RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Hyper blight grenades [assault, blast, lethal hits] | |||||||
Hyper blight grenades [assault, blast, lethal hits] | 12" | D6 | 3+ | 5 | -1 | 2 | |
Injector pistol [pistol] | |||||||
Injector pistol [pistol] | 3" | 1 | 3+ | 4 | -1 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Plague knives [lethal hits] | |||||||
Plague knives [lethal hits] | Melee | 4 | 3+ | 4 | 0 | 1 |
1 model | 50 |
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.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.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 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’.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):The INFANTRY keyword is used in the following Death Guard datasheets:
The CHARACTER keyword is used in the following Death Guard datasheets:
The CHAOS keyword is used in the following Death Guard datasheets:
The NURGLE keyword is used in the following Death Guard datasheets:
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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).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.Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save 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.Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.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.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.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.The TRANSPORT keyword is used in the following Death Guard datasheets:
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.
INFANTRY units from your army that are not embarked within a TRANSPORT have the Scouts 5" and Stealth abilities.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.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 unit from your army makes a Consolidation move:This warrior is surrounded by a cloud of dreaded plague flies that harass the Death Guard’s enemies and feed on their sanity.
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.
model only. While an enemy unit is withinWhen this pathogen finds a victim – whether organic or machine – it rapidly replicates, causing horrific damage before burning out.
Infected objective marker you control, add 2 to the Strength and Attacks characteristics of the bearer’s melee weapons instead.
model only. Add 1 to the Strength and Attacks characteristics of the bearer’s melee weapons. While the bearer is within range of anThe 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.
Charge rolls made for that enemy unit.
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 fromWith 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.
INFANTRY model only. At the end of each phase, the bearer regains all of its lost wounds.
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.The buzzing swarms respond to this champion’s will, sweeping down upon his chosen target, their crawling, biting and droning enfeebling the horrified foe.
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 units from your army, re-roll a Wound roll of 1.
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.
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".
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.
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
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.
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.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").The GRENADES keyword is used in the following Death Guard datasheets: