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.
Book | Kind | Edition | Version | Last update |
Death Guard | ||||
Death Guard | Index | 10 | October 2024 | |
Munitorum Field Manual | ||||
Munitorum Field Manual | Expansion | 10 | 1.13 | October 2024 |
Legends Field Manual | ||||
Legends Field Manual | Expansion | 10 | 1.9 | October 2024 |
Boarding Actions | ||||
Boarding Actions | Expansion | 10 | 1.0 | October 2024 |
Horus Heresy Legends: Adeptus Astartes | ||||
Horus Heresy Legends: Adeptus Astartes | Datasheet | 10 | September 2024 | |
Legends: Death Guard | ||||
Legends: Death Guard | Datasheet | 10 | September 2024 | |
Horus Heresy Legends: Heretic Astartes | ||||
Horus Heresy Legends: Heretic Astartes | Datasheet | 10 | September 2024 | |
Legends: Heretic Astartes | ||||
Legends: Heretic Astartes | Datasheet | 10 | September 2024 | |
Balance Dataslate | ||||
Balance Dataslate | Rulebook | 10 | June 2024 | September 2024 |
Q: | Does an objective marker that has been Infected by my army via the Spread the Sickness Detachment rule remain Infected if my opponent controls it at the start or end of any turn? |
A: | Yes. However, while your opponent controls that objective marker, it does not have the Nurgle’s Gift ability. |
Q: | Do POXWALKERS returned by the Curse of the Walking Pox ability in the Fight Phase get to fight if they are returned within Engagement Range of one or more enemy units? |
A: | No, they were not present in the Select Targets step when the unit was selected to fight. |
Q: | Does MORTARION’s Lord of the Death Guard ability ignore other models’ abilities that affect the damage of his weapon (e.g. a C’tan Shard of the Void Dragon’s Necrodermis ability)? |
A: | Yes. |
The Death Guard are carriers of countless infections and contagions, each a gift from Nurgle. Whenever they march to war, they contaminate all around them, overwhelming their victims’ immune systems and undoing metallic bonds, alien psychic materials and all manner of other components, rendering even armoured vehicles vulnerable.
If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit. Contagion Range changes over the course of the battle, as shown below.To the Death Guard, spreading Nurgle’s gifts goes beyond the beings they fight – even the landscapes they tread upon they seek to corrupt, cultivating Nurgle’s garden as widely as possible.
During the Declare Battle Formations step, select one of the Sicknesses below. Until the end of the battle, all units from your army with the Nurgle’s Gift ability gain the selected Sickness.
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. DEATH GUARD model only. Add 3" to the range of the bearer’s Aura abilities (including Nurgle’s Gift). |
This warrior is surrounded by a cloud of dreaded plague flies that harass the Death Guard’s enemies and feed on their sanity. DEATH GUARD model only. While an enemy unit is within Contagion Range of the bearer, each time that unit fails a Battle-shock test, roll one D6: on a 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds. |
When this pathogen finds a victim – whether organic or machine – it rapidly replicates, causing horrific damage before burning out. DEATH GUARD model only. Add 1 to the Strength and Attacks characteristics of the bearer’s melee weapons. While the bearer is within range of an Infected objective marker you control, add 2 to the Strength and Attacks characteristics of the bearer’s melee weapons instead. |
The strains of the zombie virus carried by the Death Guard slowly but surely break mortals around them, sapping their strength and dexterity before consuming them utterly. DEATH GUARD model only. Each time the bearer’s unit is selected as a target of an enemy unit’s charge, until the end of the phase, subtract 2 from Charge rolls made for that enemy unit. |
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 warriors 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 champions 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 ships 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 champions 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). |
The Death Guard are carriers of countless infections and contagions, each a gift from Nurgle. Whenever they march to war, they contaminate all around them, overwhelming their victims’ immune systems and undoing metallic bonds, alien psychic materials and all manner of other components, rendering even armoured vehicles vulnerable.
If your Army Faction is , while an enemy unit is within Contagion Range of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit. Contagion Range changes over the course of the battle, as shown below.To the Death Guard, spreading Nurgle’s gifts goes beyond the beings they fight – even the landscapes they tread upon they seek to corrupt, cultivating Nurgle’s garden as widely as possible.
During the Declare Battle Formations step, select one of the Sicknesses below. Until the end of the battle, all units from your army with the Nurgle’s Gift ability gain the selected Sickness.
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Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.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.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.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.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.