Death Guard – Datasheets


Characters


Biologus Putrifier
(⌀40mm)
M
5"
T
5
Sv
3+
W
4
Ld
6+
OC
1
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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 1, Leader
FACTION: Nurgle’s Gift (Aura)
Foul Infusion: While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. In addition, each time a model in that unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
Explosive Maladies: In your Shooting phase, you can select one model from your army with this ability as the target of the Grenade Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. Each model can only be selected for this ability once per battle.
UNIT COMPOSITION
  • 1 Biologus Putrifier
This model is equipped with: hyper blight grenades; injector pistol; plague knives.
1 model
50
LEADER
This model can be attached to the following unit: You can attach this model to a PLAGUE MARINES unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same leader to the same unit). If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, CHAOS, NURGLE, GRENADES, BIOLOGUS PUTRIFIER
FACTION KEYWORDS:
DEATH GUARD


Death Guard Chaos Lord
(⌀40mm)
M
5"
T
5
Sv
3+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
2+
4
0
1
Plague bolt pistol [lethal hits, pistol]
Plague bolt pistol [lethal hits, pistol]
12"
1
2+
4
0
1
Plague combi-bolter [lethal hits, rapid fire 2]
Plague combi-bolter [lethal hits, rapid fire 2]
24"
2
2+
4
0
1
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
2+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Astartes chainsword
Astartes chainsword
Melee
7
2+
4
-1
1
Plague fist [lethal hits]
Plague fist [lethal hits]
Melee
5
3+
8
-2
2
Plague-encrusted exalted weapon [lethal hits]
Plague-encrusted exalted weapon [lethal hits]
Melee
6
2+
5
-2
1
Twin lightning claws [twin-linked]
Twin lightning claws [twin-linked]
Melee
7
2+
5
-2
1
WARGEAR OPTIONS
  • This model’s plague bolt pistol can be replaced with one of the following:
    • 1 combi-weapon
    • 1 plague combi-bolter
    • 1 plague fist
    • 1 plague-encrusted exalted weapon
    • 1 plasma pistol
  • This model’s Astartes chainsword can be replaced with one of the following:
    • 1 plague fist
    • 1 plague-encrusted exalted weapon
  • This model’s plague bolt pistol and Astartes chainsword can be replaced with 1 twin lighting claws.

ABILITIES
CORE: Leader
FACTION: Nurgle’s Gift (Aura)
Chaos Lord: While this model is leading a unit, each time a model in that unit makes an attack, re-roll a Hit roll of 1.
Desiccation Conduit (Aura): While an enemy unit is within Contagion Range of this model, at the end of the turn, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds.
UNIT COMPOSITION
  • 1 Death Guard Chaos Lord
This model is equipped with: plague bolt pistol; Astartes chainsword.
1 model
65
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, CHAOS, NURGLE, GRENADES, CHAOS LORD
FACTION KEYWORDS:
DEATH GUARD


Death Guard Chaos Lord In Terminator Armour
(⌀40mm)
M
4"
T
6
Sv
2+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
3+
4
0
1
Plague combi-bolter [lethal hits, rapid fire 2]
Plague combi-bolter [lethal hits, rapid fire 2]
24"
2
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainfist [anti-vehicle 3+]
Chainfist [anti-vehicle 3+]
Melee
5
3+
8
-2
2
Plague fist [lethal hits]
Plague fist [lethal hits]
Melee
5
2+
8
-2
2
Plague-encrusted exalted weapon [lethal hits]
Plague-encrusted exalted weapon [lethal hits]
Melee
6
2+
5
-2
1
Twin lightning claws [twin-linked]
Twin lightning claws [twin-linked]
Melee
7
2+
5
-2
1
WARGEAR OPTIONS
  • This model’s plague combi-bolter can be replaced with one of the following:
    • 1 combi-weapon
    • 1 plague-encrusted exalted weapon
  • This model’s plague-encrusted exalted weapon can be replaced with one of the following:
    • 1 chainfist
    • 1 plague fist
  • This model’s plague combi-bolter and plague-encrusted exalted weapon can be replaced with 1 twin lighting claws.

ABILITIES
CORE: Deep Strike, Leader
FACTION: Nurgle’s Gift (Aura)
Chaos Lord: While this model is leading a unit, each time a model in that unit makes an attack, re-roll a Hit roll of 1.
Desiccation Conduit (Aura): While an enemy unit is within Contagion Range of this model, at the end of the turn, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds.
UNIT COMPOSITION
  • 1 Death Guard Chaos Lord in Terminator Armour
This model is equipped with: plague combi-bolter; plague-encrusted exalted weapon.
1 model
85
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, CHAOS, NURGLE, TERMINATOR, CHAOS LORD
FACTION KEYWORDS:
DEATH GUARD


Death Guard Daemon Prince
(⌀60mm)
M
7"
T
11
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Plague spewer [anti-infantry 2+, ignores cover, torrent]
Plague spewer [anti-infantry 2+, ignores cover, torrent]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hellforged weapons – strike
Hellforged weapons – strike
Melee
6
2+
8
-2
3
Hellforged weapons – sweep
Hellforged weapons – sweep
Melee
14
2+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3
FACTION: Nurgle’s Gift (Aura)
Grandfather’s Blessing (Aura, Psychic): While a friendly DEATH GUARD INFANTRY unit is within Contagion Range of this model, models in that unit have the Feel No Pain 6+ ability.
UNIT COMPOSITION
  • 1 Death Guard Daemon Prince
This model is equipped with: plague spewer; hellforged weapons.
1 model
160
KEYWORDS: MONSTER, CHARACTER, CHAOS, NURGLE, PSYKER, DAEMON, DAEMON PRINCE
FACTION KEYWORDS:
DEATH GUARD


Death Guard Daemon Prince With Wings
(⌀60mm)
M
11"
T
10
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Plague spewer [anti-infantry 2+, ignores cover, torrent]
Plague spewer [anti-infantry 2+, ignores cover, torrent]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hellforged weapons – strike
Hellforged weapons – strike
Melee
6
2+
8
-2
3
Hellforged weapons – sweep
Hellforged weapons – sweep
Melee
14
2+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Nurgle’s Gift (Aura)
Warp Horror (Psychic): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it. That unit must take a Battle-shock test.
Devastating Assault: Each time this model ends a Charge move, until the end of the turn, its hellforged weapons have the [DEVASTATING WOUNDS] ability.
UNIT COMPOSITION
  • 1 Death Guard Daemon Prince with Wings
This model is equipped with: plague spewer; hellforged weapons.
1 model
195
KEYWORDS: MONSTER, CHARACTER, FLY, CHAOS, NURGLE, PSYKER, DAEMON, DAEMON PRINCE WITH WINGS
FACTION KEYWORDS:
DEATH GUARD


Death Guard Icon Bearer
(⌀32mm)
M
5"
T
5
Sv
3+
W
4
Ld
5+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Plague boltgun [lethal hits]
Plague boltgun [lethal hits]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Plague knife [lethal hits]
Plague knife [lethal hits]
Melee
4
3+
4
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Nurgle’s Gift (Aura)
Unclean Icon: While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.
Seed the Disease: Once per battle, at the end of your Movement phase, this model can use this ability. If it does, until the start of your next Command phase, this model’s unit is treated as having a Contagion Range of 12".
UNIT COMPOSITION
  • 1 Death Guard Icon Bearer
This model is equipped with: plague boltgun; plague knife.
1 model
45
LEADER
This model can be attached to the following unit: You can attach this model to a Plague Marines unit, even if one other Leader unit has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, CHAOS, NURGLE, GRENADES, DEATH GUARD ICON BEARER
FACTION KEYWORDS:
DEATH GUARD


Death Guard Sorcerer In Terminator Armour
(⌀40mm)
M
4"
T
6
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Curse of the Leper – witchfire [psychic]
Curse of the Leper – witchfire [psychic]
24"
D6
3+
6
-1
1
Curse of the Leper – focused witchfire [hazardous, psychic]
Curse of the Leper – focused witchfire [hazardous, psychic]
24"
2D6
3+
6
-2
1
Plague combi-bolter [lethal hits, rapid fire 2]
Plague combi-bolter [lethal hits, rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainfist [anti-vehicle 3+]
Chainfist [anti-vehicle 3+]
Melee
3
4+
8
-2
2
Force weapon [psychic]
Force weapon [psychic]
Melee
4
3+
6
-1
D3
Plague fist [lethal hits]
Plague fist [lethal hits]
Melee
3
3+
8
-2
2
Plague-encrusted exalted weapon [lethal hits]
Plague-encrusted exalted weapon [lethal hits]
Melee
4
3+
5
-2
1
Twin lightning claws [twin-linked]
Twin lightning claws [twin-linked]
Melee
5
3+
5
-2
1
WARGEAR OPTIONS
  • This model’s plague combi-bolter can be replaced with one of the following:
    • 1 combi-weapon
    • 1 plague-encrusted exalted weapon
  • This model’s force weapon can be replaced with one of the following:
    • 1 chainfist
    • 1 plague fist
    • 1 plague-encrusted exalted weapon
  • This model’s plague combi-bolter and force weapon can be replaced with 1 twin lighting claws.

ABILITIES
CORE: Deep Strike, Leader
FACTION: Nurgle’s Gift (Aura)
Putrescent Vitality (Psychic): At the start of the Fight phase, you can roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the end of the phase, each time an attack is allocated to a model in this PSYKER’s unit, subtract 1 from the Damage characteristic of that attack.
Pestilent Familiar (Psychic): Once per battle, after selecting targets for a Psychic weapon equipped by this model, until the end of the phase, improve the Strength and Damage characteristics of that weapon by 2.

Designer’s Note: Place a Pestilent Familiar token next to this model, removing it once this ability has been used.
UNIT COMPOSITION
  • 1 Death Guard Sorcerer in Terminator Armour
This model is equipped with: Curse of the Leper; plague combi-bolter; force weapon.
1 model
70
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, CHAOS, NURGLE, TERMINATOR, SORCERER
FACTION KEYWORDS:
DEATH GUARD


Foul Blightspawn
(⌀40mm)
M
5"
T
5
Sv
3+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Plague sprayer [anti-infantry 2+, ignores cover, torrent]
Plague sprayer [anti-infantry 2+, ignores cover, torrent]
12"
D6
N/A
7
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
4
3+
4
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Nurgle’s Gift (Aura)
Putrefying Stink: While this model is leading a unit, models in that unit have the Fights First ability.
UNIT COMPOSITION
  • 1 Foul Blightspawn
This model is equipped with: plague sprayer; close combat weapon.
1 model
50
LEADER
This model can be attached to the following unit: You can attach this model to a PLAGUE MARINES unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same leader to the same unit). If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, CHAOS, NURGLE, GRENADES, FOUL BLIGHTSPAWN
FACTION KEYWORDS:
DEATH GUARD


Lord Of Contagion
(⌀50mm)
M
4"
T
6
Sv
2+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Plagueblade – strike [lethal hits]
Plagueblade – strike [lethal hits]
Melee
5
2+
8
-2
3
Plagueblade – sweep [lethal hits]
Plagueblade – sweep [lethal hits]
Melee
10
2+
5
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: Nurgle’s Gift (Aura)
Vector of Disease: While this model is leading a unit, each time a model in that unit makes a melee attack, you can re-roll the Hit roll.
Abundance of Sickness: In the Fight phase, each time this model loses a wound, roll one D6: on a 4+, the closest enemy unit within Engagement Range of this model suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Lord of Contagion
This model is equipped with: plagueblade.
1 model
80
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, CHAOS, NURGLE, TERMINATOR, GRENADES, LORD OF CONTAGION
FACTION KEYWORDS:
DEATH GUARD


Lord Of Virulence
(⌀50mm)
M
4"
T
6
Sv
2+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin plague spewer [anti-infantry 2+, ignores cover, torrent, twin-linked]
Twin plague spewer [anti-infantry 2+, ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Heavy plague fist [lethal hits]
Heavy plague fist [lethal hits]
Melee
5
3+
8
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: Nurgle’s Gift (Aura)
Master of Destruction: While this model is leading a unit, each time a model in that unit makes a ranged attack, you can re-roll the Wound roll.
Blight Bombardment: Each time a friendly DEATH GUARD model makes an attack with a Blast weapon that targets a unit that is visible to this model, add 1 to the Hit roll and that attack has the [IGNORES COVER] ability.
UNIT COMPOSITION
  • 1 Lord of Virulence
This model is equipped with: twin plague spewer; heavy plague fist.
1 model
80
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, CHAOS, NURGLE, TERMINATOR, LORD OF VIRULENCE
FACTION KEYWORDS:
DEATH GUARD


Malignant Plaguecaster
(⌀32mm)
M
5"
T
5
Sv
3+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Plague bolt pistol [lethal hits, pistol]
Plague bolt pistol [lethal hits, pistol]
12"
1
3+
4
0
1
Plague Wind – witchfire [psychic, torrent]
Plague Wind – witchfire [psychic, torrent]
12"
D6
N/A
4
-1
D3
Plague Wind – focused witchfire [hazardous, psychic, torrent]
Plague Wind – focused witchfire [hazardous, psychic, torrent]
12"
D6+3
N/A
6
-2
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Corrupted staff [lethal hits, psychic]
Corrupted staff [lethal hits, psychic]
Melee
4
3+
6
-1
D3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Nurgle’s Gift (Aura)
Gift of Contagion (Psychic): In your Shooting phase, you can select one enemy unit within 18" of and visible to this PSYKER and roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the start of your next Shooting phase, each time a model in that enemy unit makes a melee attack, subtract 1 from the Wound roll.
Pestilent Fallout (Psychic): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Plague Wind scored a wound against an enemy INFANTRY unit, until the start of your next turn, subtract 2 from that unit’s Move characteristic and subtract 2 from Advance and Charge rolls made for that unit.
UNIT COMPOSITION
  • 1 Malignant Plaguecaster
This model is equipped with: plague bolt pistol; Plague Wind; corrupted staff.
1 model
65
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, CHAOS, NURGLE, PSYKER, MALIGNANT PLAGUECASTER
FACTION KEYWORDS:
DEATH GUARD


Mortarion
(⌀100mm)
M
10"
T
12
Sv
2+
W
16
Ld
5+
OC
6
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Rotwind [blast, devastating wounds, lethal hits, psychic]
Rotwind [blast, devastating wounds, lethal hits, psychic]
18"
D6+3
2+
7
-2
1
The Lantern [pistol, sustained hits d3]
The Lantern [pistol, sustained hits d3]
18"
1
2+
9
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Silence – strike [lethal hits]
Silence – strike [lethal hits]
Melee
5
2+
14
-3
4
Silence – sweep [lethal hits]
Silence – sweep [lethal hits]
Melee
15
2+
7
-1
1
WARGEAR OPTIONS
  • None

HOST OF PLAGUES
Miasma of Pestilence (Aura): While a friendly DEATH GUARD unit is within 6" of this model, each time a ranged attack targets that unit, models in that unit have the Benefit of Cover against that attack.
Diseased Influence (Aura): While a friendly DEATH GUARD unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Wound roll of 1.
Toxic Presence (Aura): While a friendly DEATH GUARD unit is within 12" of this model, add 3" to the Contagion Range of that unit.
ABILITIES
CORE: Deadly Demise D6, Feel No Pain 5+
FACTION: Nurgle’s Gift (Aura)
Host of Plagues: At the start of the battle round, select one of the abilities in the Host of Plagues section (see left). Until the start of the next battle round, this model has that ability.
Lord of the Death Guard (Aura): While a friendly DEATH GUARD unit is within 6" of this model, that unit can ignore any or all modifiers to its characteristics and to any roll or test made for it (excluding modifiers to saving throws).
UNIT COMPOSITION
  • 1 Mortarion – EPIC HERO
This model is equipped with: Rotwind; the Lantern; Silence.
1 model
325
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
SUPREME COMMANDER
If this model is in your army, it must be your Warlord.
KEYWORDS: MONSTER, PSYKER, FLY, CHARACTER, EPIC HERO, DAEMON, GRENADES, CHAOS, NURGLE, PRIMARCH, MORTARION
FACTION KEYWORDS:
DEATH GUARD


Noxious Blightbringer
(⌀40mm)
M
5"
T
5
Sv
3+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
3+
7
-2
1
Plasma pistol – supercharge [pistol, hazardous]
Plasma pistol – supercharge [pistol, hazardous]
12"
1
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Cursed plague bell [lethal hits]
Cursed plague bell [lethal hits]
Melee
5
3+
4
0
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Nurgle’s Gift (Aura)
Sickening Vitality: While this model is leading a unit, you can re-roll Advance and Charge rolls made for that unit.
The Bell Tolls (Aura): While an enemy unit is within Contagion Range of this model, each time a Battle-shock or Leadership test is taken for that enemy unit, subtract 2 from that test.
UNIT COMPOSITION
  • 1 Noxious Blightbringer
This model is equipped with: plasma pistol; cursed plague bell.
1 model
50
LEADER
This model can be attached to the following unit: You can attach this model to a Plague Marines unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same Leader to the same unit). If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, CHAOS, NURGLE, NOXIOUS BLIGHTBRINGER
FACTION KEYWORDS:
DEATH GUARD


Plague Surgeon
(⌀40mm)
M
5"
T
5
Sv
3+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Plague bolt pistol [lethal hits, pistol]
Plague bolt pistol [lethal hits, pistol]
12"
1
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Balesword [lethal hits]
Balesword [lethal hits]
Melee
4
3+
5
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Nurgle’s Gift (Aura)
Tainted Narthecium: While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit.
Diseased Healing: At the end of your Movement phase, you can select one friendly DEATH GUARD INFANTRY CHARACTER model within 3" of this model. That model regains up to 3 lost wounds. Each model can only be selected for this ability once per turn.
UNIT COMPOSITION
  • 1 Plague Surgeon
This model is equipped with: plague bolt pistol; balesword.
1 model
65
LEADER
This model can be attached to the following unit: You can attach this model to a PLAGUE MARINES unit, even if one other Leader unit has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, CHAOS, NURGLE, PLAGUE SURGEON
FACTION KEYWORDS:
DEATH GUARD


Tallyman
(⌀40mm)
M
5"
T
5
Sv
3+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Infected plasma pistol – standard [pistol, sustained hits d3]
Infected plasma pistol – standard [pistol, sustained hits d3]
12"
1
3+
7
-2
1
Infected plasma pistol – supercharge [hazardous, pistol, sustained hits d3]
Infected plasma pistol – supercharge [hazardous, pistol, sustained hits d3]
12"
1
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
4
3+
4
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Nurgle’s Gift (Aura)
Malicious Calculations: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.
The Seven-fold Chant: In your Command phase, if this model is on the battlefield, roll 2D6: on a 7+, you gain 1CP.
UNIT COMPOSITION
  • 1 Tallyman
This model is equipped with: infected plasma pistol; close combat weapon.
1 model
45
LEADER
This model can be attached to the following unit: You can attach this model to a PLAGUE MARINES unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same leader to the same unit). If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, CHAOS, NURGLE, TALLYMAN
FACTION KEYWORDS:
DEATH GUARD


Typhus
(⌀50mm)
M
5"
T
6
Sv
2+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Master-crafted manreaper – strike [lethal hits]
Master-crafted manreaper – strike [lethal hits]
Melee
5
2+
9
-2
3
Master-crafted manreaper – sweep [lethal hits]
Master-crafted manreaper – sweep [lethal hits]
Melee
10
2+
6
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: Nurgle’s Gift (Aura)
The Destroyer Hive: While this model is leading a unit, each time a melee attack targets that unit, subtract 1 from the Hit roll.
The Eater Plague (Psychic): In your Shooting phase, you can select one enemy unit within 18" of and visible to this PSYKER and roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2-5, that enemy unit suffers D6 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
UNIT COMPOSITION
  • 1 Typhus – EPIC HERO
This model is equipped with: master-crafted manreaper.
1 model
80
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, CHAOS, NURGLE, PSYKER, TERMINATOR, TYPHUS
FACTION KEYWORDS:
DEATH GUARD


Chaos Lord On Palanquin Of Nurgle
(⌀60mm)
M
5"
T
5
Sv
3+
W
8
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
2+
4
0
1
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
2+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
2+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
6
2+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
7
2+
4
-1
1
Close combat weapon
Close combat weapon
Melee
6
2+
4
0
1
Nurgling’s claws and teeth [extra attacks, lethal hits]
Nurgling’s claws and teeth [extra attacks, lethal hits]
Melee
4
5+
2
0
1
Paired accursed weapons [twin-linked]
Paired accursed weapons [twin-linked]
Melee
7
2+
4
-1
1
Power fist
Power fist
Melee
5
2+
8
-2
2
WARGEAR OPTIONS
  • This model’s bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 combi-bolter
    • 1 combi-weapon
    • 1 accursed weapon
    • 1 power fist
  • This model’s Astartes chainsword can be replaced with one of the following:
    • 1 bolt pistol
    • 1 plasma pistol
    • 1 accursed weapon
    • 1 power fist
  • This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons.

ABILITIES
CORE: Leader
FACTION: Nurgle’s Gift (Aura)
Lord of Chaos: Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if another unit from your army has already been targeted with that Stratagem this phase.
Revolting Regeneration: At the start of your Command phase, this model regains up to D3 lost wounds.
UNIT COMPOSITION
  • 1 Chaos Lord on Palanquin of Nurgle
This model is equipped with: bolt pistol; Astartes chainsword; close combat weapon; Nurgling's claws and teeth.
1 model
90
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CHAOS, NURGLE, CHAOS LORD, PALANQUIN OF NURGLE
FACTION KEYWORDS:
DEATH GUARD


Sorcerer On Palanquin Of Nurgle
(⌀60mm)
M
5"
T
5
Sv
3+
W
7
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
2+
4
0
1
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
2+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Infernal Gaze – focused witchfire [devastating wounds, hazardous, psychic]
Infernal Gaze – focused witchfire [devastating wounds, hazardous, psychic]
24"
D6
3+
6
-2
D3
Infernal Gaze – witchfire [psychic]
Infernal Gaze – witchfire [psychic]
24"
D6
3+
5
-1
D3
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
2+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
4
3+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
5
3+
4
-1
1
Force weapon [psychic]
Force weapon [psychic]
Melee
4
3+
6
-1
D3
Nurgling’s claws and teeth [extra attacks, lethal hits]
Nurgling’s claws and teeth [extra attacks, lethal hits]
Melee
4
5+
2
0
1
Power fist
Power fist
Melee
3
3+
8
-2
2
WARGEAR OPTIONS
  • This model’s bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 combi-bolter
    • 1 combi-weapon
    • 1 accursed weapon
    • 1 Astartes chainsword
    • 1 power fist

ABILITIES
CORE: Leader
FACTION: Nurgle’s Gift (Aura)
Gift of Poxes (Psychic): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
Feculent Despair (Aura, Psychic): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test.
UNIT COMPOSITION
  • 1 Sorcerer on Palanquin of Nurgle
This model is equipped with: bolt pistol; Infernal Gaze; force weapon; Nurgling's claws and teeth.
1 model
80
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CHAOS, PSYKER, NURGLE, SORCERER, PALANQUIN OF NURGLE
FACTION KEYWORDS:
DEATH GUARD

Battleline


Plague Marines
(⌀32mm)
M
5"
T
5
Sv
3+
W
2
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blight launcher [lethal hits]
Blight launcher [lethal hits]
24"
2
3+
6
-1
2
Meltagun [melta 2]
Meltagun [melta 2]
12"
1
3+
9
-4
D6
Plague belcher [anti-infantry 4+, ignores cover, torrent]
Plague belcher [anti-infantry 4+, ignores cover, torrent]
12"
D6
N/A
4
0
1
Plague bolt pistol [lethal hits, pistol]
Plague bolt pistol [lethal hits, pistol]
12"
1
2+
4
0
1
Plague boltgun [lethal hits]
Plague boltgun [lethal hits]
24"
2
3+
4
0
1
Plague spewer [anti-infantry 2+, ignores cover, torrent]
Plague spewer [anti-infantry 2+, ignores cover, torrent]
12"
D6
N/A
5
-1
1
Plasma gun – standard [rapid fire 1]
Plasma gun – standard [rapid fire 1]
24"
1
3+
7
-2
1
Plasma gun – supercharge [hazardous, rapid fire 1]
Plasma gun – supercharge [hazardous, rapid fire 1]
24"
1
3+
8
-3
2
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
3+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bubotic weapons [lethal hits]
Bubotic weapons [lethal hits]
Melee
4
3+
5
-2
1
Heavy plague weapon [lethal hits]
Heavy plague weapon [lethal hits]
Melee
3
4+
8
-2
2
Plague knives [lethal hits]
Plague knives [lethal hits]
Melee
3
3+
4
0
1
WARGEAR OPTIONS
  • The Plague Champion’s plague boltgun can be replaced with one of the following:
    • 1 plague bolt pistol
    • 1 plasma gun
    • 1 plasma pistol
  • The Plague Champion’s plague knives can be replaced with one of the following:
    • 1 bubotic weapons
    • 1 heavy plague weapon
  • For every 5 models in this unit, 1 Plague Marine’s plague boltgun can be replaced with 1 blight launcher.
  • For every 5 models in this unit, 1 Plague Marine’s plague boltgun can be replaced with 1 plague spewer.
  • For every 5 models in this unit, 1 Plague Marine’s plague boltgun can be replaced with one of the following:
    • 1 meltagun
    • 1 plague belcher
    • 1 plasma gun
  • For every 5 models in this unit, up to 2 Plague Marines can each have their plague boltgun replaced with 1 bubotic weapons.
  • For every 5 models in this unit, up to 2 Plague Marines can each have their plague boltgun replaced with 1 heavy plague weapon.

ABILITIES
FACTION: Nurgle’s Gift (Aura)
Remorseless: While this unit is within range of an objective marker you control, each time you take a Battle-shock test for this unit, add 1 to that test.
UNIT COMPOSITION
  • 1 Plague Champion
  • 4-9 Plague Marines
Every model is equipped with: plague boltgun; plague knives.
5 models
90
7 models
125
10 models
180
KEYWORDS: INFANTRY, CHAOS, NURGLE, GRENADES, BATTLELINE, PLAGUE MARINES
FACTION KEYWORDS:
DEATH GUARD

Dedicated Transports


Death Guard Rhino
(⌀Use model)
M
12"
T
9
Sv
3+
W
10
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Plague combi-bolter [lethal hits, rapid fire 2]
Plague combi-bolter [lethal hits, rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 combi-weapon
    • 1 additional plague combi-bolter
  • This model can be equipped with 1 havoc launcher.

ABILITIES
CORE: Deadly Demise D3, Firing Deck 2
FACTION: Nurgle’s Gift (Aura)
Self Repair: At the start of your Command phase, this model regains 1 lost wound.
UNIT COMPOSITION
  • 1 Death Guard Rhino
This model is equipped with: plague combi-bolter; armoured tracks.
1 model
75
TRANSPORT
This model has a transport capacity of 12 DEATH GUARD INFANTRY models. It cannot transport TERMINATOR, CULTIST or POXWALKER models.
KEYWORDS: VEHICLE, CHAOS, NURGLE, TRANSPORT, DEDICATED TRANSPORT, SMOKE, RHINO
FACTION KEYWORDS:
DEATH GUARD


Terrax-pattern Termite
(⌀Use model)
M
8"
T
10
Sv
3+
W
14
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
3+
4
0
1
Heavy flamer [torrent, ignores cover]
Heavy flamer [torrent, ignores cover]
12"
D6
N/A
5
-1
1
Terrax melta cutter [melta 2]
Terrax melta cutter [melta 2]
12"
5
3+
9
-4
D6
Twin volkite charger [devastating wounds, twin-linked]
Twin volkite charger [devastating wounds, twin-linked]
18"
2
3+
5
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Termite drill [anti-vehicle 3+]
Termite drill [anti-vehicle 3+]
Melee
6
4+
14
-2
D3+3
WARGEAR OPTIONS
  • This model’s 2 combi-bolters can be replaced with one of the following
    • 2 heavy flamers
    • 2 twin volkite chargers

ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Nurgle’s Gift (Aura)
Termite Assault: This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models.
UNIT COMPOSITION
  • 1 Terrax-pattern Termite
This model is equipped with: Terrax melta cutter; 2 combi-bolters; Termite drill.
1 model
200
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 DEATH GUARD INFANTRY models. It cannot transport JUMP PACK, WULFEN, PHOBOS, GRAVIS, CENTURION, TERMINATOR, OBLITERATOR, POSSESSED or TACTICUS models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit).
KEYWORDS: VEHICLE, CHAOS, NURGLE, TRANSPORT, DEDICATED TRANSPORT, TERRAX-PATTERN TERMITE
FACTION KEYWORDS:
DEATH GUARD

Fortifications


Miasmic Malignifier
(⌀Use model)
M
-
T
10
Sv
3+
W
12
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Noxious stink [ignores cover, torrent]
Noxious stink [ignores cover, torrent]
6"
2D6
N/A
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3, Infiltrators
FACTION: Nurgle’s Gift (Aura)
Putrescent Fog (Aura): While a friendly DEATH GUARD unit is wholly within 6" of this FORTIFICATION, each time an attack targets that unit, subtract 1 from the Hit roll.
Diseased Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
UNIT COMPOSITION
  • 1 Miasmic Malignifier
This model is equipped with: noxious stink.
1 model
115
KEYWORDS: FORTIFICATION, CHAOS, NURGLE, MIASMIC MALIGNIFIER
FACTION KEYWORDS:
DEATH GUARD

Other


Blightlord Terminators
(⌀40mm)
M
4"
T
6
Sv
2+
W
3
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blight launcher [lethal hits]
Blight launcher [lethal hits]
24"
2
3+
6
-1
2
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Plague combi-bolter [lethal hits, rapid fire 2]
Plague combi-bolter [lethal hits, rapid fire 2]
24"
2
3+
4
0
1
Plague spewer [anti-infantry 2+, ignores cover, torrent]
Plague spewer [anti-infantry 2+, ignores cover, torrent]
12"
D6
N/A
5
-1
1
Reaper autocannon [devastating wounds, sustained hits 1]
Reaper autocannon [devastating wounds, sustained hits 1]
36"
4
3+
7
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bubotic blade [lethal hits]
Bubotic blade [lethal hits]
Melee
4
3+
5
-2
1
Flail of corruption [lethal hits]
Flail of corruption [lethal hits]
Melee
6
3+
5
-1
2
WARGEAR OPTIONS
  • For every 5 models in this unit:
    • Up to 3 models’ plague combi-bolters can each be replaced with 1 combi-weapon.
    • 1 Blightlord Terminator’s plague combi-bolter can be replaced with one of the following: 1 blight launcher; 1 reaper autocannon.
    • 1 Blightlord Terminator’s plague combi-bolter can be replaced with 1 plague spewer.
    • 1 Blightlord Terminator’s plague combi-bolter and bubotic blade can be replaced with 1 flail of corruption.

ABILITIES
CORE: Deep Strike
FACTION: Nurgle’s Gift (Aura)
Blistering Fusillade: Each time a model in this unit makes a ranged attack, if it targets the closest eligible enemy unit, re-roll a Wound roll of 1.
UNIT COMPOSITION
  • 1 Blightlord Champion
  • 4-9 Blightlord Terminators
Every model is equipped with: plague combi-bolter; bubotic blade.
5 models
165
10 models
330
KEYWORDS: INFANTRY, CHAOS, NURGLE, TERMINATOR, BLIGHTLORD TERMINATORS
FACTION KEYWORDS:
DEATH GUARD


Death Guard Chaos Spawn
(⌀50mm)
M
8"
T
5
Sv
4+
W
4
Ld
7+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hideous mutations
Hideous mutations
Melee
D6+2
4+
5
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 5+
FACTION: Nurgle’s Gift (Aura)
Regenerating Monstrosities: At the start of each player’s Command phase, one model in this unit regains up to D3 lost wounds.
UNIT COMPOSITION
  • 2 Chaos Spawn
Every model is equipped with: hideous mutations.
2 models
70
KEYWORDS: BEAST, CHAOS, NURGLE, SPAWN
FACTION KEYWORDS:
DEATH GUARD


Death Guard Cultists
(⌀25mm)
M
6"
T
3
Sv
6+
W
1
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cultist firearm
Cultist firearm
24"
1
4+
3
0
1
Flamer [ignores cover, torrent]
Flamer [ignores cover, torrent]
12"
D6
N/A
4
0
1
Grenade launcher – frag [blast]
Grenade launcher – frag [blast]
24"
D3
4+
4
0
1
Grenade launcher – krak
Grenade launcher – krak
24"
1
4+
9
-2
D3
Heavy stubber [rapid fire 3]
Heavy stubber [rapid fire 3]
36"
3
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Brutal assault weapon
Brutal assault weapon
Melee
2
4+
3
0
1
WARGEAR OPTIONS
  • For every 10 models in the unit, 1 Death Guard Cultist’s Cultist firearm can be replaced with 1 flamer.
  • For every 10 models in the unit, 1 Death Guard Cultist’s Cultist firearm can be replaced with 1 heavy stubber.
  • For every 10 models in the unit, 1 Death Guard Cultist’s Cultist firearm can be replaced with 1 grenade launcher.

ABILITIES
CORE: Scouts 6"
FACTION: Nurgle’s Gift (Aura)
UNIT COMPOSITION
  • 1 Death Guard Cultist Champion
  • 9-19 Death Guard Cultists
Every model is equipped with: Cultist firearm; brutal assault weapon.
10 models
50
20 models
100
KEYWORDS: INFANTRY, CHAOS, NURGLE, CULTISTS
FACTION KEYWORDS:
DEATH GUARD


Death Guard Defiler
(⌀Use model)
M
8"
T
10
Sv
3+
W
14
Ld
6+
OC
5
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Defiler cannon [blast]
Defiler cannon [blast]
48"
D6+3
3+
10
-1
3
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Plague combi-bolter [lethal hits, rapid fire 2]
Plague combi-bolter [lethal hits, rapid fire 2]
24"
2
3+
4
0
1
Reaper autocannon [devastating wounds, sustained hits 1]
Reaper autocannon [devastating wounds, sustained hits 1]
36"
4
3+
7
-1
1
Twin heavy flamer [torrent, ignores cover, twin-linked]
Twin heavy flamer [torrent, ignores cover, twin-linked]
12"
D6
N/A
5
-1
1
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
Twin plague heavy bolter [lethal hits, sustained hits 1, twin-linked]
Twin plague heavy bolter [lethal hits, sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Defiler claws
Defiler claws
Melee
5
3+
16
-3
D6+1
Defiler scourge [extra attacks]
Defiler scourge [extra attacks]
Melee
3
3+
12
-1
2
WARGEAR OPTIONS
  • This model’s twin heavy flamer can be replaced with one of the following:
    • 1 Defiler scourge
    • 1 havoc launcher
  • This model’s reaper autocannon can be replaced with one of the following:
    • 1 twin lascannon
    • 1 twin plague heavy bolter
  • This model can be equipped with one of the following:
    • 1 combi-weapon
    • 1 plague combi-bolter

ABILITIES
CORE: Deadly Demise D3
FACTION: Nurgle’s Gift (Aura)
Scuttling Walker: Each time this model makes a Normal, Advance or Fall Back move, it can move over friendly MONSTER and VEHICLE models and terrain features that are 4" or less in height as if they were not there.
UNIT COMPOSITION
  • 1 Death Guard Defiler
This model is equipped with: Defiler cannon; reaper autocannon; twin heavy flamer; Defiler claws.
1 model
190
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, CHAOS, NURGLE, DAEMON, SMOKE, DEFILER
FACTION KEYWORDS:
DEATH GUARD


Death Guard Helbrute
(⌀60mm)
M
6"
T
9
Sv
2+
W
8
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Helbrute plasma cannon [blast, hazardous]
Helbrute plasma cannon [blast, hazardous]
36"
D3
3+
8
-3
3
Missile launcher – frag [blast]
Missile launcher – frag [blast]
48"
D6
3+
4
0
1
Missile launcher – krak
Missile launcher – krak
48"
1
3+
9
-2
D6
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Plague combi-bolter [lethal hits, rapid fire 2]
Plague combi-bolter [lethal hits, rapid fire 2]
24"
2
3+
4
0
1
Twin autocannon [twin-linked]
Twin autocannon [twin-linked]
48"
2
3+
9
-1
3
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
Twin plague heavy bolter [lethal hits, sustained hits 1, twin-linked]
Twin plague heavy bolter [lethal hits, sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
5
3+
6
0
1
Helbrute fist
Helbrute fist
Melee
5
3+
12
-2
3
Helbrute hammer
Helbrute hammer
Melee
5
4+
14
-3
D6+1
Power scourge
Power scourge
Melee
8
3+
7
-1
2
WARGEAR OPTIONS
  • This model’s multi-melta can be replaced with one of the following:
    • 1 Helbrute plasma cannon
    • 1 twin autocannon
    • 1 twin lascannon
    • 1 twin plague heavy bolter
    • 1 Helbrute fist
  • This model’s missile launcher can be replaced with one of the following:
    • 1 Helbrute fist
    • 1 Helbrute hammer
    • 1 power scourge
  • For each Helbrute fist this model is equipped with, it can be equipped with one of the following:
    • 1 plague combi-bolter
    • 1 heavy flamer

ABILITIES
CORE: Deadly Demise 1
FACTION: Nurgle’s Gift (Aura)
Infused with the Blessings of Nurgle: Each time this model is selected to shoot or fight, after it has finished making its attacks, select one enemy unit that was hit by one or more of those attacks. Until the start of your next turn, that enemy unit is always considered to be within Contagion Range of this model.
Enraged Impact: Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
Helbrute Fists: If this model is equipped with two Helbrute fists, those weapons have the [TWIN-LINKED] ability.
UNIT COMPOSITION
  • 1 Death Guard Helbrute
This model is equipped with: multi-melta; missile launcher; close combat weapon.
1 model
130
KEYWORDS: VEHICLE, WALKER, CHAOS, NURGLE, HELBRUTE
FACTION KEYWORDS:
DEATH GUARD


Death Guard Land Raider
(⌀Use model)
M
10"
T
12
Sv
2+
W
16
Ld
6+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Plague combi-bolter [lethal hits, rapid fire 2]
Plague combi-bolter [lethal hits, rapid fire 2]
24"
2
3+
4
0
1
Soulshatter lascannon
Soulshatter lascannon
48"
2
3+
12
-3
D6+1
Twin plague heavy bolter [lethal hits, sustained hits 1, twin-linked]
Twin plague heavy bolter [lethal hits, sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 combi-weapon
    • 1 plague combi-bolter
  • This model can be equipped with 1 havoc launcher.

ABILITIES
CORE: Deadly Demise D6
FACTION: Nurgle’s Gift (Aura)
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Death Guard Land Raider
This model is equipped with: 2 soulshatter lascannons; twin plague heavy bolter; armoured tracks.
1 model
240
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 DEATH GUARD INFANTRY models (excluding CULTIST and POXWALKER models). Each TERMINATOR model takes up the space of 2 models.
KEYWORDS: VEHICLE, CHAOS, NURGLE, TRANSPORT, SMOKE, LAND RAIDER
FACTION KEYWORDS:
DEATH GUARD


Death Guard Predator Annihilator
(⌀Use model)
M
10"
T
10
Sv
3+
W
11
Ld
6+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Plague combi-bolter [lethal hits, rapid fire 2]
Plague combi-bolter [lethal hits, rapid fire 2]
24"
2
3+
4
0
1
Plague heavy bolter [lethal hits, sustained hits 1]
Plague heavy bolter [lethal hits, sustained hits 1]
36"
3
3+
5
-1
2
Predator twin lascannon [twin-linked]
Predator twin lascannon [twin-linked]
48"
1
3+
14
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 lascannons
    • 2 plague heavy bolters
  • This model can be equipped with one of the following:
    • 1 combi-weapon
    • 1 plague combi-bolter
  • This model can be equipped with 1 havoc launcher.

ABILITIES
CORE: Deadly Demise D3
FACTION: Nurgle’s Gift (Aura)
Annihilator: Each time this model makes a ranged attack that targets a MONSTER or VEHICLE unit, re-roll a Damage roll of 1.
UNIT COMPOSITION
  • 1 Death Guard Predator Annihilator
This model is equipped with: Predator twin lascannon; armoured tracks.
1 model
130
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, NURGLE, SMOKE, PREDATOR ANNIHILATOR
FACTION KEYWORDS:
DEATH GUARD


Death Guard Predator Destructor
(⌀Use model)
M
10"
T
10
Sv
3+
W
11
Ld
6+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Plague combi-bolter [lethal hits, rapid fire 2]
Plague combi-bolter [lethal hits, rapid fire 2]
24"
2
3+
4
0
1
Plague heavy bolter [lethal hits, sustained hits 1]
Plague heavy bolter [lethal hits, sustained hits 1]
36"
3
3+
5
-1
2
Predator autocannon [rapid fire 2]
Predator autocannon [rapid fire 2]
48"
4
3+
9
-1
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 lascannons
    • 2 plague heavy bolters
  • This model can be equipped with one of the following:
    • 1 combi-weapon
    • 1 plague combi-bolter
  • This model can be equipped with 1 havoc launcher.

ABILITIES
CORE: Deadly Demise D3
FACTION: Nurgle’s Gift (Aura)
Destructor: Each time this model makes a ranged attack that targets an INFANTRY unit, improve the Armour Penetration characteristic of that attack by 1.
UNIT COMPOSITION
  • 1 Death Guard Predator Destructor
This model is equipped with: predator autocannon; armoured tracks.
1 model
130
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, NURGLE, SMOKE, PREDATOR DESTRUCTOR
FACTION KEYWORDS:
DEATH GUARD


Deathshroud Terminators
(⌀40mm)
M
4"
T
6
Sv
2+
W
3
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Plaguespurt gauntlet [anti-infantry 4+, ignores cover, pistol, torrent]
Plaguespurt gauntlet [anti-infantry 4+, ignores cover, pistol, torrent]
12"
D6
N/A
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Manreaper – strike [lethal hits]
Manreaper – strike [lethal hits]
Melee
4
2+
8
-2
2
Manreaper – sweep [lethal hits]
Manreaper – sweep [lethal hits]
Melee
6
2+
5
0
1
WARGEAR OPTIONS
  • The Deathshroud Champion can be equipped with 1 additional plaguespurt gauntlet.

ABILITIES
CORE: Deep Strike
FACTION: Nurgle’s Gift (Aura)
Silent Bodyguard: While a CHARACTER model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic, subtract 1 from the Wound roll.
UNIT COMPOSITION
  • 1 Deathshroud Champion
  • 2-5 Deathshroud Terminators
Every model is equipped with: plaguespurt gauntlet; manreaper.
3 models
120
6 models
240
KEYWORDS: INFANTRY, CHAOS, NURGLE, TERMINATOR, DEATHSHROUD TERMINATORS
FACTION KEYWORDS:
DEATH GUARD


Foetid Bloat-drone
(⌀60mm)
M
10"
T
9
Sv
3+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy blight launcher [lethal hits]
Heavy blight launcher [lethal hits]
36"
6
3+
8
-2
2
Plaguespitter [anti-infantry 2+, ignores cover, torrent]
Plaguespitter [anti-infantry 2+, ignores cover, torrent]
12"
D6
N/A
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Fleshmower [lethal hits]
Fleshmower [lethal hits]
Melee
10
3+
7
-1
2
Plague probe [lethal hits]
Plague probe [lethal hits]
Melee
3
3+
6
-1
1
WARGEAR OPTIONS
  • This model’s fleshmower can be replaced with one of the following:
    • 1 heavy blight launcher
    • 2 plaguespitters

ABILITIES
CORE: Deadly Demise 1
FACTION: Nurgle’s Gift (Aura)
Hovering Death: This model is eligible to shoot and declare a charge in a turn in which it Fell Back.
UNIT COMPOSITION
  • 1 Foetid Bloat-drone
This model is equipped with: fleshmower; plague probe.
1 model
90
KEYWORDS: VEHICLE, FLY, CHAOS, NURGLE, DAEMON, FOETID BLOAT-DRONE
FACTION KEYWORDS:
DEATH GUARD


Myphitic Blight-haulers
(⌀80mm)
M
10"
T
9
Sv
3+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bile spurt [lethal hits]
Bile spurt [lethal hits]
12"
3
3+
5
0
1
Missile launcher – frag [blast]
Missile launcher – frag [blast]
48"
D6
3+
4
0
1
Missile launcher – krak
Missile launcher – krak
48"
1
3+
9
-2
D6
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Gnashing maw [lethal hits]
Gnashing maw [lethal hits]
Melee
4
3+
6
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 1
FACTION: Nurgle’s Gift (Aura)
Tank Hunters: Each time a model in this unit makes a ranged attack that targets a VEHICLE unit, add 1 to the Wound roll.
UNIT COMPOSITION
  • 1-3 Myphitic Blight-hulers
Every model is equipped with: bile spurt; missile launcher; multi-melta; gnashing maw.
1 model
100
2 models
200
3 models
300
KEYWORDS: VEHICLE, CHAOS, NURGLE, DAEMON, SMOKE, MYPHITIC BLIGHT-HAULERS
FACTION KEYWORDS:
DEATH GUARD


Plagueburst Crawler
(⌀Use model)
M
10"
T
10
Sv
2+
W
12
Ld
6+
OC
4
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Entropy cannon [lethal hits]
Entropy cannon [lethal hits]
24"
1
3+
10
-3
D6+1
Heavy slugger
Heavy slugger
36"
4
3+
5
-1
1
Plagueburst mortar [blast, indirect fire, lethal hits]
Plagueburst mortar [blast, indirect fire, lethal hits]
48"
D6+3
3+
8
-1
2
Plaguespitter [anti-infantry 2+, ignores cover, torrent]
Plaguespitter [anti-infantry 2+, ignores cover, torrent]
12"
D6
N/A
6
-1
1
Rothail volley gun [lethal hits, rapid fire 3]
Rothail volley gun [lethal hits, rapid fire 3]
24"
3
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s 2 entropy cannons can be replaced with 2 plaguespitters.
  • This model’s heavy slugger can be replaced with 1 rothail volley gun.

ABILITIES
CORE: Deadly Demise D3
FACTION: Nurgle’s Gift (Aura)
Spore-laced Shock Waves: In your Shooting phase, after this model has shot, if one or more of those attacks made with its Plagueburst mortar scored a hit against an enemy INFANTRY unit, that INFANTRY unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Plagueburst Crawler
This model is equipped with: 2 entropy cannons; heavy slugger; Plagueburst mortar; armoured tracks.
1 model
180
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, NURGLE, DAEMON, PLAGUEBURST CRAWLER
FACTION KEYWORDS:
DEATH GUARD


Poxwalkers
(⌀25mm)
M
4"
T
4
Sv
7+
W
1
Ld
8+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Improvised weapon [lethal hits]
Improvised weapon [lethal hits]
Melee
2
5+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 5+
FACTION: Nurgle’s Gift (Aura)
Curse of the Walking Pox: Each time a model in this unit makes an attack that destroys an enemy model (excluding MONSTER and VEHICLE models), you can return one destroyed Poxwalker model to this unit.

While Typhus is leading this unit, enemy models destroyed as a result of TYPHUS’ The Eater Plague ability count as enemy models destroyed by an attack made by a model in this unit for the purposes of this ability.
UNIT COMPOSITION
  • 10-20 Poxwalkers
Every model is equipped with: improvised weapon.
10 models
50
20 models
100
KEYWORDS: INFANTRY, CHAOS, NURGLE, POXWALKERS
FACTION KEYWORDS:
DEATH GUARD


Death Guard Possessed
(⌀32mm)
M
9"
T
6
Sv
3+
W
3
Ld
6+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hideous mutations
Hideous mutations
Melee
4
3+
5
-1
2
WARGEAR OPTIONS
  • 1 model can be equipped with 1 diseased icon.

ABILITIES
FACTION: Nurgle’s Gift (Aura)
Infectious Bloodshed: Each time this unit makes a Charge move, until the end of the turn, weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
WARGEAR ABILITIES
Diseased Icon: Melee weapons in the bearer’s unit have the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 1 Possessed Champion
  • 4-9 Possessed
Each model is equipped with: hideous mutations.
5 models
155
10 models
310
POSSESSED
For the purposes of embarking within TRANSPORTS, each DEATH GUARD POSSESSED model counts as one TERMINATOR model.
KEYWORDS: INFANTRY, CHAOS, DAEMON, POSSESSED
FACTION KEYWORDS:
DEATH GUARD


Gellerpox Infected
M
5"
T
5
Sv
6+
W
4
Ld
7+
OC
1
NIGHTMARE HULK(⌀40mm)
5"
5
6+
1
7+
1
GELLERPOX MUTANTS(⌀25mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Belly-flamer [ignores cover, torrent]
Belly-flamer [ignores cover, torrent]
12"
D6
N/A
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Brutal weapons
Brutal weapons
Melee
2
4+
4
0
1
Hideous mutations
Hideous mutations
Melee
4
4+
6
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 5+
FACTION: Nurgle’s Gift (Aura)
Fearsome (Aura): While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result.
UNIT COMPOSITION
  • 4 Nightmare Hulks
  • 3 Gellerpox Mutants
Every Gellerpox Mutant is equipped with: brutal weapons.

One Nightmare Hulk is equipped with: belly-flamer; hideous mutations.

Every other Nightmare Hulk is equipped with: hideous mutations.
7 models
125
KEYWORDS: INFANTRY, CHAOS, NURGLE, GELLERPOX INFECTED
FACTION KEYWORDS:
DEATH GUARD


Hell Blade
(⌀120 x 92mm flying base)
M
20+"
T
8
Sv
3+
W
10
Ld
6+
OC
0
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin autocannon [twin-linked]
Twin autocannon [twin-linked]
48"
2
3+
9
-3
3
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s 2 twin autocannons can be replaced with 2 twin lascannons.

ABILITIES
CORE: Deadly Demise D3
FACTION: Nurgle’s Gift (Aura)
Interceptor: Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Hell Blade
This model is equipped with: 2 twin autocannons; armoured hull.
1 model
115
KEYWORDS: VEHICLE, CHAOS, AIRCRAFT, FLY, NURGLE, HELL BLADE
FACTION KEYWORDS:
DEATH GUARD


Hell Talon
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
14
Ld
6+
OC
0
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autocannon
Autocannon
48"
2
3+
9
-1
3
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
6
4+
6
0
1
WARGEAR OPTIONS
  • This model’s autocannon can be replaced with 1 havoc launcher.

ABILITIES
CORE: Deadly Demise D3
FACTION: Nurgle’s Gift (Aura)
Bomb Rack: Each time this model ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Hell Talon
This model is equipped with: autocannon; twin lascannon; armoured hull.
1 model
140
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, AIRCRAFT, FLY, NURGLE, HELL TALON
FACTION KEYWORDS:
DEATH GUARD


Mutoid Vermin
(⌀25mm)
M
8"
T
2
Sv
7+
W
1
Ld
8+
OC
0
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Diseased claws and fangs [lethal hits]
Diseased claws and fangs [lethal hits]
Melee
2
4+
2
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 6+
FACTION: Nurgle’s Gift (Aura)
Mischief Makers (Aura): While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this unit, each time a model in that unit makes a melee attack, subtract 1 from the Hit roll.
UNIT COMPOSITION
  • 16 Mutoid Vermin
Every model is equipped with: diseased claws and fangs.
16 models
85
KEYWORDS: SWARM, CHAOS, NURGLE, MUTOID VERMIN
FACTION KEYWORDS:
DEATH GUARD


Cerberus
(⌀Use model)
M
10"
T
12
Sv
2+
W
18
Ld
6+
OC
6
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cerberus neutron pulse array [twin-linked]
Cerberus neutron pulse array [twin-linked]
48"
3
3+
16
-4
D6+3
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [torrent, ignores cover]
Heavy flamer [torrent, ignores cover]
12"
D6
N/A
5
-1
1
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 storm bolter

ABILITIES
CORE: Deadly Demise D6
FACTION: Nurgle’s Gift (Aura)
Atomantic Arc-reactor: Each time this unit shoots its Cerberus neutron pulse array in your Shooting phase, provided it Remained Stationary this turn, that weapon has the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 1 Cerberus
This model is equipped with: Cerberus neutron pulse array; armoured tracks.
1 model
285
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, NURGLE, SMOKE, CERBERUS
FACTION KEYWORDS:
DEATH GUARD


Chaos Thunderhawk
(⌀120 x 92mm flying base)
M
20+"
T
12
Sv
2+
W
30
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hellstrike missile battery [anti-fly 4+]
Hellstrike missile battery [anti-fly 4+]
72"
4
3+
8
-2
3
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Thunderhawk heavy cannon [blast]
Thunderhawk heavy cannon [blast]
48"
D6+6
3+
10
-2
3
Turbo-laser destructor [blast]
Turbo-laser destructor [blast]
96"
D3+1
3+
20
-4
D6+6
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor.
  • This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery

ABILITIES
CORE: Deadly Demise D6+2, Hover
FACTION: Nurgle’s Gift (Aura)
Aerial Assault: Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
WARGEAR ABILITIES
Thunderhawk Cluster Bombs: Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Chaos Thunderhawk
This model is equipped with: 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs.
1 model
840
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 30 DEATH GUARD INFANTRY or DEATH GUARD MOUNTED models. Each JUMP PACK, POSSESSED and TERMINATOR model takes up the space of 2 models. Each OBLITERATOR model takes up the space of 3 models. Each MOUNTED model takes up the space of 4 models.
KEYWORDS: VEHICLE, TITANIC, FLY, AIRCRAFT, TRANSPORT, CHAOS, THUNDERHAWK
FACTION KEYWORDS:
DEATH GUARD


Deredeo Dreadnought
(⌀80mm)
M
6"
T
9
Sv
2+
W
12
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aiolos missile launcher [blast]
Aiolos missile launcher [blast]
48"
D6+3
3+
5
0
1
Anvilus autocannon battery [twin-linked]
Anvilus autocannon battery [twin-linked]
48"
4
3+
9
-1
3
Arachnus heavy lascannon battery
Arachnus heavy lascannon battery
48"
2
3+
12
-3
D6+1
Boreas air defence missiles [anti-fly 2+]
Boreas air defence missiles [anti-fly 2+]
48"
1
3+
12
-3
D6+1
Hellfire plasma cannonade – standard
Hellfire plasma cannonade – standard
36"
6
3+
7
-2
2
Hellfire plasma cannonade – supercharge [hazardous]
Hellfire plasma cannonade – supercharge [hazardous]
36"
6
3+
8
-3
3
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
Volkite falconet battery [devastating wounds]
Volkite falconet battery [devastating wounds]
30"
6
3+
9
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured feet
Armoured feet
Melee
5
3+
6
0
1
WARGEAR OPTIONS
  • This model’s anvilus autocannon battery can be replaced with one of the following
    • 1 arachnus heavy lascannon battery
    • 1 hellfire plasma carronade
    • 1 volkite falconet battery
  • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer.
  • This model can be equipped with one of the following:
    • 1 aiolos missile launcher
    • 1 boreas air defence missiles

ABILITIES
CORE: Deadly Demise D3
FACTION: Nurgle’s Gift (Aura)
Deredeo Strike: Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 1 Deredeo Dreadnought
This model is equipped with: anvilus autocannon battery; twin heavy bolter; armoured feet.
1 model
170
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, CHAOS, NURGLE, SMOKE, DREADNOUGHT, DEREDEO DREADNOUGHT
FACTION KEYWORDS:
DEATH GUARD


Falchion
(⌀Use model)
M
9"
T
13
Sv
2+
W
24
Ld
6+
OC
8
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Laser destroyer [heavy]
Laser destroyer [heavy]
36"
3
3+
14
-4
D6+1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Quad lascannon
Quad lascannon
48"
4
3+
12
-3
D6+1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin Falchion volcano cannon [blast, twin-linked]
Twin Falchion volcano cannon [blast, twin-linked]
120"
D3+1
3+
24
-5
12
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s 2 quad lascannons can be replaced with 2 laser destroyers.
  • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 storm bolter

ABILITIES
CORE: Deadly Demise D6+2
FACTION: Nurgle’s Gift (Aura)
Titan-killer: Each time this model makes a ranged attack with its twin Falchion volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability.
UNIT COMPOSITION
  • 1 Falchion
This model is equipped with: 2 quad lascannons; twin heavy bolter; twin Falchion volcano cannon; armoured tracks.
1 model
515
DAMAGED: 1-8 WOUNDS REMAINING
While this model has 1-8 wounds remaining, subtract 4 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, TITANIC, CHAOS, NURGLE, SMOKE, FALCHION
FACTION KEYWORDS:
DEATH GUARD


Fellblade
(⌀Use model)
M
9"
T
13
Sv
2+
W
24
Ld
6+
OC
8
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Demolisher cannon [blast]
Demolisher cannon [blast]
24"
D6+3
3+
14
-3
D6
Fellblade accelerator cannon – AP shells
Fellblade accelerator cannon – AP shells
72"
2
3+
14
-3
6
Fellblade accelerator cannon – HE shells [blast]
Fellblade accelerator cannon – HE shells [blast]
72"
2D6
3+
8
-1
2
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Laser destroyer [heavy]
Laser destroyer [heavy]
36"
3
3+
14
-4
D6+1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Quad lascannon
Quad lascannon
48"
4
3+
12
-3
D6+1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s 2 quad lascannons can be replaced with 2 laser destroyers.
  • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 storm bolter

ABILITIES
CORE: Deadly Demise D6+2
FACTION: Nurgle’s Gift (Aura)
Rolling Fortress: Each time a ranged attack is allocated to a model from your army, if that model is not fully visible to every model in the attacking unit because of this Fellblade model, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Fellblade
This model is equipped with: demolisher cannon; Fellblade accelerator cannon; 2 quad lascannons; twin heavy bolter; armoured tracks.
1 model
535
DAMAGED: 1-8 WOUNDS REMAINING
While this model has 1-8 wounds remaining, subtract 4 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, TITANIC, CHAOS, NURGLE, SMOKE, FELLBLADE
FACTION KEYWORDS:
DEATH GUARD


Fire Raptor Gunship
(⌀120 x 92mm flying base)
M
20+"
T
10
Sv
3+
W
18
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Quad heavy bolter [twin-linked, sustained hits 1]
Quad heavy bolter [twin-linked, sustained hits 1]
36"
6
3+
5
-1
2
Twin autocannon [twin-linked]
Twin autocannon [twin-linked]
48"
2
3+
9
-1
3
Twin avenger bolt cannon [twin-linked]
Twin avenger bolt cannon [twin-linked]
36"
10
3+
6
-1
2
Twin hellstrike launcher [anti-fly 2+, twin-linked]
Twin hellstrike launcher [anti-fly 2+, twin-linked]
72"
2
3+
10
-3
D6
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons
  • This model’s 2 twin autocannons can be replaced with 2 quad heavy bolters.

ABILITIES
CORE: Deadly Demise D6, Hover
FACTION: Nurgle’s Gift (Aura)
Strafing Run: Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Fire Raptor Gunship
This model is equipped with: twin avenger bolt cannon; 2 twin autocannons; 2 twin hellstrike launchers; armoured hull
1 model
290
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, CHAOS, NURGLE, FIRE RAPTOR GUNSHIP
FACTION KEYWORDS:
DEATH GUARD


Greater Blight Drone
(⌀60mm)
M
10"
T
9
Sv
3+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bile maw [lethal hits]
Bile maw [lethal hits]
12"
3
3+
5
0
1
Blightreaper cannon [lethal hits]
Blightreaper cannon [lethal hits]
36"
6
3+
8
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Greater plague probe [lethal hits]
Greater plague probe [lethal hits]
Melee
4
3+
6
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 1, Deep Strike
FACTION: Nurgle’s Gift (Aura)
Hovering Death: This model is eligible to shoot and declare a charge in a turn in which it Fell Back.
UNIT COMPOSITION
  • 1 Greater Blight Drone
This model is equipped with: bile maw; blightreaper cannon; greater plague probe.
1 model
150
KEYWORDS: VEHICLE, FLY, CHAOS, NURGLE, DAEMON, GREATER BLIGHT DRONE
FACTION KEYWORDS:
DEATH GUARD


Kratos
(⌀Use model)
M
10"
T
12
Sv
2+
W
18
Ld
6+
OC
6
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autocannon
Autocannon
48"
2
3+
9
-1
3
Combi-weapon [ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1]
Combi-weapon [ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1]
24"
1
3+
4
0
1
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Heavy bolter [SUSTAINED HITS 1]
Heavy bolter [SUSTAINED HITS 1]
36"
3
3+
5
-1
2
Heavy flamer [IGNORES COVER, TORRENT]
Heavy flamer [IGNORES COVER, TORRENT]
12"
D6
N/A
5
-1
1
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Kratos battle cannon – AP [heavy]
Kratos battle cannon – AP [heavy]
36"
1
3+
18
-4
D6+3
Kratos battle cannon – HE [blast]
Kratos battle cannon – HE [blast]
36"
D6+3
3+
10
-1
3
Lascannons
Lascannons
48"
1
3+
12
-3
D6+1
Melta blast-gun [melta 2]
Melta blast-gun [melta 2]
24"
4
3+
12
-4
D6
Multi-melta [MELTA 2]
Multi-melta [MELTA 2]
18"
2
3+
9
-4
D6
Twin boltgun [twin-linked]
Twin boltgun [twin-linked]
24"
2
3+
4
0
1
Volkite caliver [devastating wounds]
Volkite caliver [devastating wounds]
24"
2
3+
5
0
2
Volkite cardanelle [devastating wounds]
Volkite cardanelle [devastating wounds]
36"
9
3+
9
0
3
Volkite culverin [devastating wounds]
Volkite culverin [devastating wounds]
36"
4
3+
6
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s Kratos battle cannon can be replaced with one of the following:
    • 1 melta blast-gun
    • 1 volkite cardanelle
  • 2 of this model’s heavy bolters can be replaced with one of the following:
    • 2 autocannons
    • 2 lascannons
    • 2 volkite calivers
  • 2 of this model’s heavy bolters can be replaced with one of the following:
    • 2 heavy flamers
    • 2 lascannons
    • 2 volkite culverins
  • This model can be equipped with one of the following:
    • 1 combi-weapon
    • 1 havoc launcher
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 twin boltgun
  • This model can be equipped with 1 hunter killer missile

ABILITIES
CORE: Deadly Demise D6
FACTION: Nurgle’s Gift (Aura)
Line-breaker: When making ranged attacks, this model can target enemy units within Engagement Range of it with Blast weapons (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units.
UNIT COMPOSITION
  • 1 Kratos
This model is equipped with: autocannon; Kratos battle cannon; 4 heavy bolters; armoured tracks.
1 model
265
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, NURGLE, SMOKE, KRATOS
FACTION KEYWORDS:
DEATH GUARD


Land Raider Achilles
(⌀Use model)
M
10"
T
12
Sv
2+
W
16
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Quad launcher – shatter shells
Quad launcher – shatter shells
24"
4
3+
9
-2
3
Quad launcher – thunderfire shells [blast, indirect fire]
Quad launcher – thunderfire shells [blast, indirect fire]
60"
D6+4
3+
5
0
1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin multi-melta [melta 2, twin-linked]
Twin multi-melta [melta 2, twin-linked]
18"
2
3+
9
-4
D6
Twin volkite culverin [devastating wounds, twin-linked]
Twin volkite culverin [devastating wounds, twin-linked]
36"
4
3+
6
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s 2 twin volkite culverins can be replaced with 2 twin multi-melta
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D6
FACTION: Nurgle’s Gift (Aura)
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Land Raider Achilles
This model is equipped with: quad launcher; 2 twin volkite culverins; armoured tracks.
1 model
285
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 DEATH GUARD INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS, POSSESSED or TERMINATOR model takes up the space of 2 models and each CENTURION or OBLITERATOR model takes up the space of 3 models.
KEYWORDS: VEHICLE, TRANSPORT, SMOKE, CHAOS, NURGLE, LAND RAIDER ACHILLES
FACTION KEYWORDS:
DEATH GUARD


Land Raider Proteus
(⌀Use model)
M
12"
T
12
Sv
2+
W
16
Ld
6+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin heavy bolter [twin-linked, sustained hits 1]
Twin heavy bolter [twin-linked, sustained hits 1]
36"
3
3+
5
-1
2
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 multi-melta
    • 1 twin heavy bolter
    • 1 twin heavy flamer
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.
  • This model can be equipped with 1 explorator augury web.

ABILITIES
CORE: Deadly Demise D6
FACTION: Nurgle’s Gift (Aura)
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
WARGEAR ABILITIES
Explorator Augury Web: Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this bearer, but the bearer must halve its Transport Capacity.
UNIT COMPOSITION
  • 1 Land Raider Proteus
This model is equipped with: 2 twin lascannons; armoured tracks.
1 model
250
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 DEATH GUARD INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS, POSSESSED or TERMINATOR model takes up the space of 2 models and each CENTURION or OBLITERATOR model takes up the space of 3 models.
KEYWORDS: VEHICLE, TRANSPORT, SMOKE, CHAOS, NURGLE, LAND RAIDER PROTEUS
FACTION KEYWORDS:
DEATH GUARD


Leviathan Dreadnought
(⌀80mm)
M
8"
T
10
Sv
2+
W
12
Ld
6+
OC
4
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cyclonic melta lance [melta 2]
Cyclonic melta lance [melta 2]
18"
D6
3+
9
-4
D6
Grav-flux bombard [anti-vehicle 2+, blast]
Grav-flux bombard [anti-vehicle 2+, blast]
24"
2D3
3+
8
-1
2
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Meltagun [melta 2]
Meltagun [melta 2]
12"
1
3+
9
-4
D6
Storm cannon [twin-linked]
Storm cannon [twin-linked]
36"
4
3+
9
-1
3
Twin volkite caliver [devastating wounds, twin-linked]
Twin volkite caliver [devastating wounds, twin-linked]
24"
2
3+
5
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured feet
Armoured feet
Melee
5
3+
6
0
1
Leviathan siege claw
Leviathan siege claw
Melee
5
3+
12
-2
3
Leviathan siege drill [anti-vehicle 3+]
Leviathan siege drill [anti-vehicle 3+]
Melee
4
3+
12
-2
3
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • Each of this model’s grav-flux bombards can be replaced with one of the following
    • 1 cyclonic melta lance
    • 1 storm cannon
    • 1 meltagun and 1 Leviathan siege claw
    • 1 meltagun and 1 Leviathan siege drill
  • This model’s 2 heavy flamers can be replaced with 2 twin volkite calivers.
  • This model can be equipped with 3 hunter-killer missiles.

ABILITIES
CORE: Deadly Demise D3
FACTION: Nurgle’s Gift (Aura)
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack.
UNIT COMPOSITION
  • 1 Leviathan Dreadnought
This model is equipped with: 2 heavy flamers; 2 grav-flux bombards; armoured feet.
1 model
215
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, CHAOS, NURGLE, SMOKE, DREADNOUGHT, LEVIATHAN DREADNOUGHT
FACTION KEYWORDS:
DEATH GUARD


Mastodon
(⌀Use model)
M
9"
T
14
Sv
2+
W
30
Ld
6+
OC
12
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Siege melta array [melta 2]
Siege melta array [melta 2]
24"
6
3+
9
-4
D6
Skyreaper battery [anti-fly 4+]
Skyreaper battery [anti-fly 4+]
48"
8
3+
7
-1
2
Volkite culverin [devastating wounds]
Volkite culverin [devastating wounds]
36"
4
3+
6
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s 2 heavy flamers can be replaced with one of the following
    • 2 heavy bolters
    • 2 lascannons
    • 2 volkite culverins
  • This model’s 2 lascannons can be replaced with on of the following:
    • 2 heavy bolters
    • 2 heavy flamers
    • 2 volkite culverins

ABILITIES
CORE: Deadly Demise 2D6
FACTION: Nurgle’s Gift (Aura)
Inviolable Transport: Once per battle round, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0.
UNIT COMPOSITION
  • 1 Mastodon
This model is equipped with: 2 heavy flamers; 2 lascannons; siege melta array; skyreaper battery; armoured tracks.
1 model
610
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, subtract 6 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 45 DEATH GUARD INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS, POSSESSED or TERMINATOR model takes up the space of 2 models and each CENTURION or OBLITERATOR model takes up the space of 3 models. This model can also transport up to 2 DREADNOUGHT or HELBRUTE models (these models take up the space of a number of models equal to their Wounds characteristic e.g. A DREADNOUGHT with a Wounds characteristic of 8 would take up the space of 8 models).
KEYWORDS: VEHICLE, TITANIC, CHAOS, NURGLE, TRANSPORT, SMOKE, MASTODON
FACTION KEYWORDS:
DEATH GUARD


Rapier Carrier
(⌀Use model)
M
3"
T
6
Sv
2+
W
6
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Boltgun
Boltgun
24"
2
3+
4
0
1
Graviton cannon [anti-vehicle 2+, blast, heavy]
Graviton cannon [anti-vehicle 2+, blast, heavy]
36"
D6
3+
6
-2
2
Laser destroyer [heavy]
Laser destroyer [heavy]
36"
3
3+
14
-4
D6+1
Quad heavy bolter [heavy, twin-linked, sustained hits 1]
Quad heavy bolter [heavy, twin-linked, sustained hits 1]
36"
6
3+
5
-1
2
Quad launcher – shatter shells [heavy]
Quad launcher – shatter shells [heavy]
24"
4
3+
9
-2
3
Quad launcher – thunderfire shells [blast, heavy, indirect fire]
Quad launcher – thunderfire shells [blast, heavy, indirect fire]
60"
D6+4
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
WARGEAR OPTIONS
  • This model’s quad heavy bolter can be replaced with one of the following
    • 1 graviton cannon
    • 1 laser destroyer
    • 1 quad launcher

ABILITIES
FACTION: Nurgle’s Gift (Aura)
Powerful Volley: Each time this model shoots in your Shooting phase, provided it Remained Stationary this turn, all [HEAVY] weapons equipped by models in this unit have the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 1 Rapier Carrier
This model is equipped with: boltgun; quad heavy bolter; close combat weapon.
1 model
100
KEYWORDS: ARTILLERY, VEHICLE, CHAOS, NURGLE, RAPIER CARRIER
FACTION KEYWORDS:
DEATH GUARD


Relic Contemptor Dreadnought
(⌀60mm)
M
6"
T
9
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
3+
4
0
1
Conversion beam cannon [conversion, sustained hits d3]
Conversion beam cannon [conversion, sustained hits d3]
24"
1
3+
7
-1
3
Cyclone missile launcher – frag [BLAST]
Cyclone missile launcher – frag [BLAST]
36"
2D6
3+
4
0
1
Cyclone missile launcher – krak
Cyclone missile launcher – krak
36"
2
3+
9
-2
D6
Graviton blaster [anti-vehicle 2+]
Graviton blaster [anti-vehicle 2+]
18"
2
3+
5
-1
1
Twin autocannon [TWIN-LINKED]
Twin autocannon [TWIN-LINKED]
48"
2
3+
9
-1
3
Twin heavy bolter [TWIN-LINKED, SUSTAINED HITS 1]
Twin heavy bolter [TWIN-LINKED, SUSTAINED HITS 1]
36"
3
3+
5
-1
2
Twin lascannon [TWIN-LINKED]
Twin lascannon [TWIN-LINKED]
48"
1
3+
12
-3
D6+1
Heavy flamer [IGNORES COVER, TORRENT]
Heavy flamer [IGNORES COVER, TORRENT]
12"
D6
N/A
5
-1
1
Heavy plasma cannon – standard [blast]
Heavy plasma cannon – standard [blast]
36"
D3
3+
7
-2
2
Heavy plasma cannon – supercharge [blast, hazardous]
Heavy plasma cannon – supercharge [blast, hazardous]
36"
D3
3+
8
-3
3
Kheres-pattern assault cannon [devastating wounds]
Kheres-pattern assault cannon [devastating wounds]
24"
6
3+
7
-1
1
Multi-melta [MELTA 2]
Multi-melta [MELTA 2]
18"
2
3+
9
-4
D6
Plasma blaster – standard
Plasma blaster – standard
18"
2
3+
7
-2
1
Plasma blaster – supercharge [HAZARDOUS]
Plasma blaster – supercharge [HAZARDOUS]
18"
2
3+
8
-3
2
Twin volkite culverin [devastating wounds, twin-linked]
Twin volkite culverin [devastating wounds, twin-linked]
36"
4
3+
6
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured feet
Armoured feet
Melee
5
3+
6
0
1
Dreadnought chainfist [anti-vehicle 3+]
Dreadnought chainfist [anti-vehicle 3+]
Melee
4
3+
12
-2
3
Dreadnought combat weapon
Dreadnought combat weapon
Melee
5
3+
12
-2
3
Conversion: Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit.
WARGEAR OPTIONS
  • Each of this model’s heavy plasma cannons can be replaced with one of the following:
    • 1 conversion beam cannon
    • 1 kheres-pattern assault cannon
    • 1 multi-melta
    • 1 twin autocannon
    • 1 twin heavy bolter
    • 1 twin lascannon
    • 1 twin volkite culverin
    • 1 Dreadnought chainfist and 1 combi-bolter
    • 1 Dreadnought combat weapon and 1 combi-bolter
  • Each of this model’s combi-bolters can be replaced with one of the following:
    • 1 graviton blaster
    • 1 heavy flamer
    • 1 plasma blaster
  • This model can be equipped with 1 cyclone missile launcher.

ABILITIES
CORE: Deadly Demise 1
FACTION: Nurgle’s Gift (Aura)
Even In Death I Serve: The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining.
UNIT COMPOSITION
  • 1 Relic Contemptor Dreadnought
This model is equipped with: 2 heavy plasma cannons; armoured feet.
1 model
180
KEYWORDS: VEHICLE, WALKER, CHAOS, NURGLE, DREADNOUGHT, RELIC CONTEMPTOR DREADNOUGHT
FACTION KEYWORDS:
DEATH GUARD


Sicaran Battle Tank
(⌀Use model)
M
10"
T
11
Sv
2+
W
14
Ld
6+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Herakles-pattern autocannon [rapid fire 2]
Herakles-pattern autocannon [rapid fire 2]
48"
6
3+
9
-1
3
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D3
FACTION: Nurgle’s Gift (Aura)
Armoured Spearhead: Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead.
UNIT COMPOSITION
  • 1 Sicaran Battle Tank
This model is equipped with: heavy bolter; Herakles-pattern autocannon; armoured tracks.
1 model
220
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, NURGLE, SMOKE, SICARAN BATTLE TANK
FACTION KEYWORDS:
DEATH GUARD


Sicaran Punisher
(⌀Use model)
M
10"
T
11
Sv
2+
W
14
Ld
6+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Punisher rotary cannon [devastating wounds]
Punisher rotary cannon [devastating wounds]
36"
18
4+
6
0
1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D3
FACTION: Nurgle’s Gift (Aura)
Rotating Death: This model’s Punisher rotary cannon has the [SUSTAINED HITS 1] ability when targeting INFANTRY units.
UNIT COMPOSITION
  • 1 Sicaran Punisher
This model is equipped with: heavy bolter; Punisher rotary cannon; armoured tracks.
1 model
220
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, NURGLE, SMOKE, SICARAN PUNISHER
FACTION KEYWORDS:
DEATH GUARD


Sicaran Venator
(⌀Use model)
M
10"
T
11
Sv
2+
W
14
Ld
6+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Venator neutron laser [heavy]
Venator neutron laser [heavy]
48"
3
3+
16
-4
D3+3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D3
FACTION: Nurgle’s Gift (Aura)
Ferocious Assault: Each time this model makes a ranged attack that targets the closest eligible MONSTER or VEHICLE unit, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Sicaran Venator
This model is equipped with: heavy bolter; Venator neutron laser; armoured tracks.
1 model
220
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, NURGLE, SMOKE, SICARAN VENATOR
FACTION KEYWORDS:
DEATH GUARD


Sokar-pattern Stormbird
(⌀Use model)
M
20+"
T
13
Sv
2+
W
40
Ld
6+
OC
0
INVULNERABLE SAVE*
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hellstrike missile battery [anti-fly 3+]
Hellstrike missile battery [anti-fly 3+]
48"
4
3+
10
-3
D6
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
9
4+
9
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 2D6, Hover
FACTION: Nurgle’s Gift (Aura)
Aerial Assault: Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Sokar-pattern Stormbird
This model is equipped with: hellstrike missile battery; 3 twin heavy bolters; 4 twin lascannons; armoured hull.
1 model
1100
DAMAGED: 1-13 WOUNDS REMAINING
While this model has 1-13 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 55 DEATH GUARD INFANTRY or DEATH GUARD MOUNTED models. Each JUMP PACK, WULFEN, GRAVIS, POSSESSED or TERMINATOR model takes up the space of 2 models and each MOUNTED, CENTURION or OBLITERATOR model takes up the space of 3 models. This model can also transport up to 1 RHINO model (this model – and any models embarked within it – take up the space of 25 models).
KEYWORDS: VEHICLE, TITANIC, FLY, AIRCRAFT, TRANSPORT, CHAOS, NURGLE, SOKAR-PATTERN STORMBIRD
FACTION KEYWORDS:
DEATH GUARD


Spartan
(⌀Use model)
M
10"
T
12
Sv
2+
W
18
Ld
6+
OC
6
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [torrent, ignores cover]
Heavy flamer [torrent, ignores cover]
12"
D6
N/A
5
-1
1
Laser destroyer [heavy]
Laser destroyer [heavy]
36"
3
3+
14
-4
D6+1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Quad lascannon
Quad lascannon
48"
4
3+
12
-3
D6+1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s 2 quad lascannons can be replaced with 2 laser destroyers.
  • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 storm bolter

ABILITIES
CORE: Deadly Demise D6
FACTION: Nurgle’s Gift (Aura)
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Spartan
This model is equipped with: 2 quad lascannons; twin heavy bolter; armoured tracks.
1 model
315
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 28 DEATH GUARD INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS, POSSESSED or TERMINATOR model takes up the space of 2 models and each CENTURION or OBLITERATOR model takes up the space of 3 models.
KEYWORDS: VEHICLE, CHAOS, NURGLE, TRANSPORT, SMOKE, SPARTAN
FACTION KEYWORDS:
DEATH GUARD


Storm Eagle Gunship
(⌀120 x 92mm flying base)
M
20+"
T
10
Sv
3+
W
18
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin hellstrike launcher [anti-fly 2+, twin-linked]
Twin hellstrike launcher [anti-fly 2+, twin-linked]
72"
2
3+
10
-3
D6
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
Twin multi-melta [melta 2, twin-linked]
Twin multi-melta [melta 2, twin-linked]
18"
2
3+
9
-4
D6
Typhoon missile launcher – frag [blast]
Typhoon missile launcher – frag [blast]
48"
2D6
3+
4
0
1
Typhoon missile launcher – krak
Typhoon missile launcher – krak
48"
2
3+
9
-2
D6
Vengeance launcher [blast]
Vengeance launcher [blast]
48"
2D6
3+
6
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s twin heavy bolter can be replaced with one of the following:
    • 1 twin multi-melta
    • 1 typhoon missile launcher
  • This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons

ABILITIES
CORE: Deadly Demise D6, Hover
FACTION: Nurgle’s Gift (Aura)
Armoured Resilience: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack.
UNIT COMPOSITION
  • 1 Storm Eagle Gunship
This model is equipped with: twin heavy bolter; 2 twin hellstrike launchers; vengeance launcher; armoured hull.
1 model
255
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 22 DEATH GUARD INFANTRY models and 1 DREADNOUGHT model. Each JUMP PACK, WULFEN, GRAVIS, TERMINATOR or POSSESSED model takes up the space of 2 models and each CENTURION or OBLITERATOR model takes up the space of 3 models.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, TRANSPORT, CHAOS, NURGLE, STORM EAGLE GUNSHIP
FACTION KEYWORDS:
DEATH GUARD


Typhon
(⌀Use model)
M
10"
T
12
Sv
2+
W
18
Ld
6+
OC
6
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dreadhammer siege cannon [blast]
Dreadhammer siege cannon [blast]
24"
D6+6
3+
14
-3
D6
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [torrent, ignores cover]
Heavy flamer [torrent, ignores cover]
12"
D6
N/A
5
-1
1
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 storm bolter

ABILITIES
CORE: Deadly Demise D6
FACTION: Nurgle’s Gift (Aura)
Sunderer of Fortresses: Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristic of that attack by 1 (if that attack targets a FORTIFICATION unit, improve the Strength and Damage characteristics of that attack by 2 instead).
UNIT COMPOSITION
  • 1 Typhon
This model is equipped with: dreadhammer siege cannon; armoured tracks.
1 model
385
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, NURGLE, SMOKE, TYPHON
FACTION KEYWORDS:
DEATH GUARD


Whirlwind Scorpius
(⌀Use model)
M
10"
T
10
Sv
3+
W
11
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Scorpius multi-launcher [blast, indirect fire]
Scorpius multi-launcher [blast, indirect fire]
48"
2D3+3
3+
6
-1
2
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D3
FACTION: Nurgle’s Gift (Aura)
Pinning Bombardment: In your Shooting phase, after this model has shot, if one or more of those attacks made with its Scorpius multi-launcher scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Whirlwind Scorpius
This model is equipped with: Scorpius multi-launcher; armoured tracks.
1 model
115
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, SMOKE, CHAOS, NURGLE, WHIRLWIND SCORPIUS
FACTION KEYWORDS:
DEATH GUARD


Xiphon Interceptor
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
Xiphon missile battery [anti-fly 2+]
Xiphon missile battery [anti-fly 2+]
60"
3
3+
7
-1
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3
FACTION: Nurgle’s Gift (Aura)
Interceptor: Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Xiphon Interceptor
This model is equipped with: 2 twin lascannons; Xiphon missile battery; armoured hull.
1 model
115
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, CHAOS, NURGLE, XIPHON INTERCEPTOR
FACTION KEYWORDS:
DEATH GUARD
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
Mortal Wounds

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.

Unlike damage inflicted by normal attacks, 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.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
DEADLY DEMISE

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").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
LEADER

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.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
Nurgle’s Gift (Aura)

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.

CONTAGION RANGE



Lethal Hits

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.
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army that is not within Engagement Range of any enemy units and has not been selected to shoot this phase.

EFFECT: Select one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Assault

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.

  • Can be shot even if the bearer’s unit Advanced.
Blast

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).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
Pistol

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.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Hazardous

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, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit.

TARGET: That unit from your army.

EFFECT: You re-roll that roll, test or saving throw.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: A unit from your army that must take a Battle-shock test.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
DEEP STRIKE

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.

  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
Invulnerable Saves

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.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Benefit of Cover

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.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
Charge Bonus

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.
HEROIC INTERVENTION
2CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
Precision

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.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
Spread the Sickness
Plague Company Detachment

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.
  • Skullsquirm Blight (Aura): While an enemy unit is within Contagion Range of this unit, worsen the Ballistic Skill and Weapon Skill characteristics of weapons equipped by models in that enemy unit by 1.
  • Rattlejoint Ague (Aura): While an enemy unit is within Contagion Range of this unit, worsen the Save characteristic of models in that enemy unit by 1.
  • Scabrous Soulrot (Aura): While an enemy unit is within Contagion Range of this unit, worsen the Leadership and Objective Control characteristics of models in that enemy unit by 1 (to a minimum of 1).

If you control an objective marker at the end of your Command phase and a DEATH GUARD unit from your army is within range of that objective marker, that objective marker is said to be Infected and remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn. In addition, while an objective marker is Infected and under your control, it has the Nurgle’s Gift ability as if it were a unit from your army (so enemy units within Contagion Range of it will have their characteristics modified).
GIFTS OF DECAY
1CP
Plague Company – Epic Deed Stratagem
Nurgle is a generous god, and through worship and devotion his followers can gain mighty rewards as they spread sickness in his name.
WHEN: Your Command phase.

TARGET: One DEATH GUARD model from your army.

EFFECT: Your model regains up to D3 lost wounds. If your model’s unit is within Contagion Range of an Infected objective marker you control, your model regains up to 3 lost wounds instead.
FERRIC BLIGHT
1CP
Plague Company – Battle Tactic Stratagem
The spreading rust of the Ferric Blight can reduce armour of all kinds to nothing.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DEATH GUARD unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1. If the target of that attack is within Contagion Range of an Infected objective marker you control and a Critical Wound is scored for that attack, improve the Armour Penetration characteristic of that attack by 2 instead.
Heavy

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.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.
Ignores Cover

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.
BOILBLIGHT
1CP
Plague Company – Strategic Ploy Stratagem
The strange lumps that form on victims of Boilblight – also known as Nurgle’s Fruit, Lumpen Splatter or the Crawling Pustulence – are easy to spot at a distance for the Death Guard.
WHEN: Your Shooting phase.

TARGET: One DEATH GUARD unit from your army, and one enemy unit within Contagion Range of that unit.

EFFECT: Until the end of the phase, each time a weapon equipped by a DEATH GUARD model from your army targets that enemy unit, that weapon has the [HEAVY] and [IGNORES COVER] abilities.
STEALTH

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.
CLOUD OF FLIES
1CP
Plague Company – Strategic Ploy Stratagem
With a thrumming roar, a thick cloud of daemon flies whirls around the Death Guard and obscures them from the enemy’s sight.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of that enemy unit’s attacks.

EFFECT: Until the end of the phase, your unit has the Stealth ability.
DISGUSTINGLY RESILIENT
2CP
Plague Company – Battle Tactic Stratagem
Those favoured by Nurgle are inured to pain, their rotting bodies shrugging off all but the most traumatic damage with ease.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of that enemy unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
Sustained Hits

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’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
SANGUOUS FLUX
1CP
Plague Company – Battle Tactic Stratagem
Bleeding sores erupt all over enemies afflicted by the Sanguous Flux, the wounds never clotting or healing.
WHEN: Fight phase.

TARGET: One DEATH GUARD unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. While your unit is within range of an Infected objective marker you control, those weapons have the [SUSTAINED HITS 2] ability instead.
  • The Droning (Aura)
    10 pts
Plague Company Detachment

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.

  • Deadly Pathogen
    15 pts
Plague Company Detachment

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.

Aura Abilities
Some abilities affect multiple models or units in a given range. These are known as Aura abilities and are tagged with the word ‘Aura’. A model with an Aura ability is always within range of its own Aura ability. A unit can be affected by more than one Aura ability at a time, but if a unit is within range of the same Aura ability more than once, that Aura ability only applies to that unit once.
  • Living Plague
    20 pts
Plague Company Detachment

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).

  • Shamblerot
    25 pts
Plague Company Detachment

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.

Anti

Certain weapons are the bane of a particular foe.

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
Devastating Wounds

Some weapons can inflict strikes of such power that they make a mockery of armour

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).
Rapid Fire

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.
Twin-linked

Dual weapons are often grafted to the same targeting system for greater lethality.

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

The CHAOS LORD keyword is used in the following Death Guard datasheets:

Feel No Pain
FEEL NO PAIN

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.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Torrent

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 MONSTER keyword is used in the following Death Guard datasheets:

Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

The SORCERER keyword is used in the following Death Guard datasheets:

FIGHTS FIRST

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.
6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.

The EPIC HERO keyword is used in the following Death Guard datasheets:

Characters
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
Extra Attacks

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.

The PALANQUIN OF NURGLE keyword is used in the following Death Guard datasheets:

Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Melta

Melta weapons are powerful heat rays whose fury is magnified at close range.

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon from up to ‘x’ models embarked within it; this TRANSPORT counts as being equipped with those weapons as well.

The DEDICATED TRANSPORT keyword is used in the following Death Guard datasheets:

SMOKESCREEN
1CP
Core – Wargear Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase.

TARGET: One VEHICLE unit from your army.

EFFECT: Until the end of the phase, after your unit ends a Charge move, select one enemy unit within Engagement Range of it, then select one melee weapon your unit is equipped with. Roll a number of D6 equal to that weapon’s Strength characteristic. If that Strength characteristic is greater than that enemy unit’s Toughness characteristic, roll two additional D6. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that can embark within them.

Units can start the battle embarked within a TRANSPORT model instead of being set up separately – declare which units are embarked within a TRANSPORT model before you set it up.

FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon from up to ‘x’ models embarked within it; this TRANSPORT counts as being equipped with those weapons as well.
INFILTRATORS

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
SCOUTS

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" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.

The WALKER keyword is used in the following Death Guard datasheets:

Indirect Fire

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.

Example: An enemy unit is targeted by an attacking model equipped with a weapon with the [INDIRECT FIRE] ability. No models in the target unit are visible to the attacking model, so when resolving the attacks made with that weapon, subtract 1 from that attack’s Hit roll and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.

  • Can target and make attacks against units that are not visible to the attacking unit.
  • If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
HOVER

Some aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops.

Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode.

If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish.

The TITANIC keyword is used in the following Death Guard datasheets:

Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.

The DREADNOUGHT keyword is used in the following Death Guard datasheets:

Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.

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