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 | December 2024 | |
Munitorum Field Manual | ||||
Munitorum Field Manual | Expansion | 10 | 1.14 | December 2024 |
Balance Dataslate | ||||
Balance Dataslate | Rulebook | 10 | December 2024 | December 2024 |
Grotmas Calendar: Death Guard - Flyblown Host | ||||
Grotmas Calendar: Death Guard - Flyblown Host | Expansion | 10 | December 2024 | |
Boarding Actions | ||||
Boarding Actions | Expansion | 10 | 1.0 | October 2024 |
Legends Field Manual | ||||
Legends Field Manual | Expansion | 10 | 1.9 | 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 |
Q: | If I have Infected an objective marker, what happens if my opponent gains control of that objective marker then loses it? |
A: | That objective marker is still Infected, but does not come under your control again. If you regain control of that objective marker (i.e. because your Level of Control over that objective marker is greater than your opponent’s at the end of a phase), while you control that objective marker, because it is Infected, it has 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. |
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 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". |
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.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".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.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.