RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Twin heavy bolter sustained hits 1 twin-linked | |||||||
| Twin heavy bolter sustained hits 1 twin-linked | 36" | 3 | 3+ | 5 | -1 | 2 | |
| Twin hellstrike launcher anti-fly 2+ twin-linked | |||||||
| Twin hellstrike launcher anti-fly 2+ twin-linked | 72" | 2 | 3+ | 10 | -3 | D6 | |
| Twin lascannon twin-linked | |||||||
| Twin lascannon twin-linked | 48" | 1 | 3+ | 12 | -3 | D6+1 | |
| Twin multi-melta melta 2 twin-linked | |||||||
| Twin multi-melta melta 2 twin-linked | 18" | 2 | 3+ | 9 | -4 | D6 | |
| Typhoon missile launcher – frag blast | |||||||
| Typhoon missile launcher – frag blast | 48" | 2D6 | 3+ | 4 | 0 | 1 | |
| Typhoon missile launcher – krak | |||||||
| Typhoon missile launcher – krak | 48" | 2 | 3+ | 9 | -2 | D6 | |
| Vengeance launcher blast | |||||||
| Vengeance launcher blast | 48" | 2D6 | 3+ | 6 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Armoured hull | |||||||
| Armoured hull | Melee | 6 | 4+ | 8 | 0 | 1 | |
| YOUR UNIT COSTS | |
| YOUR UNIT COSTS | |
| 1 model | 250 |
| 1 model | 250 |
| YOUR UNIT COSTS | |
| 1 model | 250 |
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The AIRCRAFT 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 DREADNOUGHT 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 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:
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 VEHICLE keywords are used in the following Death Guard datasheets:
The DEATH GUARD and MONSTER keywords are used in the following Death Guard datasheets:
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 in this unit 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:

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).
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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 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.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.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.Some airborne vehicles can use vectored thrusters or anti-gravity technology to hover and skim over the battlefield, the better to hunt their prey or deploy embarked troops.
Each time this unit takes to the skies (21.03), do not subtract 2" from the maximum distance.