Death Guard
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The Death Guard are foulness made manifest. They are a vision of unnatural corruption, of nobility, courage and strength perverted into nightmarish foulness and diseased might. Cities, worlds, even entire systems rot at their touch, the power of Nurgle spreading inexorably wherever the Death Guard raise their flyblown banners.

Books

BookKindEditionVersionLast update
  Death Guard
  Death GuardFaction Pack101.1April 2026
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion111.0

FAQ

Faction Pack: Death Guard

Q:Does the Plagueburst Crawler’s Spore-laced Shock Waves ability inflict mortal wounds every turn to units affected by the ability?
A:
No.

Keywords

AIRCRAFT (7);
ARTILLERY (1);
BATTLELINE (2);
BEAST (2);
CHAOS (71);
CHAOS LORD (3);
CHARACTER (21);
DAEMON (16);
DAEMON PRINCE (1);
DAEMON PRINCE WITH WINGS (1);
DAMNED (2);
DEATH GUARD (61);
DEDICATED TRANSPORT (2);
DREADNOUGHT (3);
EPIC HERO (3);
FLY (13);
FORTIFICATION (1);
FRAME (7);
GRENADES (10);
INFANTRY (24);
LAND RAIDER (1);
MONSTER (5);
MOUNTED (1);
NURGLE (69);
PALANQUIN OF NURGLE (2);
PLAGUE LEGIONS (6);
POSSESSED (1);
PREDATOR ANNIHILATOR (1);
PREDATOR DESTRUCTOR (1);
PRIMARCH (1);
PSYKER (7);
RHINO (1);
SMOKE (20);
SORCERER (2);
SUMMONED (6);
SWARM (2);
TERMINATOR (7);
THUNDERHAWK (1);
TITANIC (5);
TRANSPORT (10);
VEHICLE (36);
WALKER (5)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Introduction

Below you will find several DEATH GUARD Detachments you can select from to use in games of Warhammer 40,000, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Death Guard - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems. You can find out more about how to use Stratagems here.

Army Rules

Nurgle’s Gift (Aura)

The Death Guard are warriors of the Plague God Nurgle. Their bloated bodies are riddled with corruption, and their mere presence causes the foe to sicken and wither in the grip of supernatural diseases while the battlefield falls to rot and ruin around them.

If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more DEATH GUARD models from your army, it is Afflicted (see below).

CONTAGION RANGE
Contagion Range changes over the course of the battle:





Contagion Range cannot be greater than 12" after modifiers.

AFFLICTED
During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.

Skullsquirm Blight

This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within.

Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll.

Rattlejoint Ague

Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves.

Worsen the Save characteristic of models in this unit by 1.

Scabrous Soulrot

Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay.

Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1).


Pact of Decay

The daemons of Nurgle are not native to realspace, but instead must be summoned through the rotting veil by way of generous sacrifice and acts of foul worship.

When mustering your army, unless specifically stated otherwise, you cannot select PLAGUE LEGIONS as your Army Faction.

Virulent Vectorium

Many Death Guard vectoriums boast a mix of heavy infantry, armoured might and twisted champions of supernatural disease. Led by a mighty Lord of the Legion - or sometimes even a thrice-favoured Daemon Prince - such warbands accumulate the favour of the Plague God with every repulsive feat of conquest. Their festering star rises as they do, and the diseases that sing through their bloated bodies wax fat with power. Their weaponised maladies roll before them like a rancid flood, surging through the enemy ranks to leave the mightiest warriors shuddering and sweating as buboes erupt from their flesh. Even the battlefield itself sickens at the touch of such corrupt beings: greenery rots and runs into lakes of bubbling slime, mud churns with pus-moist larvae as long as a Human arm, ruins fur with mould and begin to crumble, while vehicle wrecks rust and the bodies of the fallen bloat and burst to spray infectious filth. Amidst such riotous putrefaction, the warriors of the Death Guard drone their praises to Nurgle and fight all the harder.

Detachment Rule

Worldblight

As the foul tendrils of the Death Guard quest further across the battlefield, they infest even the most secure, holy and heavily warded sites with supernatural disease. To fight amidst such foulness is a virtual death sentence to the foe, win or lose.

If you control an objective marker at the end of your Command phase and a DEATH GUARD unit from your army (excluding Battle-shocked units) is within range of that objective marker, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. In addition, until you lose control of that objective marker, it has the Nurgle’s Gift ability as if it were a DEATH GUARD model from your army.

Enhancements

  • Daemon Weapon of Nurgle 10 pts

Be it the Seeping Blade, the Talon of Befoulment or even the dreaded Axe of Putrescence, this weapon contains a malevolent daemonic entity whose mere touch rots and sickens the foe.

DEATH GUARD model only. Each time the bearer makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.

  • Furnace of Plagues 25 pts

This champion’s body blazes with fever as a cornucopia of supernatural diseases churn and roil within. Mere proximity to them is enough to trigger an infectious outbreak of daemonic viruses.

DEATH GUARD model only. Add 1 to the Strength and Attacks characteristics of the bearers melee weapons, and the bearer’s melee weapons have the [DEVASTATING WOUNDS] ability.

  • Arch Contaminator 25 pts

The unfettered energies of Nurgle’s realm gush from the Warp like foulness from a punctured boil, earthing themselves in the fabric of realspace through this champions repulsive body.

DEATH GUARD model only. While the bearer’s unit is within range of an objective marker you control, each time a model in the bearer’s unit makes an attack, you can re-roll the Wound roll.

  • Revolting Regeneration 20 pts

The more wounds blasted and gouged into this champion’s flesh, the more clotted matter, squirming vermin and gangrenous slime spurt forth to coagulate and seal the most grievous hurts.

DEATH GUARD model only. The bearer has the Feel No Pain 5+ ability.


Stratagems

PUTRID DETONATION
1CP
Virulent Vectorium – Strategic Ploy Stratagem
Bloated with putrefaction and swilling with infectious poisons, the demise of this hulking entity is as revolting as it is explosively hazardous.
WHEN: Any phase.

TARGET: One DEATH GUARD VEHICLE or DEATH GUARD MONSTER model from your army with the Deadly Demise ability that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted. In addition, any enemy units that suffer mortal wounds as a result of this Stratagem are Afflicted until the start of your next turn.
DISGUSTINGLY RESILIENT
2CP
Virulent Vectorium – 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: Your opponent’s Shooting phase or the 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 the attacking 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.
PLAGUESURGE
2CP
Virulent Vectorium – Epic Deed Stratagem
The foul miasma around the Death Guard swells and thickens, boiling outward like putrid smog.
WHEN: Your Command phase.

TARGET: Your DEATH GUARD WARLORD that is on the battlefield.

EFFECT: Until the start of your next Command phase, add 3" to the Contagion Range of models from your army.
LEECHSPORE ERUPTION
1CP
Virulent Vectorium – Epic Deed Stratagem
Billowing from this warrior's wounds come clouds of parasitic spores that settle on the foe and drain their vitality, stealing it for the one who spawned them.
WHEN: Your Command phase.

TARGET: One DEATH GUARD model your army that has lost one or more wounds.

EFFECT: Select one enemy unit within 3" of your model. Roll a number of D6 equal to the number of wounds your model has lost: for each 5+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds) and your model regains 1 lost wound (to a maximum of 6 lost wounds).
OVERWHELMING GENEROSITY
1CP
Virulent Vectorium – Wargear Stratagem
Unholy filth gushes from Nurgle's faithful into their guns until the armaments threaten to burst like bloated corpses.
WHEN: Start of your Shooting phase.

TARGET: One DEATH GUARD CHARACTER unit from your army.

EFFECT: Select one enemy unit visible to your unit. Until the end of the phase, each time a DEATH GUARD unit from your army selects that enemy unit as the target of any ranged attacks, you can re-roll the dice to determine how many attacks a weapon equipped by a model in that unit makes.
CREEPING BLIGHT
1CP
Virulent Vectorium – Wargear Stratagem
Those in the grip of Nurgle's unholy plagues become weaker by the moment, barely able to lift their weapons, let alone defend themselves from the attacking Death Guard.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an Afflicted unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
UNIQUE: Engines

Mortarion’s Hammer

The armoured might of the Death Guard has warped and corroded over the millennia, but it remains prodigious. Formed into grinding spearheads and smog-belching batteries, squadrons of ancient battle tanks and Daemon Engines mass their blunt and brutish power before unleashing it on the foe. Their onslaught is heralded by a rain of rust-pocked artillery shells, alchemical munitions and brittleglass plague-spheres hurled from infernal field guns and towering Daemon Engines behind the lines. The foe cower beneath this explosive deluge, many torn apart by thunderous detonations or eaten away by whirling spore clouds. Amid the devastation surge reaper colonies of Plague Marines mounted in Rhinos and Land Raiders. These warriors are masters of capitalising upon their foes’ dismay and horror, tearing the guts out of the most formidable defence lines even as carrion-feeding war engines close in to finish off knots of resistance. Many a siege has been swiftly broken in this way by the fall of Mortarion’s Hammer.

Detachment Rule


Miasmic Bombardment

In the wake of preparatory bombardment by artillery weapons both forbidden and foul, the surviving foe are left reeling amidst clouds of plague smog. With their flesh running like tallow and their weapons rusting in their hands, they will be hard-pressed to fight back.

At the start of the battle round, select a number of enemy units more than 12" away from every model from your army that is on the battlefield. Until the end of the battle round, those enemy units are Afflicted. The maximum number of units you can select in this way depends on the battle size, as shown below.

BATTLE SIZEUNITS
Incursion1
Strike Force2
Onslaught3

Enhancements

  • Eye of Affliction 20 pts

Peering at the world through this bloated yellow orb, the bearer of this vile gift sees the souls of the sickened burning bright as targeting flares no matter how their victims try to hide.

DEATH GUARD model only. Ranged weapons equipped by models in the bearer’s unit have the [ignores cover] ability while targeting an Afflicted enemy unit.

  • Bilemaw Blight 10 pts

This foul sorcerer has been blessed with a unique affliction that allows them to inflate their body like a repulsive bellows before vomiting forth a pressurised torrent of filth that would do any Great Unclean One proud.

MALIGNANT PLAGUECASTER only. At the start of your Shooting phase, until the end of the phase, add 12" to the Range characteristics of the bearer’s Plague Wind weapon.

  • Shriekworm Familiar 15 pts

This daemonic familiar lives in the champion’s flesh and watches with bitter paranoia for enemy threats. Should it spot a counterattack from the foe, it bursts forth to scream its shrill warning.

DEATH GUARD model only. Once per battle round, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP.

  • Tendrilous Emissions 30 pts

This warrior has gained greater control of the vile fumes that billow from their armour, willing them forward like coiling tentacles to wreathe targets and guide in the fire of allied war engines.

LORD OF VIRULENCE only. While the bearer is within 3" of one or more friendly DEATH GUARD VEHICLE units, the bearer has the Lone Operative ability, and each time one of those VEHICLE units makes a ranged attack that targets an enemy unit visible to the bearer, re-roll a Wound roll of 1.


Stratagems

BLIGHTED LAND
2CP
Mortarion’s Hammer – Strategic Ploy Stratagem
Firing diseased submunitions or belching swarms of daemonic parasites from its hull, this war engine befouls the battlefield as it advances.
WHEN: End of your Movement phase.

TARGET: One DEATH GUARD VEHICLE unit from your army.

EFFECT: Select one terrain feature within 24" of and visible to your unit. Until the start of your next turn, enemy units are Afflicted while they are within 3" of that terrain feature.
RELENTLESS GRIND
1CP
Mortarion’s Hammer – Strategic Ploy Stratagem
When the armoured vehicles of the Death Guard advance, they plough through - or straight over- anything that stands in their way.
WHEN: Your Movement phase or your Charge phase.

TARGET: One DEATH GUARD VEHICLE unit from your army that has not been selected to move or charge this phase.

EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
DRAWN TO DESPAIR
1CP
Mortarion’s Hammer – Battle Tactic Stratagem
Those who languish in misery or cower in terror make themselves easy targets for the Death Guard.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a visible enemy unit (excluding AIRCRAFT) within your opponent’s deployment zone, you can re-roll the Hit roll.
FONT OF FILTH
1CP
Mortarion’s Hammer – Strategic Ploy Stratagem
As though afflicted with some awful vomiting sickness, this vehicle's weapons retch an endless stream of fire at the enemy, heaving themselves empty even as it storms into the enemy lines.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability.
EYESTINGER STORM
1CP
Mortarion’s Hammer – Strategic Ploy Stratagem
Swarms of these revolting insects burrow hives into the hulls of Death Guard vehicles. Drawn to sickened prey, they boil forth in buzzing masses and descend on the foe, spreading panic and horror.
WHEN: Your opponent’s Command phase.

TARGET: One DEATH GUARD VEHICLE unit from your army.

EFFECT: Select one objective marker visible to one or more models in your unit. Each Afflicted enemy unit within range of that objective marker must take a Battle-shock test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
STINKING MIRE
1CP
Mortarion’s Hammer – Strategic Ploy Stratagem
Attempting to counterattack Death Guard can leave foes floundering amidst bubbling filth.
WHEN: Start of your opponent’s Charge phase.

TARGET: One DEATH GUARD VEHICLE unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
UNIQUE: Flyblown

Champions of Contagion

There are many ways to worship Nurgle: the brewing of virulent plagues, the foul perversion of the surgeon’s craft, sharing the abundance of unfettered sickness with armies of foes; the champions of the Death Guard practise these and many other expressions of the Plague Lord’s faith. A vectorium rich in these diabolical madmen can unleash the full horror of the Legion’s alchemical, biological and sorcerous weapons. Foul Blightspawn lumber amidst their comrades, their excremental reek heralding the jetting corrosive sprays of their weapons. Noxious Blightbringers toll their tocsins of misery, battering the foe with entropic shock waves even as Biologus Putrifiers caper through their ranks to fling brittleglass alembics and jab the needles of their injector pistols into promising victims. All the while, the droning count of the Tallymen booms out through rusted vox-emitters, and Plague Surgeons ply their macabre trade, even as their fellow Plague Marines storm relentlessly forward over the withered and maddened remnants of the foe.

Detachment Rule


Manifold Maladies

A spirit of competition infects Nurgle’s champions when they fight alongside one another. With each vying to outdo the others in virulence, the foes are subjected to a riotous string of nightmarish outbreaks amongst their ranks.

At the start of the battle round, you can select one of the Plagues listed in Nurgle’s Gift. Until the end of the battle, that is your chosen Plague instead of any previously chosen Plague.

Enhancements

  • Final Ingredient 20 pts

Be it the eye of a Kroot or a Space Marine’s hearts, ground Ork tusk, or something unnameable wrenched from within a Tyranid’s corpse, this champion needs just one more ingredient to perfect a powerful new plague.

BIOLOGUS PUTRIFIER only. Once per battle, after the bearers unit has fought, if one or more CHARACTER models were destroyed as a result of those attacks, select one Plague. Until the end of the battle, while an enemy unit is Afflicted, that unit has the effect of the selected Plague in addition to any other.

  • Visions of Virulence 15 pts

The touch of this sorcerer’s mind upon another triggers feverish visions of abundant foulness that erupt into physical manifestations as they reach their crescendo.

MALIGNANT PLAGUECASTER only. While an enemy unit is enfeebled by the bearer’s Pestilent Fallout ability, that unit is also Afflicted.

  • Needle of Nurgle 25 pts

This plague-saturated narthecium delivers generous doses of infernal maladies that restore life to even the most hideously mangled of Mortarion’s sons.

PLAGUE SURGEON only. Each time the bearer uses its Tainted Narthecium ability, you can return up to D3 destroyed models to the bearer’s unit (instead of 1).

  • Cornucophagus 35 pts

A plague bellows fashioned by daemonic smiths in a realm of pure putrescence, this rasping device exhales an endless cloying soup of lividly glowing plague motes.

LORD OF POXES only. In the Declare Battle Formations step select one Plague. Until the end of the battle, while an enemy unit is within Contagion Range of the bearer, that enemy unit has the effect of that Plague in addition to any other.


Stratagems

BLESSINGS OF FILTH
1CP
Champions of Contagion – Battle Tactic Stratagem
Employing their unique gifts, this champion enhances the weapons of their comrades with even greater levels of infectious malevolence.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DEATH GUARD Attached 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, an unmodified Hit roll of 5+ scores a Critical Hit.
MALIGNANCE MAGNIFIED
2CP
Champions of Contagion – Battle Tactic Stratagem
The vile talents of such plague specialists act like a filth-smeared lens, focusing and intensifying the infectious gifts of Nurgle.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DEATH GUARD Attached 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 that targets a unit that is below its Starting Strength, you can re-roll the Hit roll and you can re-roll the Wound roll.
GROTESQUE FORTITUDE
1CP
Champions of Contagion – Battle Tactic Stratagem
After their champion calls down the blessings of Nurgle, these warriors can fight on no matter the catastrophic, often gruesome, damage done to them by the foe.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One DEATH GUARD Attached 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, add 2 to the Toughness characteristic of models in your unit.
RABID INFUSION
1CP
Champions of Contagion – Strategic Ploy Stratagem
The combined talents of these Death Guard champions drive their followers into a foam-jawed fury, be it through injection with a curdled cocktail of stimms or immersion in a fug of infectious agents.
WHEN: Start of the Fight phase.

TARGET: One DEATH GUARD unit from your army that includes two CHARACTER models.

EFFECT: Until the end of the phase, your unit has the Fights First ability.
MOBILE VECTOR
1CP
Champions of Contagion – Strategic Ploy Stratagem
Nurgle's champions move through the Death Guard ranks like squirming parasites.
WHEN: Your Movement phase, before the Reinforcements step.

TARGET: One DEATH GUARD CHARACTER unit from your army that is not leading a unit.

EFFECT: Select one other friendly DEATH GUARD unit (excluding Battle-shocked units and Attached units that already have two Leader units or one of your CHARACTER units leading it] within 2" horizontally and 5" vertically of your unit that your unit can lead (as described in the Leader section of its datasheet]. Your unit attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly.
DEATH’S HEADS
1CP
Champions of Contagion – Wargear Stratagem
It takes much effort and sacrifice to fashion the disgusting explosives known as death's heads, but the results are spectacularly horrible.
WHEN: Your Shooting phase.

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

EFFECT: Select one enemy unit (excluding VEHICLES) that is within 8" of and visible to your unit. Until the start of your next turn, that unit has the effect of all Plagues (see Nurgle’s Gift).

Tallyband Summoners

There are many ways for the daemons of Nurgle to burst the bounds of reality and fight alongside the Death Guard. Sometimes, they are conjured by the concentration of sickness and misery unleashed by Mortarion’s sons. At others, their Tally bands may be summoned by a champion of the Death Guard reading aloud from the mouldering pages of one of the seven Books of Woe or through a ritual offering of diseased or despairing souls. Regardless of how these entities find their way to the battlefield, they plague all living things. The mere sight of Great Unclean Ones a stomping into battle like swaying mountains of rotted flab can be enough to blast the sanity of the foe. The onset of gruesome Plaguebearers, fleshy avalanches of spiteful Nurglings, bounding packs of Beasts of Nurgle, and thrumming swarms of Plague Drones proves impossible for even the most resolute enemy to halt. Even should some brave victims stand their ground, they will not last long before the ferociously infectious attentions of these befouling entities.

Detachment Rule


Reverberant Rancidity

Reality rings like a struck bell as it rebels against the sheer wrongness of Nurgle’s daemons. Borne upon these jarring waves of metaphysical disease, magnified and redoubled with every dolorous peal, the Plague God’s myriad infections spread and multiply all the faster.

While a PLAGUE LEGIONS unit from your army is within 7" of one or more DEATH GUARD units from your army, that PLAGUE LEGIONS unit has the Nurgle’s Gift ability.

While a DEATH GUARD unit from your army is within 7" of one or more PLAGUE LEGIONS units from your army, add 3" to that DEATH GUARD units Contagion Range.

PLAGUE LEGIONS
You can include PLAGUE LEGIONS units in your army, even though they do not have the DEATH GUARD Faction keyword. The combined points cost of such units you can include in your army is:
  • Incursion: Up to 500 pts
  • Strike Force: Up to 1000 pts
  • Onslaught: Up to 1500 pts

No PLAGUE LEGIONS models from your army can be your WARLORD.

Enhancements

  • Beckoning Blight 20 pts

This unclean gift infects its host with animaluminescent fungus. Once their spirit is riddled with incorporeal mycelia, it begins to glow. This sickly radiance acts like a guiding lantern to the daemons of Nurgle, who follow its glare into realspace.

DEATH GUARD model only. Each time a PLAGUE LEGIONS unit from your army is set up on the battlefield using the Deep Strike ability, if it is set up wholly within 12" of the bearer, it can be set up anywhere that is more than 6" horizontally away from all enemy models, instead of more than 8".

  • Fell Harvester 10 pts

This repugnant daemon weapon extrudes swaying tendrils with lamprey maws to strike at the foe.

DEATH GUARD model only. Add 2 to the Attacks characteristic of the bearer’s melee weapons.

  • Entropic Knell 15 pts

Every booming peal of this cursed bell spreads rot, lesions and buboes across the foes’ bodies, sending them fleeing in terror and disgust.

GREAT UNCLEAN ONE only. In the Battle-shock step of your opponent’s Command phase, each enemy unit within 6" of the bearer that is below its Starting Strength must take a Battle-shock test, subtracting 1 from that test.

  • Tome of Bounteous Blessings 20 pts

The slurred and vomit-wet incantations from this malodorous tome bolster Nurgle’s daemons.

MALIGNANT PLAGUECASTER only. Each time a PLAGUE LEGIONS unit within 12" of the bearer takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead).


Stratagems

PERSISTENT PESTS
1CP
Tallyband Summoners – Strategic Ploy Stratagem
There is no simple way to wholly cleanse a Nurgling infestation once it has taken root.
WHEN: Any phase.

TARGET: One NURGLINGS unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.

EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with its full wounds remaining.

RESTRICTIONS: You can only use this Stratagem once per battle.
CLUTCHING CORRUPTION
1CP
Tallyband Summoners – Battle Tactic Stratagem
The daemons of Nurgle grasp their victims tightly with rotting talons and coiling tentacles, their clutch as inescapable as entropy itself.
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, each time a model in your unit makes an attack that targets an enemy unit that is within Engagement Range of one or more PLAGUE LEGIONS units from your army, you can re-roll the Hit roll.
ALL IS ROT
1CP
Tallyband Summoners – Strategic Ploy Stratagem
Death Guard warriors open fire into foes already embattled by Nurgle’s daemons, knowing that no matter who they hit, all will wither and rot.
WHEN: Your Shooting phase.

TARGET: One PLAGUE LEGIONS unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 5+, your unit suffers 1 mortal wound after the attacking unit has finished making its attacks.
FLESHY AVALANCHE
1CP
Tallyband Summoners – Strategic Ploy Stratagem
The ephemeral structures of realspace have no power to halt the onset of Nurgle's Great Unclean Ones; they crumble, rot and burst apart before their unholy bulk.
WHEN: Your Movement phase or your Charge phase.

TARGET: One PLAGUE LEGIONS MONSTER unit from your army that has not been selected to move or charge this phase.

EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
AVATARS OF DECAY
1CP
Tallyband Summoners – Strategic Ploy Stratagem
Countless diseases blossom in the unreal flesh of Nurgle's daemon childer, manifestations of his blessings to be spread to all.
WHEN: Your Shooting phase.

TARGET: One PLAGUE LEGIONS unit from your army.

EFFECT: Until the end of the phase, while an enemy unit is within 6" of your unit, that enemy unit is Afflicted.
MIRESLICK
1CP
Tallyband Summoners – Strategic Ploy Stratagem
Beneath the tread of Nurgle’s daemons, even ferrocrete or plasteel soon turns to a quagmire of rotting matter, in which their unlucky enemies begin to sink and become trapped.
WHEN: Your opponent’s Movement phase, when an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.

TARGET: One PLAGUE LEGIONS unit from your army that is within Engagement Range of that enemy unit.

EFFECT: Until the end of the phase, while an enemy unit is within Engagement Range of your unit, each time that unit is selected to Fall Back, it must take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead.

Shamblerot Vectorium

Many vectoriums unleash heaving swarms of Poxwalkers to soften up and encircle their foes. The first the enemy knows of such an onslaught is the stink of diseased flesh upon the air, mingled with the agonised groans of countless plague-ridden mutants. Then they come - spilling from doorways and windows, boiling up from sewer outlets, trench networks and subterranean transit networks, crawling out of vehicle wrecks and rising from carrion heaps; thousands upon thousands of Poxwalkers converging on the foe at a stumbling yet relentless pace. Engulfed in a sea of grasping hands, biting maws and bloated flesh, even the finest strategies of the foe falter and fail. The enemy finds themselves forced into a battle for survival as they strive to fend off the Poxwalkers closing in from every side. It is at this point that the Death Guard themselves strike. Off balance, broken into desperate pockets and running low on ammunition, the foe has little hope of standing against this second, more punishing onslaught.

Detachment Rule


Numberless Horde

No matter how many Poxwalkers the enemy gun down or tear limb-from-limb at close quarters, more groaning mutants keep coming from every side.

In your Command phase in each of the following battle rounds, depending on your chosen battle size, add a new POXWALKERS unit with a Starting Strength of 10 to your army, in Strategic Reserves.

BATTLE SIZEBATTLE ROUNDS
Incursion2,3
Strike Force2, 3, 4
Onslaught2, 3, 4, 5

KEYWORDS
POXWALKERS units from your army gain the BATTLELINE keyword.

Enhancements

  • Witherbone Pipes 25 pts

This sinister artefact emits a reedy dirge to which Poxwalkers seem drawn and by whose mournful notes they appear energised and lent an echo of purpose.

NOXIOUS BLIGHTBRINGER only. While the bearer is leading a POXWALKERS unit, add 1 to the Objective Control characteristic of models in that unit, and each time that unit takes a Battle-shock or Leadership test, add 1 to that test.

  • Lord of the Walking Pox 15 pts

Gifted by Nurgle to be forever surrounded by shambling packs of Poxwalkers, this champion has become adept at leading their festering hordes into battle.

DEATH GUARD model only. If the bearer is leading a POXWALKER unit, and is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round as the third battle round.

  • Sorrowsyphon 10 pts

Parasitising the miserable scraps of soul within nearby Poxwalkers allows this sorcerer to belch even more malignant clouds of murderous foulness.

MALIGNANT PLAGUECASTER only. While the bearer is leading a POXWALKERS unit, add 1 to the Damage characteristic of the bearer’s Plague Wind weapon. Each time the bearer makes one or more attacks with a Plague Wind weapon, after the bearer’s unit has resolved its attacks, D3 Bodyguard models from the bearer’s unit are destroyed.

  • Talisman of Burgeoning 25 pts

This mould-furred talisman is studded with teeth torn from Poxwalkers’ jaws. It bolsters the creatures’ putrid vitality, forcing them to stagger and fight even through grotesque wounds.

DEATH GUARD model only. While the bearer is leading a unit, add 1 to the Toughness characteristic of POXWALKERS models in that unit.


Stratagems

GRIP OF THE WALKING POX
1CP
Shamblerot Vectorium – Strategic Ploy Stratagem
Those infected by walking pox may fall as though fatally wounded, but they soon rise again.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: After the attacking unit has fought, roll one D6 for each model from your unit that was destroyed as a result of those attacks: on a 6, the attacking unit suffers 1 mortal wound. If your unit is not destroyed after the attacking unit has fought, enemy models destroyed as a result of this Stratagem count as enemy models destroyed by an attack made by a model in your unit for the purposes of the Curse of the Walking Pox ability.
SMEARED WITH FILTH
1CP
Shamblerot Vectorium – Strategic Ploy Stratagem
Hacking a path through a horde of Poxwalkers leaves aggressors coated in infectious matter.
WHEN: Fight phase.

TARGET: One POXWALKERS unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.

EFFECT: Select one enemy unit that made one or more attacks that targeted your unit this phase. Until the end of the battle, that enemy unit is Afflicted.
GNAWING HUNGER
1CP
Shamblerot Vectorium – Battle Tactic Stratagem
Gripped by a sudden, monstrous hunger, the Poxwalkers surge forward in a ravenous mass.
WHEN: Your Command phase.

TARGET: One POXWALKERS unit from your army.

EFFECT: Until the end of the turn, add 1 to the Move characteristic of models in your unit, and add 1 to the Attacks and Strength characteristics of melee weapons equipped by models in your unit.
HIDDEN AMONGST THE DEAD
1CP
Shamblerot Vectorium – Strategic Ploy Stratagem
Another wave of Poxwalkers rises from the battlefield’s carrion heaps.
WHEN: The Reinforcements step of your Movement phase.

TARGET: One POXWALKERS unit from your army that is in Strategic Reserves and that is not an Attached unit.

EFFECT: Until the end of the phase, models in that unit have the Deep Strike ability.
SHOCK AND HORROR
1CP
Shamblerot Vectorium – Strategic Ploy Stratagem
Already dismayed by this living nightmare, the enemy falters before another sudden onslaught.
WHEN: Your Charge phase, just after a DEATH GUARD unit from your army ends a Charge move.

TARGET: That DEATH GUARD unit.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.
SHAMBLING WALL
1CP
Shamblerot Vectorium – Strategic Ploy Stratagem
Lacking even basic self-preservation instincts, Poxwalkers make excellent walking shields.
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 the attacking unit’s attacks, and one friendly POXWALKERS unit within 3" of your unit and visible to both your unit and the attacking unit.

EFFECT: Until the end of the phase, each time you would allocate an attack to a model in your DEATH GUARD unit, if your POXWALKERS unit is visible to the attacking model and is an eligible target for that attack, no saving throw is made for that attack; instead a number of POXWALKERS from your POXWALKERS unit equal to the Damage characteristic of that attack are destroyed.

Death Lord’s Chosen

The mightiest champions of the Death Guard are as formidable in battle as they are bloated with the infectious blessings of Nurgle. When they congeal into a unified fighting force, these dread warriors become the grim and relentless will of Mortarion made manifest. Such a vectorium is quite capable of conquering an enemy flagship or command fortress, launching assassination strikes against crucial enemy personnel or breaking into the most heavily defended sacred sites. It is not unusual for Mortarion’s champions to turn the course of an entire war with a single shock onslaught or immovable defensive action; this is most likely when the Daemon Primarch leads in person. With their gene-sire’s jaundiced gaze weighing heavy upon them, bands of Deathshroud and Blightlord Terminators tear an unstoppable path through the foe. Supported by hand-picked squads of Plague Marines, bellowing Helbrutes and twisted champions, they sweep aside all who stand in their path.

Detachment Rule


Deadly Vectors

The plagues and parasites to which these elite warriors play host are amongst the most lethal in the galaxy. Moment by moment, even the most resilient foes sicken and wither in their presence until all that remains is rotted matter deliquescing sloppily from mouldering bones.

In your opponent’s Command phase, roll 2D6 for each Afflicted enemy unit, subtracting 1 from the result if that unit is Below Half-strength. If the result is 6 or less, that enemy unit suffers D3 mortal wounds.

Enhancements

  • Face of Death 10 pts

So grotesque and monstrous is this champion’s aspect that it fills the enemy with unreasoning dread simply to look upon him.

TERMINATOR model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer’s unit must take a Battle-shock test.

  • Vile Vigour 15 pts

A fanatical worshipper of Nurgle and a talented orator, this champion can infect their followers with the urgent need to forge into battle and spread the Plague God’s blessings to all.

TERMINATOR model only. While the bearer is leading a unit, add 1" to the Movement characteristic of models in that unit and you can re-roll Advance rolls made for that unit.

  • Warprot Talisman 30 pts

By invoking the power of this ancient talisman, the bearer can rot a sagging rent in reality and step through the Warp to burst forth elsewhere amidst a gushing sluice of foul fluids.

TERMINATOR model only. Once per battle, at the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.

  • Helm of the Fly King 20 pts

This armoured helm was crafted by the Daemon Prince Vermifulgus the Pestilent and carries his squirming enchantments. It manifests its wearer's will as roaring swarms of plump flies that whirl about their creator like an occluding shroud or descend on the foe to blind eyes, clog sensors and spread revolted panic.

TERMINATOR model only. While the bearer is leading a unit, models in that unit cannot be targeted by ranged attacks unless the attacking model is within 18".


Stratagems

BLOOMING PESTILENCE
1CP
Death Lord’s Chosen – Epic Deed Stratagem
Death Guard warriors know to chant the sevenfold prayers to unleash Nurgle's bounty on the foe.
WHEN: Start of any phase.

TARGET: One TERMINATOR unit from your army.

EFFECT: Until the end of the phase, add 3" to the Contagion Range of models in your unit.
GRIM REAPERS
1CP
Death Lord’s Chosen – Battle Tactic Stratagem
Swollen with bitter arrogance, these warriors carve a path through their perceived lessers and leave them as worm food.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit (excluding MONSTERS and VEHICLES) you can re-roll the Hit roll.
UNDYING SPITE
1CP
Death Lord’s Chosen – Strategic Ploy Stratagem
Driven by bitterness and the putrid vitality of Nurgle's gifts, these warriors fight on for several moments, even after death.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One TERMINATOR 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, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
SIGNAL POX
1CP
Death Lord’s Chosen – Epic Deed Stratagem
Guided in by rasping jets of fumes sent up by this Lord of Virulence, plague-ridden artillery fire and airbursting spore-shells saturate the target zone.
WHEN: Your Command phase.

TARGET: One LORD OF VIRULENCE model from your army.

EFFECT: Select one objective marker within 30" of and visible to your model. Until the start of your next turn, while an enemy unit is within range of that objective marker, that unit is Afflicted.
MORTARION'S TEACHINGS
1CP
Death Lord’s Chosen – Strategic Ploy Stratagem
Exemplifying the Daemon Primarch's doctrines on versatile heavy infantry tactics, these warriors position themselves and let fly.
WHEN: Your Shooting phase.

TARGET: One TERMINATOR unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [HEAVY] abilities.
SICKENING IMPACT
1CP
Death Lord’s Chosen – Strategic Ploy Stratagem
Employing their crushing bulk and contagious gifts, these Terminators slam into their victims and grind them into putrefying mulch.
WHEN: Your Charge phase, just after a TERMINATOR unit from your army ends a Charge move.

TARGET: That TERMINATOR unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 2+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
UNIQUE: Engines

Contagion Engines

GRUESOME AND INFECTED WAR MACHINES ADVANCE AS RAPID VECTORS OF DISEASED RUIN

Detachment Rule

Warped and Rusted Animus

For all their slow degeneration, many of the Death Guard’s war machines are augmented with a fevered and inexorable urgency that brings their corrupted weapons to bear upon the foe all too quickly


This detachment has the ENGINES tag and cannot be taken with another ENGINES detachment.

Enhancements

  • Parasitic Woe‑ReaperUPGRADE 15 pts

The diseased suffering inflicted by this war machine establishes an empyric barb in its victims through which it feasts, its bloated form pulsing with new growth after every attack.

CONTAGION ENGINE unit only. When this unit has fought, one model in this unit heals D3 wounds.

  • Lancet of the WorldsoreUPGRADE 20 pts

Proximity to this infected mass destabilises reality, with even fortress walls bubbling and rupturing in its presence until a bubo‑riddled sore forms, which it pierces like a monstrous, rusted lancet.

Friendly HELBRUTE/MYPHITIC BLIGHT-HAULER unit only. This unit has MOBILE.


Stratagems

FRESH VECTORS
1CP
Contagion Engines Stratagem
As if drawn to flesh and matter yet to be blessed by corruption, infected weapons unerringly find their mark.
WHEN: Your Shooting phase or the Fight phase, when a friendly CONTAGION ENGINE unit is selected to attack.

TARGET: That CONTAGION ENGINE unit.

EFFECT: Your unit’s attacks can re-roll wound rolls of 1.
BLOODRUST DELUGE
1CP
Contagion Engines Stratagem
Warp‑tainted saturation oozes through this aggressive vehicle, leeching into its weapons, which spit the infection into foes at a distance.
WHEN: Your Shooting phase, when a friendly CONTAGION ENGINE unit is selected to shoot.

TARGET: That CONTAGION ENGINE unit.

EFFECT: Select one visible enemy unit. That enemy unit is Afflicted until your unit has attacked.
SOULROT FLUX
1CP
Contagion Engines Stratagem
As courage crumbles in the face of mechanised abhorrence, then does the bloom of soulrot find purchase to spread its cyclic infection.
WHEN: Your opponent’s Movement phase, when an enemy unit is selected to make a fall-back move, if that enemy unit is engaged with a friendly CONTAGION ENGINE unit.

TARGET: That CONTAGION ENGINE unit.

EFFECT: When an enemy unit engaged with your unit is selected to make a fall-back move, roll one D6:
  • On a 1, that enemy unit suffers 1 mortal wound.
  • On a 2-5, that enemy unit suffers D3 mortal wounds.
  • On a 6, that enemy unit suffers 3 mortal wounds.
UNIQUE: Flyblown

Flyblown Host

PLAGUE MARINES ADVANCE INEXORABLY AMIDST A THRUMMING HAZE OF SWOLLEN DAEMON FLIES

Detachment Rule

Verminous Haze

A cloud of winged insects descends over Mortarion’s pathogenic sons, obscuring their malodorous ranks and shielding them from the eyes and augurs of the enemy. Beneath thrumming storms of fat-bodied flies, Plague Marines stride towards their wavering foes until they are close enough to unleash punishing volleys of killing fire.

In the Declare Battle Formations step, you can select up to two friendly PLAGUE MARINES units. Those units have Infiltrators.

This detachment has the FLYBLOWN tag and cannot be taken with another FLYBLOWN detachment.

Enhancements

  • Insectile MurmurationUPGRADE 20 pts

The buzzing swarms respond to the will of Nurgle’s disciples, sweeping down upon their chosen target, their crawling, biting and droning enfeebling the horrified foe.

PLAGUE MARINES unit only. When this unit’s attacks target a unit within Contagion Range of a friendly unit, those attacks can re-roll wound rolls of 1.

  • PlagueveilUPGRADE 25 pts

Nurgle’s blessings manifest as a buzzing clot of darkness that falls over these diseased pilgrims, enveloping them like an enshrouding fog.

PLAGUE MARINES unit only. This unit has -3" detection range.


Stratagems

NAUSEATING PAROXYSMS
1CP
Flyblown Host Stratagem
The contagion borne by the Death Guard and their attendant swarms of winged vermin triggers bouts of sickness and convulsion in those they encounter.
WHEN: Start of the Fight phase

TARGET: One friendly engaged PLAGUE MARINES unit.

EFFECT: Select one enemy unit engaged with your unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.
DRONING HORROR
1CP
Flyblown Host Stratagem
Clouds of droning daemon flies sweep across the battlefield to envelop the enemies of the Death Guard. As their victims claw and scratch at the seething swarms, Mortarion’s sons pick off their targets at leisure.
WHEN: Your Shooting phase, when a friendly PLAGUE MARINES unit is selected to shoot.

TARGET: That PLAGUE MARINES unit.

EFFECT: Your unit’s ranged attacks:
  • Can re-roll hit rolls of 1.
  • That target a unit within half range, can re-roll wound rolls of 1.
EYE OF THE SWARM
1CP
Flyblown Host Stratagem
The vermin swarms intensify as the Death Guard close in upon the enemy. As their foes clutch and tear their crawling skin, pitiless Plague Marines unleash volleys of point‑blank fire into their tormented foes.
WHEN: Your Shooting phase, when a friendly PLAGUE MARINES unit is selected to shoot.

TARGET: That PLAGUE MARINES unit.

EFFECT: Your unit’s ranged attacks have [CLOSE-QUARTERS].

Paragons of Putrescence

THE CHAMPIONS OF THE DEATH GUARD RADIATE THE MOST LETHAL OF CONTAGIONS

Detachment Rule

Hypervirulent Strains

The rancid champions of the Death Guard are blessed with the most virulent contagions of Nurgle, supernatural strains that radiate towards unwilling hosts in floods of foulness

Friendly DEATH GUARD CHARACTER units have +3" to their Contagion Range (to a maximum of 12").

Enhancements

  • Rejuvenating Swarm 15 pts

With a hacking prayer to Nurgle, this warrior can call upon a swarm of plague mites. Buzzing clumps of diseased flies and writhing waves of squirming things settle upon the bloated forms of the Death Guard and vomit streams of rejuvenating contagion into festering wounds.

DEATH GUARD INFANTRY model only (excluding TERMINATOR models). Attacks that target this unit with a S greater than this unit’s T have -1 to wound rolls.

  • Host of the Hybridised Pox 20 pts

One plague is never enough for this champion, and their repulsive form is a vessel for a mutated and semisentient disease capable of manifesting in varied contagious forms.

DEATH GUARD INFANTRY model only. (Once per battle, per army) In your Command phase, you can use this ability. If you do, select one of the Plague listed in Nurgle’s Gift. Enemy units within Contagion Range of this unit also have the effect of that Plague in addition to your army’s chosen Plague until the end of the battle.


Stratagems

TERRITORIAL INFECTION
1CP
Paragons of Putrescence Stratagem
The intensive contagions that flow in abundance from this champion taint everything around them, making taking ground from them a repulsive prospect for the enemy.
WHEN: Start of the Command phase.

TARGET: One friendly DEATH GUARD CHARACTER unit.

EFFECT: Your unit has +1 OC until the end of the turn.
AGGRAVUS SPASMS
1CP
Paragons of Putrescence Stratagem
There is no hiding from contagion, and particular pathogens can incite neurological paroxysms that force their victims to give away their positions in painful throes.
WHEN: Start of your Shooting Phase.

TARGET: One friendly DEATH GUARD CHARACTER unit.

EFFECT: Select one visible enemy unit within Contagion Range of your unit. That enemy unit has +6" detection range.
SIMULTANEOUS CONTAMINATION
1CP
Paragons of Putrescence Stratagem
The worst infections spread both visibly and subtly. Thus do the Death Guard’s champions attack, ordering vile operations, the two vectors more deadly than either alone.
WHEN: Your Shooting phase, when a friendly DEATH GUARD CHARACTER unit starts an action.

TARGET: That DEATH GUARD CHARACTER unit.

EFFECT: That action does not prevent your unit from being eligible to shoot.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to the DEATH GUARD units. You can find out more about Crusade armies in the main Crusade rules.

This section contains the following rules:

BOONS OF NURGLE
Here you will find uniquely potent Battle Honours for DEATH GUARD CHARACTERS that run the risk of turning your powerful warriors into Chaos Spawn.

A GRAND PLAGUE
The Death Guard are devoted in the service of Nurgle, and seek ever to increase his grip on the galaxy. The rules presented in this section frame a particular campaign for your army, as they seek to weaponise a plague and use it to conquer a world.

ALCHEMICAL PATHOGENS
In this section, you will find rules for tailoring the poisons and pathogens wielded by your army, allowing you to customise the way your units’ Lethal Hits weapons work in your battles.

AGENDAS
DEATH GUARD armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the factions unique goals and their particular methods of waging war.

REQUISITIONS
DEATH GUARD armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, DEATH GUARD units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, DEATH GUARD CHARACTER units can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

PLAGUE LEGIONS AND POXWALKERS
When mustering your Crusade army, if you are using the Tallyband Summoners Detachment, you will be able to include PLAGUE LEGIONS units from your Crusade force in your Crusade army.

PLAGUE LEGIONS and POXWALKERS units can never gain Experience points or Battle Honours. However, they automatically pass any Out of Action tests they are required to take, so never gain Battle Scars. You can mark the Experience points section of such units’ Crusade cards with ‘N/A’ to remind you.

Boons of Nurgle

Boons of Nurgle are a type of Battle Honour that can be given to DEATH GUARD CHARACTER models. Each time a DEATH GUARD CHARACTER model from your army would gain a Battle Honour, you can choose for it to gain a Boon of Nurgle. DAEMON PRINCE models cannot gain Boons of Nurgle, and no model from your Crusade force can have more than three Boons of Nurgle.

Each time a model gains a Boon of Nurgle, roll a D33 to randomly determine one from the table below. To do so, roll two D3 one after the other: the first result determines your ‘tens’ and the second your ‘units’. For example, if you roll two D3 and the first result is a 2 and the second is a 1, the D33 result is 21.

A model can have more than one Boon of Nurgle, but if you roll a result that duplicates a Boon of Nurgle a model already has, that model’s unit suffers Spawndom (see below). As with any Battle Honour, make a note on a model’s Crusade card when it gains a Boon of Nurgle, and increase its Crusade points by 1.

Spawndom

There are significant risks to dedicating oneself to Nurgle and inviting the Plague Gods repulsive gifts. Many powerful champions have degenerated into swollen masses of rotting flesh, putrid muscle and screaming mouths, ending their Path to Glory as insane mutant aberrations. These mindless beasts are then herded together with other unfortunate Spawn and goaded towards the enemy to spread sickness in Nurgle’s name.

If a DEATH GUARD unit from your Crusade force suffers Spawndom, remove that unit from your Crusade force, then add a new DEATH GUARD CHAOS SPAWN unit to your Crusade force. The new unit has the same number of Battle Honours, Battle Scars and XP as the unit it replaced. If adding this unit would cause your Crusade points total to exceed your Crusade forces Supply Limit, you must first increase your Supply Limit (such as by using the Increase Supply Limit requisition) or your unit is removed from your Crusade force and no new unit is added in its place.

BOONS OF NURGLED33
Febrile Vitality: Add 1" to the Move characteristic of models in this model’s unit.11
Slitherswift Limbs: Add 1 to Advance and Charge rolls made for this model’s unit.12
Writhing Tentacles: Add 1 to the Attacks characteristic of melee weapons equipped by this model.13
Grossly Swollen: Add 2 to this model’s Wounds characteristic.21
Leprous Insensibility: This model has the Feel No Pain 5+ ability.22
Veil of Flies: Models in this model’s unit have the Stealth ability.23
Touch of Rot: Improve the Armour Penetration characteristic of melee weapons equipped by this model by 1.31
Plaguesight: Each time this model makes an attack that targets an Afflicted unit, you can re-roll the Hit roll.32
Billowing Miasma: Add 6" to this model’s Contagion Range.33

A Grand Plague

Some plague champions obsess over perfecting Nurgle’s supernatural plagues as a form of worship, leading their warbands into campaigns of military conquest to facilitate their ritualised experiments.

If your Crusade force includes a DEATH GUARD CHARACTER unit, and is not attempting to Concoct a Plague, it can attempt to Concoct a Plague.

Outbreak
When your Crusade force attempts to Concoct a Plague, you must first create the world your Crusade force will attempt to conquer. Each world has its own strengths and weaknesses for you to overcome, described by three characteristics: Fecundity, Population Density, and Vulnerability.

These characteristics are each measured on a scale of 1 to 6, and cannot be decreased or increased beyond these values, with the exception of Population Density, which can be decreased to 0. To create your world, you can either roll a D6 for each of these characteristics, or you can choose one of the example worlds (see below), which have fixed starting characteristics. Then add up your world’s characteristics to determine the world’s suitability score - this does not change during the attempt, and is just referred to if you succeed in your quest to Concoct a Plague.

Hive World
Fecundity:
Population Density:
Vulnerability:
Suitability Score:10

Agri World
Fecundity:
Population Density:
Vulnerability:
Suitability Score:10

Forge World
Fecundity:
Population Density:
Vulnerability:
Suitability Score:10



For example, if you chose a hive world, at the start of the campaign your Plague Totals would be:

Fecundity (3) + Rate of Reproduction (1) = 4

Population Density (5) + Survival Rate (1) = 6

Vulnerability (2) + Adaptability (1) = 3

After each battle, you will follow the Path of Contagion, where various factors will influence the characteristics of your world and your plague. You can also influence these characteristics using Agendas, Requisitions and even some Crusade Relics.

Your goal is to reach a total of precisely 7 for each of the three Plague Totals.

Path of Contagion


If you are attempting to Concoct a Plague, after each battle, use the following sequence.

Reap the Rewards: Apply any characteristic changes to your world and/or plague as described by any Death Guard Agenda you used in the battle.

First Check for a Breakthrough: Check if you have managed to Concoct a Plague (see Success).

Cultivation: Roll one D6, adding 2 to the result if you won the battle. On a 4+, you can choose one characteristic of your plague and add 1 to or subtract 1 from that characteristic.

Counteragents: Roll one D6: if the result is higher than the Adaptability characteristic of your plague, reduce the Vulnerability characteristic of your world by 1.

Death Toll: Roll one D6: if the result is higher than the Survival Rate characteristic of your plague, reduce the Population Density characteristic of your world by 1. Once you have done so, if your world’s Population Density characteristic is lowered to 0, your quest has failed (see Failure).

Final Check for a Breakthrough: Check if you have managed to Concoct a Plague (see Success).

Suitability Score
15-18
Acceptable Offering: You can select one DEATH GUARD CHARACTER unit from your Crusade force to gain 2XP. When you next create a world when you attempt to Concoct a Plague, each time you roll a D6 to determine a characteristic of that world, you can re-roll a result of 5 or 6.

Suitability Score
11-14
Foul Bounty: You can select one DEATH GUARD CHARACTER unit from your Crusade force to gain 2XP. In addition, you can select one unit from your Crusade force to gain one Death Guard Battle Trait (it must be a Battle Trait that unit can have).

Suitability Score
7-10
A Mighty Pestilence: You can select one DEATH GUARD CHARACTER unit from your Crusade force to gain 3XP. In addition, you can claim a permanent Blessings of Nurgle reward for your Crusade force from those listed below.

Suitability Score
3-6
Malign Masterpiece: You can select one DEATH GUARD CHARACTER unit from your Crusade force to gain 5XP. In addition, you can claim a permanent Blessings of Nurgle reward for your Crusade force from those listed below.

Failure

If your world’s Population Density characteristic is lowered to 0, your quest to Concoct a Plague fails. Similarly, you can choose at any time to abandon your quest to Concoct a Plague. In either case, you are no longer attempting to Concoct a Plague, and are free to start concocting a new one.

Success

If, when you check for a breakthrough, your three Plague Totals each equal 7, you have managed to Concoct a Plague. You gain the reward associated with your world’s suitability score, as shown on the table (see above). You are no longer attempting to Concoct a Plague, and are free to start concocting a new one.

Blessings of Nurgle

Each time you gain a Blessing of Nurgle, record it on your
Crusade tracker
. After mustering your Crusade army for each battle, for the purposes of determining Crusade Blessings, add 1 to your total Crusade points for that battle for each Blessing of Nurgle your Crusade army has. You cannot gain the same Blessing of Nurgle more than once.

Burgeoning Fortitude

After each Crusade battle, you can ignore your first failed Out of Action test.

Eye of Nurgle

After each Crusade battle, roll one D6, adding 1 to the result if you won the battle. On a 6+, select one additional unit to be Marked for Greatness.

Fecund Fervour

After each Crusade battle, each BATTLELINE unit that was part of your Crusade army and survived the battle gains 2XP.

Seeping Poisons

When a unit from your Crusade force gains the Weapon Modifications Battle Honour, you can choose for that weapon to gain [lethal hits] instead of randomly generating Weapon Modifications for that weapon.

Endless Harvest

After each Crusade battle, roll one D6: on a 4+, you gain 1 additional Requisition point.

Vile Possession

Each time you add a VEHICLE unit to your Crusade force, add the DAEMON keyword to that unit’s keyword: (if it does not already have it) and that unit gains 6XP (immediately gaining the Blooded Rank); select one Battle Honour for it as normal.


Alchemical Pathogens

Many are the alchemical poisons and weaponised pathogens with which the DEATH GUARD anoint their weapons, the Biologus Putrifiers and Foul Blightspawn working constantly to refine them.


If your Crusade force includes any DEATH GUARD units, then as you progress through your Crusade campaign, you will have the opportunity to tailor the alchemical pathogens transmitted by your warriors’ weaponry.

Each DEATH GUARD model in your Crusade force equipped with one or more Lethal Hits weapons can also gain abilities associated with your Crusade force’s Pathogen. When you create your Crusade force, your Pathogen has a Duration of 1 and no abilities, but after each battle you will have the opportunity to add to or change your Pathogens Duration and abilities using Agendas and Requisitions.

Brew Your Batch

Each time a rule tells you that you can Brew Your Batch, you can do one of the following:
  • Add 1 to the Duration of your Pathogen (to a maximum of 5).
  • Add a Property to your Pathogen, along with its associated Drawback (if any).
  • Suppress a Drawback for a Property you have added to your Pathogen.
Each time you do one of these, keep a note of the current Duration of your Pathogen, which Property you have added to your Pathogen, or which Drawback you have chosen to suppress by marking the relevant sections on the
Crusade tracker
.

Pathogen Potency

Each time you Brew Your Batch, add up the number of marks in the Duration, Property and Drawback sections of your
Crusade tracker
; this is your current Pathogen Potency. Your Pathogen Potency can never exceed 7 - if your Pathogen Potency is 7, you cannot Brew Your Batch. In this instance, you can instead Tailor the Toxins (see below).

Tailor The Toxins

When a rule allows you to Tailor the Toxins, reduce your Pathogen’s Duration by 1, remove a Property from your Pathogen or remove suppression of a Drawback. Each time you Tailor the Toxins, you can then Brew Your Batch.

Durations
In your Command phase, you can declare that you will use your Pathogen. If you do, your Pathogen is active until you have reached the start of your Command phase a number of times equal to its Duration (or until you reach the start of your next Command phase, if your Pathogen has a Duration of 1).

Properties
While your Pathogen is active, each DEATH GUARD model in your Crusade army equipped with one or more Lethal Hits weapons also has the abilities of each Property you have added to your Pathogen.

Drawbacks
Some Properties have associated Drawbacks. While your Pathogen is active, each DEATH GUARD model in your Crusade army equipped with one or more Lethal Hits weapons also has the Drawback of each Property you have added to your Pathogen, unless you have suppressed that Drawback.

Battle Traits

When a DEATH GUARD unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.


INFANTRY UNITS
D6
When randomly generating a Battle Trait from this table, if your unit has no ranged weapons, or no ranged weapons other than Torrent weapons, if you roll a 4+, roll again until you roll a 1-3.
SPATTERFILTH

Infectious slop erupts from the bodies and weapons of these warriors with every blow. Amidst such a rain of vileness, finesse counts for little.

Each time a model in this unit makes a melee attack, you can ignore any or all modifiers to the Hit roll, to the Wound roll and to the Armour Penetration characteristic.
CHOKING MIST

A miasma swirls around these warriors, swirling outward at their unspoken bidding to leave foes temporarily blinded by gluey tears as they cough up putrid gore.

Once per battle, when this unit is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge it can use this Battle Trait. Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at this unit.
BONE HORNS

These lances and hooks of rotted bone jut from the Plague Marines' bodies to impale unlucky foes.

Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound.
STOLID BULK

Swollen into lumbering hulks of flesh and rancid muscle, these warriors absorb weapon recoil effortlessly.

Add 1 to the Ballistic Skill characteristic of ranged weapons equipped by models in this unit.
CACKLING PLAGUE MITES

Capering and jabbering, an infestation of Nurgle's plague mites tortures these warriors'foes and reveals their positions no matter how they try to hide.

Ranged weapons equipped by models in this unit have the [IGNORES COVER] ability.
QUIVERING CILIA

These foul, frond-like growths help Nurgle's servants to sense and anticipate enemy movements.

Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.

DAEMON UNITS
D6
INFECTIOUS BUBOES

When punctured, these foul swellings spray warp-pus so infectious it can rot living flesh in seconds.

Each time a melee attack is allocated to this unit, after the attacking unit has finished making its attacks, roll one D6 (to a maximum of six D6 per attacking unit): for each 5+, the attacking unit suffers 1 mortal wound.
SPOREBELCH

As these daemons slouch back from combat, they retch up great clouds of infectious spores that choke, bloat and suffocate pursuing foes.

Each time this unit ends a Fall Back move, select one enemy unit that was within Engagement Range of this unit at the start of the phase. Roll three D6: for each 4+, that enemy unit suffers 1 mortal wound.
LAMBENT TAINT

These daemons splatter their targets with leprously glowing soul-filth that marks the prey in the perceptions of other Nurglesque entities.

In your Shooting phase, after this unit has shot, select one visible enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly NURGLE DAEMON model makes an attack that targets that unit, re-roll a Hit roll of 1.

VEHICLE UNITS
D6
PLATED GROWTHS

The hull of this vehicle has built up layers of encrusted filth and scabbed matter that soak up impacts.

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.
MASTERWORK MALADIES

This vehicle ammunition is so virulent that even a near miss is enough to sicken and kill victims.

Add 6" to the Range characteristic of ranged Lethal Hits weapons equipped by models in this unit. Roll again if your unit has no ranged Lethal Hits weapons.
SKITTERING LIMBS

These repulsive insectile limbs remain within the vehicle’s body until needed, at which point they slide forth from dripping burrows to hoist it high and bear it across the battlefield with a skittering gait.

Each time a model in this unit makes a Normal, Advance or Fall Back move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.

Agendas

If your Crusade army includes any DEATH GUARD units, you can select Agendas from those presented here.

SOW THE SEEDS OF CORRUPTION

This region is rendered a more fertile bed where plagues can grow by liberally spreading infectious foulness and spore-thick slop across the battlefield.

At the start of the battle, select one objective marker in your deployment zone, No Man’s Land, and your opponent’s deployment zone. At the end of your turn, for each of those objective markers, if one or more DEATH GUARD INFANTRY units from your army are within range of that objective marker, no enemy units are within range of that objective marker, and that objective marker is not seeded, that objective marker becomes seeded and you select one of those units to gain 2XP.

At the end of the battle, if units from your army seeded two objective markers, roll one D6: on a 4+, add 1 to the Fecundity characteristic of your world. If units from your army seeded three objective markers, add 1 to the Fecundity characteristic of your world instead.
UNWITTING VECTORS

Even as the foe fights your warriors, they do not realise they participate in a field test of your latest brewed plagues. Those enemies that survive against the odds are judged hard enough to unknowingly bear the infection back to their comrades elsewhere in the war zone.

At the end of the battle, roll one D6 for each enemy unit on the battlefield, adding 2 to the result if that unit is below its Starting Strength. If there are one or more results of 6+, add 1 to the Survival Rate characteristic of your plague, and select one DEATH GUARD unit from your army that was not destroyed. That unit gains 3XP.
VIRAL HARVEST

The field of war is a veritable cornucopia of ingredients for the biochemical arts of the Death Guard. By reaping this feculent harvest, they refine their supernatural maladies further.

At the start of the battle, each objective marker in No Man’s Land represents a Vector Target.

At the start of your Shooting phase, select one DEATH GUARD INFANTRY unit from your Crusade army (excluding Battle-shocked units) that is eligible to shoot and is within range of one or more Vector Targets; that unit can attempt to exhume one of those Vector Targets. If attempted, until the end of your turn, that unit is not eligible to shoot or declare a charge. If that unit is within range of the selected Vector Target and no enemy units are within range of that Vector Target (excluding AIRCRAFT) at the end of your turn, that unit gains 1XP (to a maximum of 3XP per unit).

At the end of the battle, roll one D6, adding 1 to the result for each successful exhumation attempt: on a 7+, add 1 to the Adaptability characteristic of your plague.
VILE RESEARCH

The great work of perfecting toxins and refining weaponised alchemy never ends for the twisted scientific minds of the Death Guard. With every gruesome observation scratched on mouldering parchment in a spidery hand, another step is taken towards malevolent perfection.

Each time a DEATH GUARD unit from your army destroys an Afflicted enemy unit, add 1 to your research tally, and that unit gains 1XP (to a maximum of 3XP per unit).

At the end of the battle, if your research tally is 1-3, you can Tailor the Toxins. If your research tally is 4+, you can Tailor the Toxins twice.

Requisitions

If your Crusade army includes any DEATH GUARD units, you can spend Requisition points (RP) on any of the following Requisitions.

TAINTED TINKERING1RP

Amidst grime-smeared surgical slabs and alembics bubbling with clotted poisons, twisted minds have made a vile breakthrough.

Purchase this Requisition at the end of a battle, if you won that battle. You can Brew Your Batch.
FRUITS OF THE CAULDRON1RP

Just as Nurgle is said to hunch over his cauldron of poxes, endlessly inventing and perfecting his contagious brews, so too do his worshippers follow his divine example.

Purchase this Requisition at the end of a battle. You can Tailor the Toxins.
REMISSIVE RUSE1RP

Many warp-spawned plagues are in and of themselves daemonic, possessing enough rudimentary intelligence to know when to allow populations - and hope - to temporarily recover before striking anew.

Purchase this Requisition at the end of a battle, if you won that battle. Add 1 to the Population Density characteristic of your world.
CAREFUL CULTIVATION2RP

Fevered activity fills the laboratoria of your plague champions as they sense pestilent perfection is almost within their grasp.

Purchase this Requisition at the end of a battle, before following the Path of Contagion. When you next follow the Path of Contagion, resolve the Cultivation step twice.
PUTRID ASCENSION2RP

For a chosen few, the Path to Glory ends in apotheosis into a mighty and malevolent Daemon Prince of Nurgle.

Purchase this Requisition when a DEATH GUARD CHARACTER unit from your Crusade force (excluding DAEMON units) that has three Boons of Nurgle reaches the Heroic or Legendary rank. Remove that unit from your Crusade force and replace it with one DEATH GUARD DAEMON PRINCE or DEATH GUARD DAEMON PRINCE WITH WINGS.

In either case, the new unit has the same number of Battle Honours and XP as the unit it replaced. The new model can keep any Boons of Nurgle the unit it replaced had, even though Daemon models cannot normally have Boons of Nurgle. Any Battle Scars the replaced unit had are not retained. You cannot purchase this Requisition if doing so would cause you to exceed your Crusade force’s Supply Limit.
WRETCHED MIGHT2RP

Even the most accursed and unworthy ofNurgle’s servants may know their god’s blessings for a time; their foul might increased before their unworthy bodies burn out in the grip of such supernatural malignancy.

Purchase this Requisition before a battle. Select one POXWALKERS unit from your Crusade army. Generate a Battle Trait for that unit, even though POXWALKERS units cannot normally have Battle Traits. Until the end of the battle, that POXWALKERS unit has that Battle Trait.

Crusade Relics

When a DEATH GUARD CHARACTER model gains a Crusade Relic, you can select one of the Relics presented here.


Artificer Relics

BOUNTIFUL CENSER

Said to use the ever-regenerating heart of a Great Unclean One as its fuel, this smog-wreathed censer emits roiling clouds of sorcerous fumes. These cause grotesque bloating and swelling within the mightiest warriors and war engines of the Death Guard, an overabundance of blessed foulness leaving them ever on the verge of violently bursting.

Each time a friendly model with the Deadly Demise ability within 9" of the bearer is destroyed, the bearer can use this Crusade Relic. If it does, add 2 to the roll to determine whether mortal wounds are inflicted by that model’s Deadly Demise ability. You cannot target that model with the Putrid Detonation Stratagem.
GNAWING TOME

This malevolent book is bound in flayed maggots’ hides and penned in the blood of famine-starved mutants. It drinks in cruelty, hatred, despair and pain from the battlefield, and, as it does, new passages crawl across its pages to reveal daemonic plague lore to its bearer.

Each time an enemy unit within 9" of the bearer’s unit fails a Battle-shock test, roll one D6: on a 4+, you gain 1 Requisition point.
FOULFORGED ARMOUR

Fashioned by witchsmiths in an unclean forge borne upon the back of a colossal plague toad, this armour is said to embody the timeless resilience of the Plague Planet itself.

The bearer has a Save characteristic of 2+.

Antiquity Relics

ORB OF DECAY

Scores of terrible maladies are stored in this orb, collected from battlefields and conquered worlds the galaxy over. Its carrier can unleash them all at the right moment to overwhelm their enemies.

Once per battle, when you target the bearer’s unit with the Explosives Stratagem, the bearer can use this Crusade Relic. If they do, until that Stratagem has been resolved, add 2 to the result of each dice you roll for that Stratagem.
CASKET OF CORRUPTION

No larger than an Imperial nobleman’s snuff box, this nightmarish artefact contains a pale green pearl said to have congealed in Nurgle’s own cauldron. The hyper-contagious energies it emits can wither forests, curdle oceans and rot entire worlds if concealed in the right place and given time to work.

The bearer has the Deadly Demise D3 ability. In addition, at the end of the battle, if the bearer’s unit is wholly within your opponent’s deployment zone, when you next follow the Path of Contagion, you can skip the Counteragents step.

Legendary Relics

PUTRID HEART

This parasitic daemon-organ squirms into its host’s body and melds with its biology before pumping corruption through every cell. One so blessed becomes an avatar of contagion made manifest, a seething nexus of infectious foulness whose presence few can long survive.

The bearer has the Feel No Pain 5+ ability. In addition, add 6" to the Contagion Range of models in the bearer’s unit.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.


Plague Champion

Your rancid star is on the rise. Champions of order and purity have fallen beneath your putrid blade, their armies scattered in despair before your inexorable advance. The plagues of Nurgle spread all the faster wherever you take to the battlefield, encouraged by the dark alchemy of your followers, lent virulence by the horror of your victories. Your feet are set firmly on the Path to Glory. Your future is one of glorious apotheosis or a descent into festering spawndom.



Chosen of Nurgle

Sevenfold are your blessings, for you serve Grandfather Nurgle and the Death Lord Mortarion well. Entire worlds have been transformed into putrid plague beds by your efforts. Planetary systems have soured in the grip of disease and misery, crushed beneath your armoured tread. With every victory, you court the mightiest blessings of the Plague God and draw closer to final triumph or utter damnation.

  • You have concocted one or more Plagues.
  • You have won four or more battles.
  • One or more CHARACTER units from your Crusade force have reached the Heroic rank.


Diseased Daemon Lord

Ultimate glory is yours, for great Nurgle has rewarded you with daemonic immortality. Your name has become a byword for sickness and suffering across entire galactic sectors. Yet even now, there is more to do, for the war will not be won until the stars themselves rot and fall, spoiled from the heavens. With your newfound supernatural power, of course, even this mighty goal does not seem beyond your reach.

  • You have concocted two or more Plagues.
  • You have a Pathogen Potency Score of seven.
  • You have won ten or more battles.
  • One or more CHARACTER units from your Crusade force have reached the Legendary rank.

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancements), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Vectors of Decay

The Death Guard are well-practised in shipboard warfare and punishing boarding actions. Spearing deep in the enemy vessel like the tendrils of some nightmare parasite, they spread corruption and entropy through foes and mechanical systems alike.

Mustering a Boarding Patrol

You can include up to one of the following units:
You can include up to one of the following units:
You can include up to three of each of the following units:
*The combined total number of all of these units cannot be more than the total number of PLAGUE MARINES units.

You can include up to one of each of the following units:

Forming Boarding Squads

POXWALKERS and DEATH GUARD CULTISTS units do not split into separate units in the Form Boarding Squads step.

Rules Adaptations


Army Rule

Slow Decay

Steady and inexorable, the dark gifts of the Plague God seep from the Death Guard to corrupt all.

Units from your army with the Nurgle’s Gift ability retain that ability and gain this one.

When measuring your units’ Contagion Range, Walls and closed Hatchways are ignored. In addition, Contagion Range changes over the course of the battle as shown below, instead of as specified in the Nurgle’s Gift ability.
BATTLE ROUNDCONTAGION RANGE
11"
23"
3+6"

Detachment Rule

Sevenfold Offerings

Seven by seven the enemy fall, reaped like blighted crops or rotted from within. Seven by seven their souls are offered up to the Lord of Pestilence.

For every seven enemy models that have been destroyed, add 2" to the Contagion Range of units from your army. Note that any increase to the Contagion Range of units from your army as a result of this rule does not take place while a unit from your army is attacking. In such an event, the increase will take effect after such a unit has finished making its attacks.

Enhancements

Foul Constitution

Rancid with might, feverish with unclean power, this warrior’s diseased body is as unnaturally resilient as it is unfeeling of pain.

Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.

Fountaining Filth

Bloated fit to burst with noxious corruption, this champion’s straining body is like an overfilled pressure vessel ready to explode like a diseased warhead.

When the bearer is destroyed, before removing it from the battlefield, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers 2 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.

Stratagems

CHINKS IN THE ARMOUR
1CP
Vectors of Decay – Battle Tactic Stratagem
Even the slightest weakness is enough for the foulness of the Death Guard to find a way in.
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 that targets a unit within Contagion Range of one or more units from your army, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
GROTESQUE DEMISE
1CP
Vectors of Decay – Strategic Ploy Stratagem
Many of the plague weapons and revolting diseases unleashed by the Death Guard inflict endings so hideous that the mere sight of them is enough to send unharmed enemies fleeing in horror.
WHEN: Your Shooting phase or the Fight phase, just after a DEATH GUARD unit from your army (excluding CULTISTS and POXWALKERS units) has shot or fought.

TARGET: That DEATH GUARD unit.

EFFECT: Select one enemy unit that had one or more models destroyed as a result of those attacks. That enemy unit must take a Battle-shock test.
INFESTATION
1CP
Embarked Regiment – Strategic Ploy Stratagem
The taint left by the servants of Nurgle is not easily scoured from the stuff of realspace.
WHEN: Start or end of any turn, when an enemy unit attempts to Seize an objective marker you have Secured.

TARGET: One DEATH GUARD unit from your army (excluding CULTISTS and POXWALKERS units) within Contagion Range of that objective marker.

EFFECT: Roll one D6: on a 5+, until the end of your next turn, that objective marker remains Secured by your army and you are considered to control it, regardless of how many enemy models are within range of it.

RESTRICTIONS: You can only use this Stratagem once per battle round.
SEEPING CORROSION
1CP
Vectors of Decay – Strategic Ploy Stratagem
Crawling tendrils of foulness spread through the voidship at the touch of the Death Guard, poisoning and rotting luckless foes.
WHEN: Your Movement phase, when a DEATH GUARD unit from your army (excluding CULTISTS and POXWALKERS units) attempts to open a Hatchway.

TARGET: That DEATH GUARD unit.

EFFECT: Select one enemy unit within 1" of your unit and on the opposite side of that Hatchway from your unit, and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. Until the end of the phase, if an enemy unit attempts to prevent that Hatchway from being opened, when rolling off, you can re-roll your result.

Unclean Uprising

Under the corrupting influence of Nurgle’s worshippers, voidships can sicken just like living bodies. Corridors awash with chanting, diseased cultists, chambers and vital systems clogged by rancid entities and plague-spawned filth, even the most redoubtable warship can sicken and die.

Mustering a Boarding Patrol

You can include up to one of the following units:
You can include up to one of the following units:
You can include up to three of each of the following units:
  • DEATH GUARD CULTISTS (10 models)
  • POXWALKERS (10 models)
You can include up to one of the following unit:

Forming Boarding Squads


Rules Adaptations


Army Rule

Slow Decay

Steady and inexorable, the dark gifts of the Plague God seep from the Death Guard to corrupt all.

Units from your army with the Nurgle’s Gift ability retain that ability and gain this one.

When measuring your units’ Contagion Range, Walls and closed Hatchways are ignored. In addition, Contagion Range changes over the course of the battle as shown below, instead of as specified in the Nurgle’s Gift ability.
BATTLE ROUNDCONTAGION RANGE
11"
23"
3+6"

Detachment Rule

Relentless Spread

Like a virus seeking fresh hosts, the unclean worshippers of the Plague God spill through the ship’s corridors on the hunt for untainted souls.

Each time a DEATH GUARD unit from your army makes a Consolidation move:
  • It can move up to D3+3" instead of up to 3".
  • If it cannot end that move within Engagement Range of one or more enemy units that are visible to it (and in Unit Coherency), it can still make that Consolidation move, and when doing so can move in any direction.

Enhancements

Pox-Bearer

This foul champion is a living vector for the spread of the walking plague, a suppurating nexus of filthy unlife that cannot be cleansed.

Once per battle, at the end of your Movement phase, the bearer can use this Enhancement. If it does, select one friendly POXWALKERS unit within 9" of and visible to the bearer; return up to D3+2 destroyed models to that unit.

Hand of Nurgle

Foul and foetid is the touch of this blessed being, seeping filth and rust-blooming fungi spilling from everything they lay their hands upon.

In your Command phase, select one objective marker that you control and is within range of the bearer. Roll one D6: on a 2+, that objective marker is Secured by your army

Stratagems

POX FLARE
1CP
Unclean Uprising – Battle Tactic Stratagem
Like fever heat bursting into unclean flame, the diseases infesting these Poxwalkers flare with sudden infectious vitality.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.
PATH OF PESTILENCE
1CP
Unclean Uprising – Strategic Ploy Stratagem
Long have lurking cultists planned the uprising and prepared the route for their plague-blessed masters to process to victory.
WHEN: Your Movement phase.

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

EFFECT: Select one closed Hatchway within 1” of your unit. Your unit can attempt to operate that Hatchway.

RESTRICTIONS: Until the end of the turn, your unit cannot attempt to operate a Hatchway again.
THE DEAD RISE
1CP
Vectors of Decay – Strategic Ploy Stratagem
What appeared moments before to be a mere carrion heap suddenly lurches into foul and grinning unlife.
WHEN: Your Movement phase, at the start of the Reinforcements step.

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

EFFECT: Until the end of the phase, your unit has the Deep Strike ability.

RESTRICTIONS: You can only use this Stratagem once.
SHAMBLING ONSLAUGHT
1CP
Unclean Uprising – Strategic Ploy Stratagem
Relentless, untiring, the plague-rotted hordes press forward in a tide of grasping hands, stinking bodies and gnashing, splintered teeth.
WHEN: Your opponent's Movement phase, just after an enemy unit is selected to Fall Back.

TARGET: One POXWALKERS unit from your army within Engagement Range of that enemy unit.

EFFECT: After that enemy unit ends that Fall Back move, if your unit is not within Engagement Range of one or more enemy units, your unit can make a Normal move.

Arch-Contaminators

Spearheading assaults onto enemy voidships or digging in to defend the most vital of their own plague ships’ systems and chambers, these chosen of Mortarion are as indomitable as they are foul. No foe can long endure their feculent ferocity.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to one of each of the following units:

Rules Adaptations


Army Rule

Slow Decay

Steady and inexorable, the dark gifts of the Plague God seep from the Death Guard to corrupt all.

Units from your army with the Nurgle’s Gift ability retain that ability and gain this one.

When measuring your units’ Contagion Range, Walls and closed Hatchways are ignored. In addition, Contagion Range changes over the course of the battle as shown below, instead of as specified in the Nurgle’s Gift ability.
BATTLE ROUNDCONTAGION RANGE
11"
23"
3+6"

Detachment Rule

Inescapable Corruption

The combined plague blessings of so many champions of the Plague God is universally contagious, a dreadful omnirot that infests flesh, metal and even the minds and souls of its victims.

Each time an enemy unit is selected to perform a Tactical Manoeuvre, if that unit is within Contagion Range of one or more units from your army, that enemy unit must take a Leadership test. If that test is failed, that Tactical Manoeuvre has no effect (that enemy unit is still eligible to shoot and declare a charge this turn as normal).

In addition, in your Command phase, roll one D6 for each objective marker that is within Contagion Range of one or more units from your army and is Secured by your opponent’s army: on a 5+, that objective marker is no longer Secured by your opponent’s army.

Enhancements

Miasmic Odour

An omnipresent reek of decay wreathes this dark champion, mingling with swarms of parasitic plague flies and turgid clouds of infectious spores.

Add 3" to the Contagion Range of the bearer.

Disgusting Reinvigoration

Grotesque maws and stabbing probosces burst from this champion’s bloated form to consume and corrupt the very life essence of their victims.

Each time the bearer destroys an enemy model with a melee attack, roll one D6: on a 5+, the bearer regains one lost wound (to a maximum of two lost wounds per phase).

Stratagems

ALLIES OF ENTROPY
1CP
Arch-Contaminators – Strategic Ploy Stratagem
The foul vitality that flows through these warriors is slow to depart, even in extremis.
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 the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
SEED OF CORRUPTION
1CP
Arch-Contaminators – Strategic Ploy Stratagem
Like infectious spores contaminating their victim, the warriors of the Death Guard teleport into battle then dig in as their foulness slowly spreads around them.
WHEN: Your Shooting phase.

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

EFFECT: If your unit was set up on the battlefield this turn, it can perform a Tactical Manoeuvre this phase as if it was not set up on the battlefield this turn.
CORROSIVE CURSE
1CP
Arch-Contaminators – Strategic Ploy Stratagem
Mere proximity to these repulsive plague champions is enough to see vital systems rust and crumble as the taint of Chaos consumes them.
WHEN: Start of your Shooting phase.

TARGET: One DEATH GUARD TERMINATOR unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Select one objective marker within Contagion Range of and visible to your unit. That objective marker is Secured by your army.

RESTRICTIONS: You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to shoot or declare a charge.
CLOUD OF FLIES
1CP
Arch-Contaminators – Battle Tactic Stratagem
Plague flies engulf these warriors in a storm of buzzing wings and pustulent bodies, soaking up incoming enemy fire and obscuring the Death Guard elite from the foe.
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 the attacking unit's attacks.

EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Hit roll.

06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

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

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

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

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

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

The DAEMON PRINCE keyword is used in the following Death Guard datasheets:

The DAEMON PRINCE WITH WINGS keyword is used in the following Death Guard datasheets:

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

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

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

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

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

Fortifications
17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

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

Dedicated Transports
Fortifications

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

Battleline

The LAND RAIDER keyword is used in the following Death Guard datasheets:

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

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

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

The PLAGUE LEGIONS keyword is used in the following Death Guard datasheets:

Battleline

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

The PREDATOR ANNIHILATOR keyword is used in the following Death Guard datasheets:

The PREDATOR DESTRUCTOR keyword is used in the following Death Guard datasheets:

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

Characters

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

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

Dedicated Transports

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

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

Battleline

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

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

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

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

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

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

Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
[LETHAL HITS]24.23

Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
Nurgle’s Gift (Aura)

The Death Guard are warriors of the Plague God Nurgle. Their bloated bodies are riddled with corruption, and their mere presence causes the foe to sicken and wither in the grip of supernatural diseases while the battlefield falls to rot and ruin around them.

If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more DEATH GUARD models from your army, it is Afflicted (see below).

CONTAGION RANGE
Contagion Range changes over the course of the battle:





Contagion Range cannot be greater than 12" after modifiers.

AFFLICTED
During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.

Skullsquirm Blight

This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within.

Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll.

Rattlejoint Ague

Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves.

Worsen the Save characteristic of models in this unit by 1.

Scabrous Soulrot

Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay.

Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1).

[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
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
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.

The DEATH GUARD and MONSTER keywords are used in the following Death Guard datasheets:

05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
DEADLY DEMISE24.08

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; 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: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
[IGNORES COVER]24.18

Some weapons are designed to root enemy formations out of entrenched positions.

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
LONE OPERATIVE24.24

Assassins and other covert agents are difficult to pinpoint in the storm of battle.

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
LEADER24.22 / SUPPORT24.23

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
02.05.01 Using Keywords & Mixed Keywords in Units
When using keywords, the following points apply:
  • A unit has all the keywords of all models in that unit. A model only has its own keywords.
  • If a rule specifies that it applies to a unit with a keyword, it applies to a unit which includes one or more models with that keyword.
  • If a rule specifies that it applies to a model with a keyword, it only applies to a model with that keyword.
  • If a rule specifies that it applies to ‘non-KEYWORD’ models/units, it only applies to models/units that do not have that keyword. For example, if a rule applies to non-VEHICLE units, it only applies to units that do not have the VEHICLE keyword.
  • Some units can contain models that have different keywords. While this is the case, such a unit is considered to have all of the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. Remember that attacks are made against units, not models.
  • If a rule only applies to models with a specific keyword, then it instead only applies to models in such a unit that have the correct keyword.
  • A rule with a comma-separated list of keywords, or a series of keywords separated by slashes (‘/’), or two keywords separated by the word ‘or’ (e.g. ‘an IMMORTALS, DEATHMARKS or LYCHGUARD unit’) refers to a model/unit that has any one of those keywords.
  • A rule with multiple adjacent keywords (e.g. ‘an AELDARI GUARDIANS unit’) only refers to a model/unit that has all of those keywords.
  • Some older rules use keywords without specifying model or unit: for example, MONSTER/VEHICLE or TRANSPORT. These rules refer to units with those keywords.
  • Singular and plural instances of the same keyword function in the same way.
Keywords
Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD.

Some rules are linked to one or more keywords. For example, a rule might say that it applies to INFANTRY units. This means it only applies to units that have the INFANTRY keyword. Singular and plural instances of the same keyword function in the same way.

SEE ALSO
  • Mixed Keywords in Units
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. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • 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.

The PLAGUE LEGIONS and MONSTER keywords are used in the following Death Guard datasheets:

FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
[HEAVY]24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
The CONTAGION ENGINE keyword is used in the following Death Guard datasheets:

04.03.05 Fought
When all of the attacks made with a melee weapon have been resolved, that weapon has fought.

When all of a model’s selected melee weapons have fought, that model has fought.

When all models in a unit that are making melee attacks have resolved all of those attacks, that unit has fought.

If a unit was selected to fight and none of the models in it make any attacks, it has not fought.
02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models, with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.
13.06 Terrain and Movement
Models can move through different categories of terrain feature as follows:
  • Exposed/Light: All models can move horizontally and vertically through exposed and light terrain features.
  • Dense:
    • INFANTRY/BEASTS/SWARM/MOBILE models can move horizontally through dense terrain features.
    • INFANTRY/BEASTS/SWARM models can move vertically through dense terrain features.
    • Other models can move horizontally through dense terrain features provided that all sections of that terrain feature that the moving model’s base would move through are 2" or less in height. Otherwise, the moving model must move vertically to ascend or descend such sections. They cannot move through ceilings and floors while doing so, and they cannot end that move on any surface of that terrain feature that is not on ground level (see below).
04.01.05 Selected to Attack
Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.
04.03.06 Finished Making Its Attacks
When all of an attacking unit’s attacks have been resolved, it has finished making its attacks, and that unit has attacked.
INFILTRATORS24.20

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, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
D33
Some of the rules will ask you to roll a D33. To do so, roll two D3s one after the other: the first dice result determines your ‘tens’ and the second your ‘units’. For example, if you rolled two D3s and the first result was a 2 and the second was a 1, then the D33 result is a 21.
INCREASE SUPPLY LIMIT1RP

Information uncovered by your forces has revealed the growing importance of this war zone and the increasing threat posed by enemies. In response, high command has acceded to your urgent request for reinforcements.

Purchase this Requisition at any time. Increase your Crusade force’s Supply Limit by 200 points.
[TORRENT]24.37

Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

The NURGLE and DAEMON keywords are used in the following Death Guard datasheets:

Battleline
PUTRID DETONATION
1CP
Virulent Vectorium – Strategic Ploy Stratagem
Bloated with putrefaction and swilling with infectious poisons, the demise of this hulking entity is as revolting as it is explosively hazardous.
WHEN: Any phase.

TARGET: One DEATH GUARD VEHICLE or DEATH GUARD MONSTER model from your army with the Deadly Demise ability that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted. In addition, any enemy units that suffer mortal wounds as a result of this Stratagem are Afflicted until the start of your next turn.
EXPLOSIVES15.05
1CP
Core Stratagem
Priming grenades or other explosives, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.

EFFECT: Resolve the following sequence:
  1. Select one EXPLOSIVES/GRENADES model in your unit.
  2. Select one unengaged enemy unit within 8" of and visible to that model.
  3. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).
01.05.05 Roll Off
Some rules instruct players to roll off.
  • To do so, both players roll one D6, and whoever rolls highest wins the roll-off.
  • If there is a tie for the highest roll, roll off again.
CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be within range of the selected objective.
03.03 Coherency
A unit that contains more than one model must be set up and end any kind of move in coherency. A unit is in coherency while both of the following apply to every model in that unit:
  • Within 2" horizontally and 5" vertically of at least one other model in that unit.
  • Within 9" horizontally and 5" vertically of every other model in that unit.

REGAINING COHERENCY
In the End of Turn step of each player’s turn, if one or more units on the battlefield are not in coherency, those units’ controlling players must remove models from them, one at a time, until they are in coherency again. Models removed in this way are destroyed, but they do not trigger rules that apply when a model is destroyed.

WHAT IS COHERENCY?
Coherency prevents models in the same unit from becoming too separated from each other while on the battlefield, ensuring they are set up and end every kind of move as a single group.

COHERENCY
Every model in this unit is within 2" of at least one other model in its unit, and every model is within 9" of every other model in its unit. This unit is therefore in coherency.

The DEATH GUARD and TERMINATOR keywords are used in the following Death Guard datasheets:

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