RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Heavy bolter sustained hits 1 | |||||||
| Heavy bolter sustained hits 1 | 36" | 3 | 3+ | 5 | -1 | 2 | |
| Hunter-killer missile one shot | |||||||
| Hunter-killer missile one shot | 48" | 1 | 2+ | 14 | -3 | D6 | |
| Multi-melta melta 2 | |||||||
| Multi-melta melta 2 | 18" | 2 | 3+ | 9 | -4 | D6 | |
| Storm bolter rapid fire 2 | |||||||
| Storm bolter rapid fire 2 | 24" | 2 | 3+ | 4 | 0 | 1 | |
| Twin heavy bolter twin-linked sustained hits 1 | |||||||
| Twin heavy bolter twin-linked sustained hits 1 | 36" | 3 | 3+ | 5 | -1 | 2 | |
| Twin heavy flamer ignores cover torrent twin-linked | |||||||
| Twin heavy flamer ignores cover torrent twin-linked | 12" | D6 | N/A | 5 | -1 | 1 | |
| Twin lascannon twin-linked | |||||||
| Twin lascannon twin-linked | 48" | 1 | 3+ | 12 | -3 | D6+1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Armoured tracks | |||||||
| Armoured tracks | Melee | 6 | 4+ | 8 | 0 | 1 | |
| YOUR UNIT COSTS | |
| YOUR UNIT COSTS | |
| 1 model | 220 |
| 1 model | 220 |
| YOUR UNIT COSTS | |
| 1 model | 220 |
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| Q: | I have a rule that triggers when a mortal wound is allocated to a model, when does this happen? |
| A: | When you select a model in the Select Model step of Mortal Wounds (06.02). |
The CHAOS 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:
| Q: | Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area? |
| A: | Yes |
The NURGLE keyword is used in the following Death Guard datasheets:
The PLAGUE LEGIONS keyword is used in the following Death Guard datasheets:
The SMOKE keyword is used in the following Death Guard datasheets:
The TERMINATOR keyword is used in the following Death Guard datasheets:
The TRANSPORT keyword is used in the following Death Guard datasheets:
The VEHICLE keyword is used in the following Death Guard datasheets:




| Q: | When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them? |
| A: | Line of sight is drawn from any part of the observing model to any part of the model being observed. |
| Q: | When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible? |
| A: | For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all. This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover. |
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.
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| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting? |
| A: | Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6. |
| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit? |
| A: | Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6. |
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.
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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.
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The DEATH GUARD and VEHICLE keywords are used in the following Death Guard datasheets:
The DEATH GUARD and MONSTER keywords are used in the following Death Guard datasheets:
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.| Q: | I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons? |
| A: | No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.) |
| Q: | If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll? |
| A: | No, the unit would make 1 single hazard roll. |
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 with this ability 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").The DEATH GUARD and INFANTRY keywords are used in the following Death Guard datasheets:
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).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).
| Q: | Does my model or unit become engaged while moving through a enemy units engagement range during a move? |
| A: | No |
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).| Q: | If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action? |
| A: | Yes |
| Q: | If a unit becomes battle-shocked after starting an action does it stop performing that action? |
| A: | Yes |
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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.| Q: | When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order? |
| A: | Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound. |
| Q: | I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls? |
| A: | Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit. |
| Q: | Can I group or allocate a wound to a destroyed model? |
| A: | No. |
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).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.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.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.
At the end of your Command phase, if a friendly DEATH GUARD unit is controlling an objective, that objective is secured. Until you lose control of that objective, while an enemy unit is within range of that objective, that enemy unit is Afflicted.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.
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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.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.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.
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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.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.Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.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.Melta weapons are powerful heat rays whose fury is magnified at close range.
This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.| Q: | If a unit makes any disembark move in a turn (i.e. Disembark move, Emergency Disembark move etc.) has it disembarked that turn? |
| A: | Yes. |