RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Combi-weapon anti-infantry 4+ devastating wounds rapid fire 1 | |||||||
| Combi-weapon anti-infantry 4+ devastating wounds rapid fire 1 | 24" | 1 | 2+ | 4 | 0 | 1 | |
| Plague bolt pistol lethal hits pistol | |||||||
| Plague bolt pistol lethal hits pistol | 12" | 1 | 2+ | 4 | 0 | 1 | |
| Plague combi-bolter lethal hits rapid fire 2 | |||||||
| Plague combi-bolter lethal hits rapid fire 2 | 24" | 2 | 2+ | 4 | 0 | 1 | |
| Plasma pistol – standard pistol | |||||||
| Plasma pistol – standard pistol | 12" | 1 | 2+ | 7 | -2 | 1 | |
| Plasma pistol – supercharge hazardous pistol | |||||||
| Plasma pistol – supercharge hazardous pistol | 12" | 1 | 2+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Astartes chainsword | |||||||
| Astartes chainsword | Melee | 7 | 2+ | 4 | -1 | 1 | |
| Plague fist lethal hits | |||||||
| Plague fist lethal hits | Melee | 5 | 3+ | 8 | -2 | 2 | |
| Plague-encrusted exalted weapon lethal hits | |||||||
| Plague-encrusted exalted weapon lethal hits | Melee | 6 | 2+ | 5 | -2 | 1 | |
| Twin lightning claws twin-linked | |||||||
| Twin lightning claws twin-linked | Melee | 7 | 2+ | 5 | -2 | 1 | |
| YOUR UNIT COSTS | |
| 1 model | 65 |
|
The CHAOS keyword is used in the following Death Guard datasheets:
The CHAOS LORD keyword is used in the following Death Guard datasheets:
The CHARACTER keyword is used in the following Death Guard datasheets:
The DEATH GUARD keyword is used in the following Death Guard datasheets:
The GRENADES keyword is used in the following Death Guard datasheets:
The INFANTRY keyword is used in the following Death Guard datasheets:
The NURGLE keyword is used in the following Death Guard datasheets:
The TERMINATOR keyword is used in the following Death Guard datasheets:
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.
|
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.



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). |
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.
| ||||||||||||||||||||||||||||||





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.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.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).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).The INFANTRY and CHARACTER keywords are used in the following Death Guard datasheets:
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.Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.Precision attacks can pick high-value targets out in a crowd.
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.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.
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.
Certain weapons are the bane of particular foes.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.Dual weapons are often grafted to the same targeting system for greater lethality.
Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.