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.
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![]() | Codex | 10 | 1.1 | June 2025 |
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![]() | Rulebook | 10 | June 2025 | June 2025 |
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![]() | Datasheet | 10 | September 2024 | |
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![]() | Datasheet | 10 | September 2024 | |
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![]() | Datasheet | 10 | September 2024 | |
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![]() | Datasheet | 10 | September 2024 |
Q: | Does the Plagueburst Crawler’s Spore-laced Shock Waves ability inflict mortal wounds every turn to units affected by the ability? |
A: | No. |
The Death Guard are warriors of the Plague God Nurgle. Their bloated bodies are riddled with corruption, and their mere presence causes the foe to sicken and wither in the grip of supernatural diseases while the battlefield falls to rot and ruin around them.
Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes an attack, subtract 1 from the Hit roll. |
Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. |
Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). |
The daemons of Nurgle are not native to realspace, but instead must be summoned through the rotting veil by way of generous sacrifice and acts of foul worship.
When mustering your army, unless specifically stated otherwise, you cannot select PLAGUE LEGIONS as your Army Faction.Many Death Guard vectoriums boast a mix of heavy infantry, armoured might and twisted champions of supernatural disease. Led by a mighty Lord of the Legion - or sometimes even a thrice-favoured Daemon Prince - such warbands accumulate the favour of the Plague God with every repulsive feat of conquest. Their festering star rises as they do, and the diseases that sing through their bloated bodies wax fat with power. Their weaponised maladies roll before them like a rancid flood, surging through the enemy ranks to leave the mightiest warriors shuddering and sweating as buboes erupt from their flesh. Even the battlefield itself sickens at the touch of such corrupt beings: greenery rots and runs into lakes of bubbling slime, mud churns with pus-moist larvae as long as a Human arm, ruins fur with mould and begin to crumble, while vehicle wrecks rust and the bodies of the fallen bloat and burst to spray infectious filth. Amidst such riotous putrefaction, the warriors of the Death Guard drone their praises to Nurgle and fight all the harder.
As the foul tendrils of the Death Guard quest further across the battlefield, they infest even the most secure, holy and heavily warded sites with supernatural disease. To fight amidst such foulness is a virtual death sentence to the foe, win or lose.
If you control an objective marker at the end of your Command phase and a DEATH GUARD unit from your army (excluding Battle-shocked units) is within range of that objective marker, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. In addition, until you lose control of that objective marker, it has the Nurgle’s Gift ability as if it were a DEATH GUARD model from your army.
Be it the Seeping Blade, the Talon of Befoulment or even the dreaded Axe of Putrescence, this weapon contains a malevolent daemonic entity whose mere touch rots and sickens the foe. DEATH GUARD model only. Each time the bearer makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit. |
This champion’s body blazes with fever as a cornucopia of supernatural diseases churn and roil within. Mere proximity to them is enough to trigger an infectious outbreak of daemonic viruses. DEATH GUARD model only. Add 1 to the Strength and Attacks characteristics of the bearers melee weapons, and the bearer’s melee weapons have the [DEVASTATING WOUNDS] ability. |
The unfettered energies of Nurgle’s realm gush from the Warp like foulness from a punctured boil, earthing themselves in the fabric of realspace through this champions repulsive body. DEATH GUARD model only. While the bearer’s unit is within range of an objective marker you control, each time a model in the bearer’s unit makes an attack, you can re-roll the Wound roll. |
The more wounds blasted and gouged into this champion’s flesh, the more clotted matter, squirming vermin and gangrenous slime spurt forth to coagulate and seal the most grievous hurts. DEATH GUARD model only. The bearer has the Feel No Pain 5+ ability. |
The armoured might of the Death Guard has warped and corroded over the millennia, but it remains prodigious. Formed into grinding spearheads and smog-belching batteries, squadrons of ancient battle tanks and Daemon Engines mass their blunt and brutish power before unleashing it on the foe. Their onslaught is heralded by a rain of rust-pocked artillery shells, alchemical munitions and brittleglass plague-spheres hurled from infernal field guns and towering Daemon Engines behind the lines. The foe cower beneath this explosive deluge, many torn apart by thunderous detonations or eaten away by whirling spore clouds. Amid the devastation surge reaper colonies of Plague Marines mounted in Rhinos and Land Raiders. These warriors are masters of capitalising upon their foes’ dismay and horror, tearing the guts out of the most formidable defence lines even as carrion-feeding war engines close in to finish off knots of resistance. Many a siege has been swiftly broken in this way by the fall of Mortarion’s Hammer.
In the wake of preparatory bombardment by artillery weapons both forbidden and foul, the surviving foe are left reeling amidst clouds of plague smog. With their flesh running like tallow and their weapons rusting in their hands, they will be hard-pressed to fight back.
At the start of the battle round, select a number of enemy units more than 12" away from every model from your army that is on the battlefield. Until the end of the battle round, those enemy units are Afflicted. The maximum number of units you can select in this way depends on the battle size, as shown below.
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Peering at the world through this bloated yellow orb, the bearer of this vile gift sees the souls of the sickened burning bright as targeting flares no matter how their victims try to hide. DEATH GUARD model only. Ranged weapons equipped by models in the bearer’s unit have the [ignores cover] ability while targeting an Afflicted enemy unit. |
This foul sorcerer has been blessed with a unique affliction that allows them to inflate their body like a repulsive bellows before vomiting forth a pressurised torrent of filth that would do any Great Unclean One proud. MALIGNANT PLAGUECASTER only. At the start of your Shooting phase, until the end of the phase, add 12" to the Range characteristics of the bearer’s Plague Wind weapon. |
This daemonic familiar lives in the champion’s flesh and watches with bitter paranoia for enemy threats. Should it spot a counterattack from the foe, it bursts forth to scream its shrill warning. DEATH GUARD model only. Once per battle round, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP. |
This warrior has gained greater control of the vile fumes that billow from their armour, willing them forward like coiling tentacles to wreathe targets and guide in the fire of allied war engines. LORD OF VIRULENCE only. While the bearer is within 3" of one or more friendly DEATH GUARD VEHICLE units, the bearer has the Lone Operative ability, and each time one of those VEHICLE units makes a ranged attack that targets an enemy unit visible to the bearer, re-roll a Wound roll of 1. |
There are many ways to worship Nurgle: the brewing of virulent plagues, the foul perversion of the surgeon’s craft, sharing the abundance of unfettered sickness with armies of foes; the champions of the Death Guard practise these and many other expressions of the Plague Lord’s faith. A vectorium rich in these diabolical madmen can unleash the full horror of the Legion’s alchemical, biological and sorcerous weapons. Foul Blightspawn lumber amidst their comrades, their excremental reek heralding the jetting corrosive sprays of their weapons. Noxious Blightbringers toll their tocsins of misery, battering the foe with entropic shock waves even as Biologus Putrifiers caper through their ranks to fling brittleglass alembics and jab the needles of their injector pistols into promising victims. All the while, the droning count of the Tallymen booms out through rusted vox-emitters, and Plague Surgeons ply their macabre trade, even as their fellow Plague Marines storm relentlessly forward over the withered and maddened remnants of the foe.
A spirit of competition infects Nurgle’s champions when they fight alongside one another. With each vying to outdo the others in virulence, the foes are subjected to a riotous string of nightmarish outbreaks amongst their ranks.
At the start of the battle round, you can select one of the Plagues listed in Nurgle’s Gift. Until the end of the battle, that is your chosen Plague instead of any previously chosen Plague.
Be it the eye of a Kroot or a Space Marine’s hearts, ground Ork tusk, or something unnameable wrenched from within a Tyranid’s corpse, this champion needs just one more ingredient to perfect a powerful new plague. BIOLOGUS PUTRIFIER only. Once per battle, after the bearers unit has fought, if one or more CHARACTER models were destroyed as a result of those attacks, select one Plague. Until the end of the battle, while an enemy unit is Afflicted, that unit has the effect of the selected Plague in addition to any other. |
The touch of this sorcerer’s mind upon another triggers feverish visions of abundant foulness that erupt into physical manifestations as they reach their crescendo. MALIGNANT PLAGUECASTER only. While an enemy unit is enfeebled by the bearer’s Pestilent Fallout ability, that unit is also Afflicted. |
This plague-saturated narthecium delivers generous doses of infernal maladies that restore life to even the most hideously mangled of Mortarion’s sons. PLAGUE SURGEON only. Each time the bearer uses its Tainted Narthecium ability, you can return up to D3 destroyed models to the bearer’s unit (instead of 1). |
A plague bellows fashioned by daemonic smiths in a realm of pure putrescence, this rasping device exhales an endless cloying soup of lividly glowing plague motes. LORD OF POXES only. In the Declare Battle Formations step select one Plague. Until the end of the battle, while an enemy unit is within Contagion Range of the bearer, that enemy unit has the effect of that Plague in addition to any other. |
There are many ways for the daemons of Nurgle to burst the bounds of reality and fight alongside the Death Guard. Sometimes, they are conjured by the concentration of sickness and misery unleashed by Mortarion’s sons. At others, their Tally bands may be summoned by a champion of the Death Guard reading aloud from the mouldering pages of one of the seven Books of Woe or through a ritual offering of diseased or despairing souls. Regardless of how these entities find their way to the battlefield, they plague all living things. The mere sight of Great Unclean Ones a stomping into battle like swaying mountains of rotted flab can be enough to blast the sanity of the foe. The onset of gruesome Plaguebearers, fleshy avalanches of spiteful Nurglings, bounding packs of Beasts of Nurgle, and thrumming swarms of Plague Drones proves impossible for even the most resolute enemy to halt. Even should some brave victims stand their ground, they will not last long before the ferociously infectious attentions of these befouling entities.
Reality rings like a struck bell as it rebels against the sheer wrongness of Nurgle’s daemons. Borne upon these jarring waves of metaphysical disease, magnified and redoubled with every dolorous peal, the Plague God’s myriad infections spread and multiply all the faster.
While a PLAGUE LEGIONS unit from your army is within 7" of one or more DEATH GUARD units from your army, that PLAGUE LEGIONS unit has the Nurgle’s Gift ability.
This unclean gift infects its host with animaluminescent fungus. Once their spirit is riddled with incorporeal mycelia, it begins to glow. This sickly radiance acts like a guiding lantern to the daemons of Nurgle, who follow its glare into realspace. DEATH GUARD model only. Each time a PLAGUE LEGIONS unit from your army is set up on the battlefield using the Deep Strike ability, if it is set up wholly within 12" of the bearer, it can be set up anywhere that is more than 6" horizontally away from all enemy models, instead of more than 9". |
This repugnant daemon weapon extrudes swaying tendrils with lamprey maws to strike at the foe. DEATH GUARD model only. Add 2 to the Attacks characteristic of the bearer’s melee weapons. |
Every booming peal of this cursed bell spreads rot, lesions and buboes across the foes’ bodies, sending them fleeing in terror and disgust. GREAT UNCLEAN ONE only. In the Battle-shock step of your opponent’s Command phase, each enemy unit within 6" of the bearer that is below its Starting Strength must take a Battle-shock test, subtracting 1 from that test. |
The slurred and vomit-wet incantations from this malodorous tome bolster Nurgle’s daemons. MALIGNANT PLAGUECASTER only. Each time a PLAGUE LEGIONS unit within 12" of the bearer takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). |
Many vectoriums unleash heaving swarms of Poxwalkers to soften up and encircle their foes. The first the enemy knows of such an onslaught is the stink of diseased flesh upon the air, mingled with the agonised groans of countless plague-ridden mutants. Then they come - spilling from doorways and windows, boiling up from sewer outlets, trench networks and subterranean transit networks, crawling out of vehicle wrecks and rising from carrion heaps; thousands upon thousands of Poxwalkers converging on the foe at a stumbling yet relentless pace. Engulfed in a sea of grasping hands, biting maws and bloated flesh, even the finest strategies of the foe falter and fail. The enemy finds themselves forced into a battle for survival as they strive to fend off the Poxwalkers closing in from every side. It is at this point that the Death Guard themselves strike. Off balance, broken into desperate pockets and running low on ammunition, the foe has little hope of standing against this second, more punishing onslaught.
No matter how many Poxwalkers the enemy gun down or tear limb-from-limb at close quarters, more groaning mutants keep coming from every side.
In your Command phase in each of the following battle rounds, depending on your chosen battle size, add a new POXWALKERS unit with a Starting Strength of 10 to your army, in Strategic Reserves.
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This sinister artefact emits a reedy dirge to which Poxwalkers seem drawn and by whose mournful notes they appear energised and lent an echo of purpose. NOXIOUS BLIGHTBRINGER only. While the bearer is leading a POXWALKERS unit, add 1 to the Objective Control characteristic of models in that unit, and each time that unit takes a Battle-shock or Leadership test, add 1 to that test. |
Gifted by Nurgle to be forever surrounded by shambling packs of Poxwalkers, this champion has become adept at leading their festering hordes into battle. DEATH GUARD model only. If the bearer is leading a POXWALKER unit, and is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round as the third battle round. |
Parasitising the miserable scraps of soul within nearby Poxwalkers allows this sorcerer to belch even more malignant clouds of murderous foulness. MALIGNANT PLAGUECASTER only. While the bearer is leading a POXWALKERS unit, add 1 to the Damage characteristic of the bearer’s Plague Wind weapon. Each time the bearer makes one or more attacks with a Plague Wind weapon, after the bearer’s unit has resolved its attacks, D3 Bodyguard models from the bearer’s unit are destroyed. |
This mould-furred talisman is studded with teeth torn from Poxwalkers’ jaws. It bolsters the creatures’ putrid vitality, forcing them to stagger and fight even through grotesque wounds. DEATH GUARD model only. While the bearer is leading a unit, add 1 to the Toughness characteristic of POXWALKERS models in that unit. |
The mightiest champions of the Death Guard are as formidable in battle as they are bloated with the infectious blessings of Nurgle. When they congeal into a unified fighting force, these dread warriors become the grim and relentless will of Mortarion made manifest. Such a vectorium is quite capable of conquering an enemy flagship or command fortress, launching assassination strikes against crucial enemy personnel or breaking into the most heavily defended sacred sites. It is not unusual for Mortarion’s champions to turn the course of an entire war with a single shock onslaught or immovable defensive action; this is most likely when the Daemon Primarch leads in person. With their gene-sire’s jaundiced gaze weighing heavy upon them, bands of Deathshroud and Blightlord Terminators tear an unstoppable path through the foe. Supported by hand-picked squads of Plague Marines, bellowing Helbrutes and twisted champions, they sweep aside all who stand in their path.
The plagues and parasites to which these elite warriors play host are amongst the most lethal in the galaxy. Moment by moment, even the most resilient foes sicken and wither in their presence until all that remains is rotted matter deliquescing sloppily from mouldering bones.
In your opponent’s Command phase, roll 2D6 for each Afflicted enemy unit, subtracting 1 from the result if that unit is Below Half-strength. If the result is 6 or less, that enemy unit suffers D3 mortal wounds.
So grotesque and monstrous is this champion’s aspect that it fills the enemy with unreasoning dread simply to look upon him. TERMINATOR model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer’s unit must take a Battle-shock test. |
A fanatical worshipper of Nurgle and a talented orator, this champion can infect their followers with the urgent need to forge into battle and spread the Plague God’s blessings to all. TERMINATOR model only. While the bearer is leading a unit, add 1" to the Movement characteristic of models in that unit and you can re-roll Advance rolls made for that unit. |
By invoking the power of this ancient talisman, the bearer can rot a sagging rent in reality and step through the Warp to burst forth elsewhere amidst a gushing sluice of foul fluids. TERMINATOR model only. Once per battle, at the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. |
This armoured helm was crafted by the Daemon Prince Vermifulgus the Pestilent and carries his squirming enchantments. It manifests its wearer's will as roaring swarms of plump flies that whirl about their creator like an occluding shroud or descend on the foe to blind eyes, clog sensors and spread revolted panic. TERMINATOR model only. While the bearer is leading a unit, models in that unit cannot be targeted by ranged attacks unless the attacking model is within 18". |
As the Death Guard stride inexorably towards their foes, the battlefield thrums and buzzes with the wingbeats of a trillion swollen flies. Bloated and mutated Plague Marines march beneath a pathogenic haze, striding forward slowly and purposefully, unleashing precise salvoes of diseased projectiles. The obscuring swarms foul the foe’s return fire, and whatever clots of contagion their desperate shots manage to clear away are filled moments later by yet more hovering vermin. Amidst the droning miasma, the Death Guard stride on, at one with the crawling and buzzing horror surrounding them. As the horrifying cloud washes over the enemy, their warriors retch and claw at their skin. The Plague Marines exploit the distraction ruthlessly, cutting down their stricken foes and leaving nothing but rotting corpses in their wake.
A cloud of winged insects descends over Mortarion’s pathogenic sons, obscuring their malodorous ranks and shielding them from the eyes and augurs of the enemy. Beneath thrumming storms of fat-bodied flies, Plague Marines stride towards their wavering foes until they are close enough to unleash punishing volleys of killing fire.
DEATH GUARD INFANTRY units (excluding POXWALKERS units) from your army that are not embarked within a TRANSPORT have the Scouts 5" and Stealth abilities.
Festering swarms follow this champion to battle, and the drone of a billion flies invigorates his warriors’ rotting bodies, lending them fresh focus. DEATH GUARD INFANTRY model only. Ranged weapons equipped by models in the bearer’s unit have the [ASSAULT] ability. |
The buzzing swarms respond to this champion’s will, sweeping down upon his chosen target, their crawling, biting and droning enfeebling the horrified foe. DEATH GUARD INFANTRY model only. Each time a model in the bearer’s unit makes an attack that targets a unit that is within Contagion Range of one or more DEATH GUARD units from your army, re-roll a Wound roll of 1. |
With a hacking prayer to Nurgle, this warrior calls upon the swarm. Buzzing clumps of plague‑bearing flies settle upon his bloated form and vomit streams of rejuvenating contagion into festering wounds. DEATH GUARD INFANTRY model only. At the end of each phase, the bearer regains all of its lost wounds. |
When this diseased pilgrim marches to sites of festering putrescence, Nurgle’s blessings manifest in a buzzing clot of darkness that falls like an enshrouding fog over them and their disciples. DEATH GUARD INFANTRY model only. While the bearer’s unit is within range of one or more objective markers that you control, that unit can only be selected as the target of a ranged attack if the attacking model is within 18". |
In this section you’ll find additional rules for playing Crusade battles that are bespoke to the DEATH GUARD units. You can find out more about Crusade armies in the main Crusade rules.
There are significant risks to dedicating oneself to Nurgle and inviting the Plague Gods repulsive gifts. Many powerful champions have degenerated into swollen masses of rotting flesh, putrid muscle and screaming mouths, ending their Path to Glory as insane mutant aberrations. These mindless beasts are then herded together with other unfortunate Spawn and goaded towards the enemy to spread sickness in Nurgle’s name.
If a DEATH GUARD unit from your Crusade force suffers Spawndom, remove that unit from your Crusade force, then add a new DEATH GUARD CHAOS SPAWN unit to your Crusade force. The new unit has the same number of Battle Honours, Battle Scars and XP as the unit it replaced. If adding this unit would cause your Crusade points total to exceed your Crusade forces Supply Limit, you must first increase your Supply Limit (such as by using the Increase Supply Limit requisition) or your unit is removed from your Crusade force and no new unit is added in its place.
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Some plague champions obsess over perfecting Nurgle’s supernatural plagues as a form of worship, leading their warbands into campaigns of military conquest to facilitate their ritualised experiments.
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Blessings of NurgleEach time you gain a Blessing of Nurgle, record it on your Crusade tracker. After mustering your Crusade army for each battle, for the purposes of determining Crusade Blessings, add 1 to your total Crusade points for that battle for each Blessing of Nurgle your Crusade army has. You cannot gain the same Blessing of Nurgle more than once.
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Many are the alchemical poisons and weaponised pathogens with which the DEATH GUARD anoint their weapons, the Biologus Putrifiers and Foul Blightspawn working constantly to refine them.
When a DEATH GUARD unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.
Infectious slop erupts from the bodies and weapons of these warriors with every blow. Amidst such a rain of vileness, finesse counts for little.
A miasma swirls around these warriors, swirling outward at their unspoken bidding to leave foes temporarily blinded by gluey tears as they cough up putrid gore.
These lances and hooks of rotted bone jut from the Plague Marines' bodies to impale unlucky foes.
Swollen into lumbering hulks of flesh and rancid muscle, these warriors absorb weapon recoil effortlessly.
Capering and jabbering, an infestation of Nurgle's plague mites tortures these warriors'foes and reveals their positions no matter how they try to hide.
These foul, frond-like growths help Nurgle's servants to sense and anticipate enemy movements.
When punctured, these foul swellings spray warp-pus so infectious it can rot living flesh in seconds.
As these daemons slouch back from combat, they retch up great clouds of infectious spores that choke, bloat and suffocate pursuing foes.
These daemons splatter their targets with leprously glowing soul-filth that marks the prey in the perceptions of other Nurglesque entities.
The hull of this vehicle has built up layers of encrusted filth and scabbed matter that soak up impacts.
This vehicle ammunition is so virulent that even a near miss is enough to sicken and kill victims.
These repulsive insectile limbs remain within the vehicle’s body until needed, at which point they slide forth from dripping burrows to hoist it high and bear it across the battlefield with a skittering gait.
If your Crusade army includes any DEATH GUARD units, you can select Agendas from those presented here.
This region is rendered a more fertile bed where plagues can grow by liberally spreading infectious foulness and spore-thick slop across the battlefield.
Even as the foe fights your warriors, they do not realise they participate in a field test of your latest brewed plagues. Those enemies that survive against the odds are judged hard enough to unknowingly bear the infection back to their comrades elsewhere in the war zone.
The field of war is a veritable cornucopia of ingredients for the biochemical arts of the Death Guard. By reaping this feculent harvest, they refine their supernatural maladies further.
The great work of perfecting toxins and refining weaponised alchemy never ends for the twisted scientific minds of the Death Guard. With every gruesome observation scratched on mouldering parchment in a spidery hand, another step is taken towards malevolent perfection.
If your Crusade army includes any DEATH GUARD units, you can spend Requisition points (RP) on any of the following Requisitions.
Amidst grime-smeared surgical slabs and alembics bubbling with clotted poisons, twisted minds have made a vile breakthrough.
Just as Nurgle is said to hunch over his cauldron of poxes, endlessly inventing and perfecting his contagious brews, so too do his worshippers follow his divine example.
Many warp-spawned plagues are in and of themselves daemonic, possessing enough rudimentary intelligence to know when to allow populations - and hope - to temporarily recover before striking anew.
Fevered activity fills the laboratoria of your plague champions as they sense pestilent perfection is almost within their grasp.
For a chosen few, the Path to Glory ends in apotheosis into a mighty and malevolent Daemon Prince of Nurgle.
Even the most accursed and unworthy ofNurgle’s servants may know their god’s blessings for a time; their foul might increased before their unworthy bodies burn out in the grip of such supernatural malignancy.
When a DEATH GUARD CHARACTER model gains a Crusade Relic, you can select one of the Relics presented here.
Said to use the ever-regenerating heart of a Great Unclean One as its fuel, this smog-wreathed censer emits roiling clouds of sorcerous fumes. These cause grotesque bloating and swelling within the mightiest warriors and war engines of the Death Guard, an overabundance of blessed foulness leaving them ever on the verge of violently bursting.
Each time a friendly model with the Deadly Demise ability within 9" of the bearer is destroyed, the bearer can use this Crusade Relic. If it does, add 2 to the roll to determine whether mortal wounds are inflicted by that model’s Deadly Demise ability. You cannot target that model with the Putrid Detonation Stratagem.This malevolent book is bound in flayed maggots’ hides and penned in the blood of famine-starved mutants. It drinks in cruelty, hatred, despair and pain from the battlefield, and, as it does, new passages crawl across its pages to reveal daemonic plague lore to its bearer.
Each time an enemy unit within 9" of the bearer’s unit fails a Battle-shock test, roll one D6: on a 4+, you gain 1 Requisition point.Fashioned by witchsmiths in an unclean forge borne upon the back of a colossal plague toad, this armour is said to embody the timeless resilience of the Plague Planet itself.
The bearer has a Save characteristic of 2+.Scores of terrible maladies are stored in this orb, collected from battlefields and conquered worlds the galaxy over. Its carrier can unleash them all at the right moment to overwhelm their enemies.
Once per battle, when you target the bearer’s unit with the Grenade Stratagem, the bearer can use this Crusade Relic. If they do, until that Stratagem has been resolved, add 2 to the result of each dice you roll for that Stratagem.No larger than an Imperial nobleman’s snuff box, this nightmarish artefact contains a pale green pearl said to have congealed in Nurgle’s own cauldron. The hyper-contagious energies it emits can wither forests, curdle oceans and rot entire worlds if concealed in the right place and given time to work.
The bearer has the Deadly Demise D3 ability. In addition, at the end of the battle, if the bearer’s unit is wholly within your opponent’s deployment zone, when you next follow the Path of Contagion, you can skip the Counteragents step.This parasitic daemon-organ squirms into its host’s body and melds with its biology before pumping corruption through every cell. One so blessed becomes an avatar of contagion made manifest, a seething nexus of infectious foulness whose presence few can long survive.
The bearer has the Feel No Pain 5+ ability. In addition, add 6" to the Contagion Range of models in the bearer’s unit.When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.
Your rancid star is on the rise. Champions of order and purity have fallen beneath your putrid blade, their armies scattered in despair before your inexorable advance. The plagues of Nurgle spread all the faster wherever you take to the battlefield, encouraged by the dark alchemy of your followers, lent virulence by the horror of your victories. Your feet are set firmly on the Path to Glory. Your future is one of glorious apotheosis or a descent into festering spawndom.
Sevenfold are your blessings, for you serve Grandfather Nurgle and the Death Lord Mortarion well. Entire worlds have been transformed into putrid plague beds by your efforts. Planetary systems have soured in the grip of disease and misery, crushed beneath your armoured tread. With every victory, you court the mightiest blessings of the Plague God and draw closer to final triumph or utter damnation.
Ultimate glory is yours, for great Nurgle has rewarded you with daemonic immortality. Your name has become a byword for sickness and suffering across entire galactic sectors. Yet even now, there is more to do, for the war will not be won until the stars themselves rot and fall, spoiled from the heavens. With your newfound supernatural power, of course, even this mighty goal does not seem beyond your reach.
The Death Guard are well-practised in shipboard warfare and punishing boarding actions. Spearing deep in the enemy vessel like the tendrils of some nightmare parasite, they spread corruption and entropy through foes and mechanical systems alike.
Steady and inexorable, the dark gifts of the Plague God seep from the Death Guard to corrupt all.
Units from your army with the Nurgle’s Gift ability retain that ability and gain this one.
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Seven by seven the enemy fall, reaped like blighted crops or rotted from within. Seven by seven their souls are offered up to the Lord of Pestilence.
For every seven enemy models that have been destroyed, add 2" to the Contagion Range of units from your army. Note that any increase to the Contagion Range of units from your army as a result of this rule does not take place while a unit from your army is attacking. In such an event, the increase will take effect after such a unit has finished making its attacks.Foul Constitution Rancid with might, feverish with unclean power, this warrior’s diseased body is as unnaturally resilient as it is unfeeling of pain. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. |
Fountaining Filth Bloated fit to burst with noxious corruption, this champion’s straining body is like an overfilled pressure vessel ready to explode like a diseased warhead. When the bearer is destroyed, before removing it from the battlefield, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers 2 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. |
Under the corrupting influence of Nurgle’s worshippers, voidships can sicken just like living bodies. Corridors awash with chanting, diseased cultists, chambers and vital systems clogged by rancid entities and plague-spawned filth, even the most redoubtable warship can sicken and die.
Steady and inexorable, the dark gifts of the Plague God seep from the Death Guard to corrupt all.
Units from your army with the Nurgle’s Gift ability retain that ability and gain this one.
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Like a virus seeking fresh hosts, the unclean worshippers of the Plague God spill through the ship’s corridors on the hunt for untainted souls.
Each time a DEATH GUARD unit from your army makes a Consolidation move:Pox-Bearer This foul champion is a living vector for the spread of the walking plague, a suppurating nexus of filthy unlife that cannot be cleansed. Once per battle, at the end of your Movement phase, the bearer can use this Enhancement. If it does, select one friendly POXWALKERS unit within 9" of and visible to the bearer; return up to D3+2 destroyed models to that unit. |
Hand of Nurgle Foul and foetid is the touch of this blessed being, seeping filth and rust-blooming fungi spilling from everything they lay their hands upon. In your Command phase, select one objective marker that you control and is within range of the bearer. Roll one D6: on a 2+, that objective marker is Secured by your army |
Spearheading assaults onto enemy voidships or digging in to defend the most vital of their own plague ships’ systems and chambers, these chosen of Mortarion are as indomitable as they are foul. No foe can long endure their feculent ferocity.
Steady and inexorable, the dark gifts of the Plague God seep from the Death Guard to corrupt all.
Units from your army with the Nurgle’s Gift ability retain that ability and gain this one.
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The combined plague blessings of so many champions of the Plague God is universally contagious, a dreadful omnirot that infests flesh, metal and even the minds and souls of its victims.
Each time an enemy unit is selected to perform a Tactical Manoeuvre, if that unit is within Contagion Range of one or more units from your army, that enemy unit must take a Leadership test. If that test is failed, that Tactical Manoeuvre has no effect (that enemy unit is still eligible to shoot and declare a charge this turn as normal).Miasmic Odour An omnipresent reek of decay wreathes this dark champion, mingling with swarms of parasitic plague flies and turgid clouds of infectious spores. Add 3" to the Contagion Range of the bearer. |
Disgusting Reinvigoration Grotesque maws and stabbing probosces burst from this champion’s bloated form to consume and corrupt the very life essence of their victims. Each time the bearer destroys an enemy model with a melee attack, roll one D6: on a 5+, the bearer regains one lost wound (to a maximum of two lost wounds per phase). |
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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.The CHARACTER keyword is used in the following Death Guard datasheets:
The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.
The PLAGUE LEGIONS keyword is used in the following Death Guard datasheets:
The Death Guard are warriors of the Plague God Nurgle. Their bloated bodies are riddled with corruption, and their mere presence causes the foe to sicken and wither in the grip of supernatural diseases while the battlefield falls to rot and ruin around them.
Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes an attack, subtract 1 from the Hit roll. |
Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. |
Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). |
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Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").Some weapons are designed to root enemy formations out of entrenched positions.
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.
Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Some warriors attack with blinding speed, landing their blows before their foes can react.
Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.The BATTLELINE keyword is used in the following Death Guard datasheets:
The PLAGUE LEGIONS and MONSTER keywords are used in the following Death Guard datasheets:
The TERMINATOR keyword is used in the following Death Guard datasheets:
Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.The TRANSPORT keyword is used in the following Death Guard datasheets:
Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".Some warriors are masters of disguise and concealment.
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.Some weapons can inflict fatal injuries on any foe, no matter their resilience.
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Information uncovered by your forces has revealed the growing importance of this war zone and the increasing threat posed by enemies. In response, high command has acceded to your urgent request for reinforcements.
The VEHICLE keyword is used in the following Death Guard datasheets:
The INFANTRY keyword is used in the following Death Guard datasheets:
Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.The DAEMON keyword is used in the following Death Guard datasheets:
The NURGLE and DAEMON keywords are used in the following Death Guard datasheets: