RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Blight launcher blast lethal hits | |||||||
| Blight launcher blast lethal hits | 24" | D3 | 3+ | 6 | -1 | 2 | |
| Boltgun lethal hits | |||||||
| Boltgun lethal hits | 24" | 2 | 3+ | 4 | 0 | 1 | |
| Bolt pistol lethal hits pistol | |||||||
| Bolt pistol lethal hits pistol | 12" | 1 | 3+ | 4 | 0 | 1 | |
| Meltagun melta 2 | |||||||
| Meltagun melta 2 | 12" | 1 | 3+ | 9 | -4 | D6 | |
| Plague belcher anti-infantry 4+ ignores cover torrent | |||||||
| Plague belcher anti-infantry 4+ ignores cover torrent | 12" | D6 | N/A | 4 | 0 | 1 | |
| Plague spewer anti-infantry 2+ ignores cover torrent | |||||||
| Plague spewer anti-infantry 2+ ignores cover torrent | 12" | D6 | N/A | 5 | -1 | 1 | |
| Plasma gun – standard rapid fire 1 | |||||||
| Plasma gun – standard rapid fire 1 | 24" | 1 | 3+ | 7 | -2 | 1 | |
| Plasma gun – supercharge hazardous rapid fire 1 | |||||||
| Plasma gun – supercharge hazardous rapid fire 1 | 24" | 1 | 3+ | 8 | -3 | 2 | |
| Plasma pistol – standard pistol | |||||||
| Plasma pistol – standard pistol | 12" | 1 | 3+ | 7 | -2 | 1 | |
| Plasma pistol – supercharge hazardous pistol | |||||||
| Plasma pistol – supercharge hazardous pistol | 12" | 1 | 3+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Bubotic weapons lethal hits | |||||||
| Bubotic weapons lethal hits | Melee | 4 | 3+ | 5 | -2 | 1 | |
| Heavy plague weapon lethal hits | |||||||
| Heavy plague weapon lethal hits | Melee | 3 | 4+ | 8 | -2 | 2 | |
| Plague knives lethal hits | |||||||
| Plague knives lethal hits | Melee | 3 | 3+ | 4 | 0 | 1 | |
| Power fist lethal hits | |||||||
| Power fist lethal hits | Melee | 3 | 3+ | 8 | -2 | 2 | |
| YOUR UNIT COSTS | |
| 5 models | 90 |
| 7 models | 125 |
| 10 models | 180 |



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The BATTLELINE keyword is used in the following Death Guard datasheets:
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 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 PLAGUE LEGIONS 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 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).
The FLYBLOWN tag is used in the following Death Guard detachments:
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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.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).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.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.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.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.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.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.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.
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.