RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Death’s heads blast lethal hits | |||||||
| Death’s heads blast lethal hits | 12" | D3 | 4+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Foul mouthparts extra attacks lethal hits | |||||||
| Foul mouthparts extra attacks lethal hits | Melee | 2 | 4+ | 5 | -1 | 2 | |
| Plaguesword lethal hits | |||||||
| Plaguesword lethal hits | Melee | 2 | 3+ | 4 | -1 | 1 | |
| YOUR UNIT COSTS | |
| 3 models | 110 |
| 6 models | 220 |
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The CHAOS keyword is used in the following Death Guard datasheets:
The DAEMON keyword is used in the following Death Guard datasheets:
The DEATH GUARD keyword is used in the following Death Guard datasheets:
The FLY 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 SUMMONED 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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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.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 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.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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Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select: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.