RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Plasma pistol – standard pistol | |||||||
| Plasma pistol – standard pistol | 12" | 1 | 3+ | 7 | -2 | 1 | |
| Plasma pistol – supercharge pistol hazardous | |||||||
| Plasma pistol – supercharge pistol hazardous | 12" | 1 | 3+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Cursed plague bell anti-psyker 2+ lethal hits | |||||||
| Cursed plague bell anti-psyker 2+ lethal hits | Melee | 5 | 3+ | 4 | 0 | 2 | |
| YOUR UNIT COSTS | |
| 1 model | 60 |






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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:
The INFANTRY keyword is used in the following Death Guard datasheets:
The NURGLE keyword is used in the following Death Guard datasheets:
The PLAGUE LEGIONS 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.
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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.
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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 CHARACTER keywords are used in the following Death Guard datasheets:




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).
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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.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.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.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.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.Seven by seven the enemy fall, reaped like blighted crops or rotted from within. Seven by seven their souls are offered up to the Lord of Pestilence.
For every seven enemy models that have been destroyed, add 2" to the Contagion Range of units from your army. Note that any increase to the Contagion Range of units from your army as a result of this rule does not take place while a unit from your army is attacking. In such an event, the increase will take effect after such a unit has finished making its attacks.Like a virus seeking fresh hosts, the unclean worshippers of the Plague God spill through the ship’s corridors on the hunt for untainted souls.
Each time a DEATH GUARD unit from your army makes a Consolidation move: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").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.
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.
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.
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.
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.
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.
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".
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.
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.
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.
Foul and foetid is the touch of this blessed being, seeping filth and rust-blooming fungi spilling from everything they lay their hands upon.
In your Command phase, select one objective marker that you control and is within range of the bearer. Roll one D6: on a 2+, that objective marker is Secured by your army
This foul champion is a living vector for the spread of the walking plague, a suppurating nexus of filthy unlife that cannot be cleansed.
Once per battle, at the end of your Movement phase, the bearer can use this Enhancement. If it does, select one friendly POXWALKERS unit within 9" of and visible to the bearer; return up to D3+2 destroyed models to that unit.
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.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.