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 |
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![]() | Index | 10 | July 2023 | |
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![]() | Expansion | 10 | 1.4 | October 2023 |
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![]() | Expansion | 10 | 1.1 | October 2023 |
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![]() | Rulebook | 10 | Autumn 2023 | September 2023 |
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![]() | Datasheet | 10 | July 2023 | |
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![]() | Datasheet | 10 | July 2023 | |
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![]() | Datasheet | 10 | June 2023 | |
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![]() | Datasheet | 10 | June 2023 |
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 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.
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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.Some attacks are so powerful that no armour or force field can withstand their fury.
Some attacks inflict mortal wounds. Each mortal wound inflicts one 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 saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.