User
-3
3
All rolls of 6 to hit with this weapon become 3 hits each.
All rolls of 6 to hit with this weapon become 3 hits each.
0
Gnashing maw
0
Gnashing maw
Melee
Melee
User
-2
1
Plague Weapon
Plague Weapon
15
Great plague cleaver
15
Great plague cleaver
Melee
Melee
x2
-3
D6
Plague Weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
Plague Weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
Helbrute fist
Helbrute fist
Melee
Melee
x2
-3
3
-
30
Helbrute hammer
30
Helbrute hammer
Melee
Melee
x2
-4
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
Hellforged chainclaw
Hellforged chainclaw
Melee
Melee
x2
-4
4
-
Hellforged deathclaw
Hellforged deathclaw
Melee
Melee
x2
-3
3
-
Hellforged siege claw
Hellforged siege claw
Melee
Melee
x2
-3
3
Re-roll failed wound rolls against INFANTRY.
Re-roll failed wound rolls against INFANTRY.
Hellforged siege drill
Hellforged siege drill
Melee
Melee
x2
-4
4
-
10
Hellforged sword
10
Hellforged sword
Melee
Melee
User
-2
3
-
0
Hideous mutations
0
Hideous mutations
Melee
Melee
User
-2
2
-
0
Hideous mutations
0
Hideous mutations
Melee
Melee
User
-2
2
-
0
Horrifying mutations
0
Horrifying mutations
Melee
Melee
User
-2
1
-
0
Improvised weapon
0
Improvised weapon
Melee
Melee
User
0
1
-
0
Infernal hunger
0
Infernal hunger
Melee
Melee
User
-3
1
-
Iron claw
Iron claw
Melee
Melee
x2
-3
D6
-
Lightning claw
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.
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.
5
Mace of contagion
5
Mace of contagion
Melee
Melee
+2
-1
3
Plague Weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
Plague Weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
Malefic talons
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.
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.
15
Manreaper
15
Manreaper
Melee
Melee
+3
-3
D3
Plague Weapon
Plague Weapon
Master-crafted manreaper
Master-crafted manreaper
Melee
Melee
+3
-3
3
Plague Weapon
Plague Weapon
0
Melta cutters
0
Melta cutters
Melee
Melee
16
-5
2D6
Normal attacks may not be made using this profile, instead if the Hellforged Kharybdis successfully charges a model with the VEHICLE, MONSTER or TITANIC keywords, the controlling player may choose to forfeit all of its standard attacks to make a single attack with this profile that hits its target on a 2+.
Normal attacks may not be made using this profile, instead if the Hellforged Kharybdis successfully charges a model with the VEHICLE, MONSTER or TITANIC keywords, the controlling player may choose to forfeit all of its standard attacks to make a single attack with this profile that hits its target on a 2+.
Mutated limbs and improvised weapons
Mutated limbs and improvised weapons
Melee
Melee
User
-1
1
-
0
Nurglings
0
Nurglings
Melee
Melee
2
0
1
After this model makes its close combat attacks, the Nurglings infesting Scabeiathrax the Bloated make their attacks separately. Make D6 additional attacks using this weapon profile. You can re-roll wound rolls of a 1 for these attacks.
After this model makes its close combat attacks, the Nurglings infesting Scabeiathrax the Bloated make their attacks separately. Make D6 additional attacks using this weapon profile. You can re-roll wound rolls of a 1 for these attacks.
0
Nurglings’ claws and teeth
0
Nurglings’ claws and teeth
Melee
Melee
2
0
1
When the bearer fights, it makes D6 additional attacks with this weapon and no more than those D6 attacks can be made with this weapon. When resolving an attack made with this weapon, re-roll a wound roll of 1.
When the bearer fights, it makes D6 additional attacks with this weapon and no more than those D6 attacks can be made with this weapon. When resolving an attack made with this weapon, re-roll a wound roll of 1.
Plague cleaver
Plague cleaver
Melee
Melee
User
-2
2
Re-roll wound rolls of 1 for this weapon.
Re-roll wound rolls of 1 for this weapon.
0
Plague knife
0
Plague knife
Melee
Melee
User
0
1
Plague Weapon
Plague Weapon
0
Plague probe
0
Plague probe
Melee
Melee
User
-2
D3
You can re-roll wound rolls of 1 for this weapon.
You can re-roll wound rolls of 1 for this weapon.
0
Plague probe
0
Plague probe
Melee
Melee
User
-2
D3
Plague Weapon
Plague Weapon
20
Plaguereaper
20
Plaguereaper
Melee
Melee
+2
-3
3
Plague Weapon
Plague Weapon
0
Plaguesword
0
Plaguesword
Melee
Melee
User
0
1
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
5
Power axe
5
Power axe
Melee
Melee
+1
-2
1
-
10
Power fist
10
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
5
Power maul
5
Power maul
Melee
Melee
+2
-1
1
-
25
Power scourge
25
Power scourge
Melee
Melee
+2
-2
2
Each time the bearer fights, it can make 3 additional attacks with this weapon.
Each time the bearer fights, it can make 3 additional attacks with this weapon.
5
Power sword
5
Power sword
Melee
Melee
User
-3
1
-
Prehensile proboscis
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.
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
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.
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
Putrid appendages
Melee
Melee
User
0
2
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
0
Rider’s plaguesword
0
Rider’s plaguesword
Melee
Melee
4
0
1
After all other attacks have been made by a model equipped with this weapon during the Fight phase, it may make an additional two attacks using this weapon profile, re-rolling all failed wound rolls.
After all other attacks have been made by a model equipped with this weapon during the Fight phase, it may make an additional two attacks using this weapon profile, re-rolling all failed wound rolls.
Silence
When attacking with this weapon, choose one of the profiles below.
Silence
When attacking with this weapon, choose one of the profiles below.
 - Reaping scythe
 - Reaping scythe
Melee
Melee
User
-2
1
Plague Weapon. Make 3 hit rolls for each attack with this weapon, instead of 1.
Plague Weapon. Make 3 hit rolls for each attack with this weapon, instead of 1.
 - Eviscerating blow
 - Eviscerating blow
Melee
Melee
x2
-4
D6
Plague Weapon
Plague Weapon
Spawning barb
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).
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
0
Tainted force blade
Melee
Melee
+1
-2
D3
You can re-roll wound rolls of 1 for this weapon.
You can re-roll wound rolls of 1 for this weapon.
0
Termite drill
0
Termite drill
Melee
Melee
x2
-4
3
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers a mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers a mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
Warpsword
Warpsword
Melee
Melee
User
-3
3
You can re-roll failed hit rolls for this weapon.
You can re-roll failed hit rolls for this weapon.
0
Yawning maw
0
Yawning maw
Melee
Melee
5
-1
D3
All hit rolls of a 6 made when using this weapon generate a single additional automatic hit.
All hit rolls of a 6 made when using this weapon generate a single additional automatic hit.

Other Wargear

OTHER WARGEAR
ABILITIES 
0
Baletalon Shatter Charges
Once per battle, a Hell Talon equipped with Baletalon shatter charges can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over, then roll 6D6 for each VEHICLE, BUILDING or MONSTER in the unit, or a single D6 for every other model in the unit, up to a maximum of 6D6. For each roll of a 3+, the unit being bombed suffers a mortal wound.

1 Note that a Hell Talon will only have one of these abilities, which should be noted before the game begins.
0
Baletalon Shatter Charges
Once per battle, a Hell Talon equipped with Baletalon shatter charges can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over, then roll 6D6 for each VEHICLE, BUILDING or MONSTER in the unit, or a single D6 for every other model in the unit, up to a maximum of 6D6. For each roll of a 3+, the unit being bombed suffers a mortal wound.

1 Note that a Hell Talon will only have one of these abilities, which should be noted before the game begins.
15
Daemonic Icon (Plague Drones)
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.
15
Daemonic Icon (Plague Drones)
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.
40
Hellfire Veil
If equipped with a Hellfire veil, all friendly units with the CHAOS and <LEGION> keywords that are wholly within 6" of the Hellforged Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing saves.
40
Hellfire Veil
If equipped with a Hellfire veil, all friendly units with the CHAOS and <LEGION> keywords that are wholly within 6" of the Hellforged Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing saves.
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
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.
10
Instrument of Chaos
A unit that includes any Instruments of Chaos adds 1 to their Advance and charge rolls.
0
Pyrax Incendiary Bombs
Once per battle, a Hell Talon equipped with Pyrax incendiary bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over then roll a D6 for every model in the unit, up to a maximum of 20 D6. Add 1 to the results of the dice if the target is INFANTRY. For each roll of a 5+, the unit suffers a mortal wound.
0
Pyrax Incendiary Bombs
Once per battle, a Hell Talon equipped with Pyrax incendiary bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over then roll a D6 for every model in the unit, up to a maximum of 20 D6. Add 1 to the results of the dice if the target is INFANTRY. For each roll of a 5+, the unit suffers a mortal wound.
60
Thunderhawk Cluster Bombs
Once per battle a Chaos Thunderhawk Gunship equipped with Thunderhawk cluster bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Chaos Thunderhawk Gunship has moved, pick a single enemy unit that it flew over. Roll 3D6 for every VEHICLE or MONSTER, or a D6 for every other model in the unit, up to a maximum of 12D6 per unit. For each roll of a 5+, the unit suffers a mortal wound. A unit which consists only of CHARACTERS cannot be targeted by this ability.
60
Thunderhawk Cluster Bombs
Once per battle a Chaos Thunderhawk Gunship equipped with Thunderhawk cluster bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Chaos Thunderhawk Gunship has moved, pick a single enemy unit that it flew over. Roll 3D6 for every VEHICLE or MONSTER, or a D6 for every other model in the unit, up to a maximum of 12D6 per unit. For each roll of a 5+, the unit suffers a mortal wound. A unit which consists only of CHARACTERS cannot be targeted by this ability.
0
Warp-pulse Bombs
Once per battle, a Hell Talon equipped with Warp-pulse bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over. Then roll 3D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 9D6. For every roll of a 5+, the unit suffers a mortal wound. In addition, the targeted unit subtracts 1 from its hit rolls and Leadership characteristic until the start of your opponent’s next game turn.
0
Warp-pulse Bombs
Once per battle, a Hell Talon equipped with Warp-pulse bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over. Then roll 3D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 9D6. For every roll of a 5+, the unit suffers a mortal wound. In addition, the targeted unit subtracts 1 from its hit rolls and Leadership characteristic until the start of your opponent’s next game turn.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +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.

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
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.’
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) 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 result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

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.

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.
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.
Look out, Sir
Models cannot target a unit that contains any Character models with a Wounds characteristic of 9 or less with a ranged weapon while that Character unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more Vehicle or Monster models with a wounds characteristic of 10 or more.
  • A friendly non-Character unit that contains 1 or more Vehicle or Monster models.
  • A friendly non-Character unit that contains 3 or more models.
In all cases, if that Character unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that Character unit is the closest enemy unit to the firing model, ignore other enemy units that contain any Character models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy Character with 9 or less wounds while it is within 3" of a friendly unit that contains 1 Monster, 1 Vehicle or 3+ other models (excluding Character models with 9 or less wounds) unless it is the closest target.

VIRULENT BLESSING

The psyker blesses its allies with a bounty of fresh diseases with which to infect their enemies.

Virulent Blessing has a warp charge value of 7. If manifested, select a friendly NURGLE DAEMON unit within 18" of the psyker. Add 1 to wound rolls made for that unit in the Fight phase. Furthermore, wound rolls of 7+ made for that unit in the Fight phase inflict double damage.

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.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

The Helbrute keyword is used in following Death Guard datasheets:

Bolt Weapons
A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt pistol, etc.), and any Relic that replaces a bolt weapon.

Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons, and the bolter profile of Relics that replace combi-weapons.

The Vulgrar Thrice-Cursed keyword is used in following Death Guard datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

The Chaos Cultists keyword is used in following Death Guard datasheets:

The Poxwalkers keyword is used in following Death Guard datasheets:

The Typhus keyword is used in following Death Guard datasheets:

The Lord of Contagion keyword is used in following Death Guard datasheets:

The Plague Marines keyword is used in following Death Guard datasheets:

Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

The Tallyman keyword is used in following Death Guard datasheets:

Elites
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.

The Malignant Plaguecaster keyword is used in following Death Guard datasheets:

Psychic Tests
When a Psyker unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, Psyker suffers Perils of the Warp.
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.

The Daemon Engine keyword is used in following Death Guard datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful 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 roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The Blightlord Terminators keyword is used in following Death Guard datasheets:

Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

The Plague Surgeon keyword is used in following Death Guard datasheets:

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.
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.

The Plagueburst Crawler keyword is used in following Death Guard datasheets:

Heavy Support
1CP

ACCELERATED ENTROPY

Death Guard Stratagem

Enhanced with runic rot-stones from the Plague Planet itself, these cannons are rendered more lethal than ever.

Use this Stratagem before the battle. Select one PLAGUEBURST CRAWLER model from your army. Until the end of the battle, entropy cannons that model, and all friendly PLAGUEBURST CRAWLER models within 7" of that model, are equipped with have the following abilities:

Plague Weapon. When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.’

The Possessed keyword is used in following Death Guard datasheets:

Elites
1CP

CONTAMINATED MONSTROSITY

Death Guard Stratagem

Whether a seething flesh-hulk or blighted war engine, this foul horror pulsates with unclean fecundity.

Use this Stratagem before the battle. Select one DEATH GUARD unit (excluding CHAOS CULTISTS, POSSESSED and TITANIC units) from your army with a Wounds characteristic of 12 or less for 1CP, or 13 or more for 2CP. Until the end of the battle, if that unit does not have the Disgustingly Resilient ability, it gains the Disgustingly Resilient ability.
1CP

HARBINGER OF NURGLE

Death Guard Stratagem

Those Death Guard lords believed to be marked by the Plague God inspire contagious vigour in their warriors.

Use this Stratagem before the battle. Select one LORD OF CONTAGION unit from your army. Until the end of the battle, that unit has the following ability:

Harbinger of Nurgle: Re-roll hit rolls of 1 for attacks made by models in friendly DEATH GUARD units whilst their unit is within 6" of this model.’
1CP

HYPERTOXIC TINCTURES

Death Guard Stratagem

This foul plague-alchemist anoints his comrades’ weapons with his latest batches of infectious toxins.

Use this Stratagem before the battle. Select one PLAGUE SURGEON model from your army. Until the end of the battle, that model has the following ability:

Hypertoxic Tinctures: Re-roll wound rolls of 1 or 2 for attacks made with plague weapons by models in friendly DEATH GUARD units whilst their unit is within 6" of this model.’
1CP

PLAGUECHOSEN

Death Guard Stratagem

Many heroes of the Death Guard have favoured lieutenants who fight amidst their ranks.

Use this Stratagem before the battle, after nominating your Warlord. Select one DEATH GUARD CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).
1CP

ALEMBICHAL NARTHECIUM

Mortarion’s Chosen Sons Stratagem

Gifted to his sons by Mortarion himself, this arcane device invigorates their unclean physiognomies.

Use this Stratagem before the battle. Select one MORTARION’S CHOSEN SONS PLAGUE SURGEON model from your army. Until the end of the battle, replace that model’s Tainted Narthecium ability with the following:

Alembichal Narthecium: When making a Disgustingly Resilient roll for a friendly MORTARION’S CHOSEN SONS INFANTRY model whilst its unit is within 3" of this model, you can re-roll a roll of 1 or 2.’
1/3CP

FROM THE CARRION HEAPS

Harbingers Stratagem

One should always burn the bodies of the plague-slain, lest they rise again to assail those still living.

Use this Stratagem before the battle. Select one HARBINGERS POXWALKERS unit from your army for 1 Command Point, or two HARBINGERS POXWALKERS units from your army for 3 Command Points. You can set up the selected units under the ground instead of setting them up on the battlefield. At the end of your Movement phase, for each of the units that are under the ground, you can set up that unit anywhere on the battlefield that is wholly within 9" of a battlefield edge and more than 9" away from any enemy models. You can only use this Stratagem once per battle.
1CP

SEVENFOLD BLESSINGS

Wretched Stratagem

This diseased sorcerer feels the rheumy eye of the Plague God upon him.

Use this Stratagem before the battle. Select one WRETCHED PSYKER model from your army. Until the end of the battle, when a Psychic test is taken for that model, you can re-roll one of the dice. You can only use this Stratagem once per battle.
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

NOXIOUS RUPTURE

Death Guard Stratagem

Even in death, those blessed by Nurgle splatter, spurt and spew their god’s foul gifts far and wide.

Use this Stratagem in any phase other than the Morale phase when the last model in a DEATH GUARD unit from your army is destroyed, before removing that model from play. Select one enemy unit within 3" of that model. Until the end of your opponent’s next turn, when resolving an attack made by a model from the selected unit, subtract 1 from the hit roll.
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.

The Myphitic Blight-Haulers keyword is used in following Death Guard datasheets:

1CP

PARASITIC FUMES

Death Guard Stratagem

Gnawing, microbial Daemon-parasites swarm amidst the fumes that spill from the Blighthaulers’ exhausts.

Use this Stratagem at the end of your Movement phase. Select one MYPHITIC BLIGHT-HAULERS unit from your army. Until the end of the turn, when an attack is allocated to an enemy model within 7" of that unit, improve the Armour Penetration characteristic of the weapon that attack is being made with by 1 for that attack (e.g. AP 0 becomes AP -1).

The Vox-Shamblers keyword is used in following Death Guard datasheets:

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.
2CP

ON DRONING WINGS

Ferrymen Stratagem

Buzzing clouds of plague flies billow from these warriors, acting as vectors for their unholy gifts.

Use this Stratagem at the start of the Movement phase. Select one FERRYMEN unit from your army. Until the end of the turn, the range of that unit’s aura abilities is increased by 7" (note that the Nurgle’s Gift ability still only affects enemy units within 1" of an affected friendly unit).

The Mutoid Vermin keyword is used in following Death Guard datasheets:

The Gellerpox Infected keyword is used in following Death Guard datasheets:

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.

The Hullbreakers keyword is used in following Death Guard datasheets:

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.
1CP

THE ROTTED VEIL

Wretched Stratagem

The mere presence of this chanting, shambling champion causes the barriers of reality to wither and weaken.

Use this Stratagem at the end of your Movement phase. Select one WRETCHED CHARACTER unit from your army that has not performed a Daemonic Ritual this turn. That unit can perform a Daemonic Ritual as if it were your Movement phase and that model had not moved, regardless of whether or not it arrived as reinforcements this turn. In addition, until the end of the turn, when that unit performs a Daemonic Ritual, only roll one D6 for the summoning roll, and add 7 to the result.
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

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

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

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

FIRE FEVER

Death Guard Stratagem

Empyric fever-heat burns through the Helbrute’s brain, causing it to fire with ever more frenzied ferocity.

Use this Stratagem in your Shooting phase after you have declared how you will split the shots of a HELBRUTE model from your army that is equipped with two ranged weapons. Until the end of that phase, if that model shoots all of its weapons at the same target, when resolving an attack made by that model, you can re-roll the hit roll.

The Foul Blightspawn keyword is used in following Death Guard datasheets:

1CP

FOULGUSH

Death Guard Stratagem

The Blightspawn strains at the seams with churning slime before spewing it forth in a peristaltic gush.

Use this Stratagem in your Shooting phase when a FOUL BLIGHTSPAWN model from your army is chosen to shoot with. Until the end of that phase, when rolling to determine the number of attacks made with a plague sprayer by that model, roll one additional D6 and discard one of the dice. In addition, until the end of that phase, when rolling to determine the Strength characteristic of that weapon, roll one additional D6 and discard one of the dice.
1CP

OVERWHELMING GENEROSITY

Death Guard Stratagem

Unholy filth gushes from Nurgle’s faithful into their guns until the armaments threaten to burst like bloated corpses.

Use this Stratagem in your Shooting phase when a DEATH GUARD unit from your army (excluding CHAOS CULTISTS or POXWALKERS units) is chosen to shoot with. Until the end of that phase, add 6" to the range of Plague Weapons, excluding melee weapons, models in that unit are equipped with.
1/2CP

RELENTLESS VOLLEYS

Death Guard Stratagem

Always have the Death Guard had a reputation as masters of the merciless close-range firefight.

Use this Stratagem in your Shooting phase when a DEATH GUARD INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, boltguns and the boltgun profile of combi-weapons models in that unit are equipped with have a Type characteristic of Rapid Fire 2. In addition, until the end of that phase, combi-bolters models in that unit are equipped with have a Type characteristic of Rapid Fire 3. If that unit contains 6 or more models, this Stratagem costs 2CP.
1CP

VIRULENT ROUNDS

Death Guard Stratagem

The Death Guard know countless revolting ways to render their bolt rounds lethally virulent.

Use this Stratagem in your Shooting phase when a PLAGUE MARINES unit from your army is chosen to shoot with. Until the end of that phase, bolt weapons models in that unit are equipped with gain the following abilities:

Plague Weapon. When resolving an attack made with this weapon against an INFANTRY unit, on an unmodified wound roll of 6 the Armour Penetration characteristic of this weapon is -4 for that attack.’
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.
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

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

UNHOLY ESSENCE

Inexorable Stratagem

The tanks of the Inexorable squirm with unnatural vitality and diseased vigour.

Use this Stratagem at the start of your Shooting phase. Select up to three INEXORABLE VEHICLE units from your army. Until the end of that phase, those units gain the Inexorable Advance ability.
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

BILIOUS BLOODRUSH

Poxmongers Stratagem

The diseased gore flowing through and across this Daemon Engine boils and bubbles as its rage burns hot.

Use this Stratagem in your Shooting phase. Select one POXMONGERS DAEMON ENGINE unit from your army. Until the end of that phase, that unit can shoot in a turn in which it Fell Back.
1CP

PLAGUE BREWERS

Mortarion’s Chosen Sons Stratagem

No Plague Company boasts a more gruesome array of potions, poisons and unclean fluids than the 7th.

Use this Stratagem in your Shooting phase when a MORTARION’S CHOSEN SONS unit from your army is chosen to shoot with. Until the end of that phase, plague belchers, plaguespurt gauntlets and plague spewers that models in that unit are equipped with have a Damage characteristic of 2.
1CP

VERMID WHISPERS

Ferrymen Stratagem

The compound eyes and keening whispers of countless daemonic flies help guide these warriors’ aim.

Use this Stratagem in your Shooting phase when a FERRYMEN BLIGHTLORD TERMINATORS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.
2/3CP

PUTRID FECUNDITY

Death Guard Stratagem

These bloated warriors’ wounds are staunched with rancid flesh as fast as the foe can inflict them.

Use this Stratagem in your opponent’s Shooting phase or the Fight phase when a PLAGUE MARINES unit from your army is chosen as the target for an attack. If that unit contains 10 or fewer models then this Stratagem costs 2 Command Points; otherwise it costs 3 Command Points. Until the end of that phase, when making a Disgustingly Resilient roll for a model in that unit, add 1 to that roll.
2/3CP

FUTILITY MADE FLESH

Mortarion’s Anvil Stratagem

No matter how much fire the foe pours into these indomitable warriors, it is never enough…

Use this Stratagem in your opponent’s Shooting phase when a MORTARION’S ANVIL TERMINATOR unit from your army is chosen as the target for an attack. Until the end of that phase, when resolving an attack made with a weapon against that unit, reduce the Damage characteristic of that weapon by 1, to a minimum of 1, for that attack. If that unit contains 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP.
1CP

FERRIC MIASMA

Inexorable Stratagem

As the foe press forward they are engulfed in a whirling storm of flesh-rust flakes that clog lungs and eyes.

Use this Stratagem in your opponent’s Charge phase when a INEXORABLE unit from your army is chosen as a target of a charge declared for an INFANTRY unit. Subtract 2 from the charge roll made for that charge.
1CP

RELAPTIC ASSAULT

Mortarion’s Anvil Stratagem

Like a sickness flaring back to life, these stolid warriors erupt from their dug-in positions to counter-attack.

Use this Stratagem in your opponent’s Charge phase. Select one MORTARION’S ANVIL INFANTRY unit from your army. Until the end of that phase, that unit can perform a Heroic Intervention as if it were a CHARACTER.

The Mortarion keyword is used in following Death Guard datasheets:

Lords of War
2CP

MIASMAL AFFLICTIONS

Death Guard Stratagem

Toxic clouds of unclean fumes and spores billow from every pipe and rent in the Plague Marines’ foul armour.

Use this Stratagem at the start of the Fight phase. Select one enemy unit within 1" of a PLAGUE MARINES unit from your army. Until the end of that phase, subtract 1 from the Toughness characteristic of models in that enemy unit whilst it is not within range of MORTARION’s Toxic Presence ability.
1CP

CREEPING BLIGHT

Death Guard Stratagem

This warp-plague spreads fingers of corrosion through armour, flesh, bone and even air with equal virulence.

Use this Stratagem in the Fight phase when a DEATH GUARD unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a weapon by a model in that unit, add 1 to any damage roll made for that attack, and on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is -4 for that attack.
1CP

LIFE-EATER

Death Guard Stratagem

A strain of the daemonic life-eater phage infests these warriors’ blades, aggressively reducing all it touches to drizzling filth and bubbling sludge.

Use this Stratagem in the Fight phase when a DEATH GUARD unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a plague weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
1CP

MUTANT STRAIN

Death Guard Stratagem

Unholy diseases warp and mutate, sending their carriers into a froth-jawed killing fever to the ruin of all.

Use this Stratagem in the Fight phase when a POXWALKERS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an INFANTRY unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target and the attack sequence ends, and on an unmodified hit roll of 1, that model’s unit suffers 1 mortal wound.

The Death Guard and Daemon Prince keywords are used in following Death Guard datasheets:

1CP

SOUL HARVEST

Death Guard Stratagem

The Daemon Prince swings its blade in scything arcs that harvest the enemies’ souls from their bodies.

Use this Stratagem in the Fight phase when a DEATH GUARD DAEMON PRINCE model from your army that is equipped with a daemonic axe or hellforged sword is chosen to fight with. Until the end of that phase, add 3 to that model’s Attacks characteristic, and only INFANTRY units can be chosen as the target of its attacks.
1CP

TRENCH-FIGHTERS

Death Guard Stratagem

The Death Guard excel in the crush of close quarters, driving plague knives into their victims again and again.

Use this Stratagem in the Fight phase when a PLAGUE MARINES unit from your army is chosen to fight with. Until the end of that phase, when a model in that unit fights, if it is equipped with one or more plague knives, it can make one additional attack with one plague knife.

The Daemon and Character keywords are used in following Death Guard datasheets:

Lords of War
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 Engagement Range 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.
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.

The Glitchlings keyword is used in following Death Guard datasheets:

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

LIFE BEYOND DEATH

Harbingers Stratagem

The plagues infesting this warrior keep them clawing and biting for several moments even after their demise.

Use this Stratagem in the Fight Phase when the last model in a HARBINGERS unit from your army is destroyed as the result of an attack. The unit containing the model that made that attack suffers D3 mortal wounds.
1CP

THE FLUX ABATED

Poxmongers Stratagem

Worrying greedily at its victim, the Daemon Engine devours puissance to heal its ever bleeding hide.

Use this Stratagem in the Fight phase when an enemy model is destroyed as the result of an attack made by a model in a POXMONGERS DAEMON ENGINE unit from your army. One model in that unit can regain up to D3 lost wounds.

The Noxious Blightbringer keyword is used in following Death Guard datasheets:

1CP

WARP TOLL

Death Guard Stratagem

Empyric energies imbue the tocsin’s tolling with dread.

Use this Stratagem at the start of the Morale phase. Select one NOXIOUS BLIGHTBRINGER model from your army. Until the end of the phase, while an enemy unit is within 7" of that model:
In addition, if that Morale test is failed, double the number of models that flee.
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

ERUPTION OF FILTH

Death Guard Stratagem

The slain warrior bursts like a fat, pox-laden bubo.

Use this Stratagem when a DEATH GUARD TERMINATOR model from your army is destroyed, before removing that model from play. Roll one D6 for each unit within 7" that does not have the NURGLE keyword. On a 4+ the unit being rolled for suffers 1 mortal wound.
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.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Plague Weapons
A plague weapon is any weapon whose profile includes the word ‘plague’ (plague knife, plaguesword, etc.), any weapon with the Plague Weapon ability, and any Relic that replaces a plague weapon.
Psychic Powers
All Psykers know the Smite psychic power. Some know other powers instead of, or in addition to, Smite – the unit’s datasheets and other supplementary rules you are using will make it clear which powers each Psyker knows. Each psychic power has a warp charge value – the higher this is, the more difficult it is to manifest the psychic power. A Psyker unit generates their powers before the battle.

  • All Psykers know Smite.
  • Psykers will know additional psychic powers, as described on their datasheets.
Smite
Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Acid spit used in following datasheets:

Fast Attack

Autogun used in following datasheets:

Autopistol used in following datasheets:

Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

Battle cannon used in following datasheets:

Heavy Support

Belly-flamer used in following datasheets:

Bile maw used in following datasheets:

Bile spurt used in following datasheets:

Blight grenade used in following datasheets: