The Death Guard are foulness made manifest. They are a vision of unnatural corruption, of nobility, courage and strength perverted into nightmarish foulness and diseased might. Cities, worlds, even entire systems rot at their touch, the power of Nurgle spreading inexorably wherever the Death Guard raise their flyblown banners.

This section contains a selection of datasheets for Death Guard miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and special abilities it may have.


Books

BookKindEditionVersionLast update
  Death Guard
  Death GuardCodex9Indomitus 1.1June 2021
  Chapter Approved ’2021
  Chapter Approved ’2021Expansion9Indomitus 1.0July 2021
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.1June 2021
  Warzone Charadon: Act I – Book of Rust
  Warzone Charadon: Act I – Book of RustExpansion9March 2021
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Kill Team: Rogue Trader
  Kill Team: Rogue TraderBoxset8Indomitus 1.0July 2020
  Warhammer Legends: Death Guard
  Warhammer Legends: Death GuardDataslate8December 2019

The <PLAGUE COMPANY> Keyword

The majority of datasheets in this section have the <PLAGUE COMPANY> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

With a few exceptions, all DEATH GUARD units are from a plague company. When you include such a unit in your army, you must nominate which plague company it is from and then replace the <PLAGUE COMPANY> keyword in every instance on its datasheet with the name of your chosen plague company. The different plague company keywords you can select from are:

HARBINGERS
INEXORABLE
MORTARION’S ANVIL
WRETCHED
POXMONGERS
FERRYMEN
MORTARION’S CHOSEN SONS

You can find more details on the Death Guard plague companies here.

Example: If you include a Lord of Contagion in your army, and you decide he is from the 3rd Plague Company, Mortarions Anvil, his <PLAGUE COMPANY> keyword becomes MORTARION'S ANVIL and his Lord of the Death Guard ability reads ‘While a friendly MORTARION’S ANVIL CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’

If your army is Battle-forged, you cannot include units from two different plague companies in the same Detachment.

Abilities

A unit’s datasheet will describe all the abilities it has. Certain abilities that are common to many units or weapons are instead referenced on the datasheets themselves; these abilities are described below.

Plague Weapon

Revolting toxins and infectious slime weeps from this weapon in a ceaseless stream. Even shallow cuts or glancing blows will leave the enemy’s flesh seething with incurable diseases.

Each time an attack is made with this weapon, re-roll a wound roll of 1.

Remorseless

The Death Guard are never perturbed, for there are few things more horrifying than they, and they know the Plague God smiles down upon them.

Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

Malicious Volleys

The Death Guard, for all their heresy, are still Space Marines, and are experts at making war with their bolters.

Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The shooting model’s target is within half the weapon’s range.
  • The shooting model is INFANTRY and its unit Remained Stationary in your previous Movement phase.
  • The shooting model is a TERMINATOR.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (as defined here) with the Rapid Fire type.

Disgustingly Resilient

Those favoured by Nurgle are inured to pain, their rotting bodies shrugging off all but the most traumatic damage with ease.

Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

Contagions of Nurgle

The Death Guard are carriers of countless infections and contagions, each a gift from Nurgle. Whenever they march to war, these diseases spread, contaminating all around, sapping the strength of its victims, draining them of energy, withering their muscles and overwhelming their immune system. Such is its malefic nature, they can even undo metallic bonds, alien psychic materials and all manner of other elements and components, rendering even armoured vehicles vulnerable.

If every unit from your army has the DEATH GUARD keyword (excluding UNALIGNED units), this unit gains the following ability:

Nurgle’s Gift (Contagion): While an enemy unit is within Contagion Range of this unit (see below), subtract 1 from the Toughness characteristic of models in that enemy unit.

Contagion Abilities
Contagion abilities affect enemy models or units within Contagion Range - this changes with the battle round number, increasing as the battle progresses, as shown in the table below. The effects of multiple, identically named Contagion abilities is not cumulative (i.e. if an enemy unit is within range of two models with the same Contagion ability, that Contagion ability only applies to the enemy unit once). Note, that while similar in many regards to Aura abilities, Contagion abilities are not affected by abilities that affect Aura abilities, and vice-versa.

BATTLE ROUND NUMBERCONTAGION RANGE
11"
23"
36"
4+9"

Bolt Weapons

A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt pistol etc.), and any Relic that replaces a bolt weapon. Rules that apply to bolt weapons only apply to the boltgun profile of combi-weapons, and the boltgun profile of Relics that replace combi-weapons.

Plague Weapons

A plague weapon is any weapon with the Plague Weapon ability.

Vulgrar’s Followers

Those most afflicted by the Gellerpox become leaders to other sufferers of the loathsome virus. Like diseased barnacles, these followers cling to their commander.

This ability has no effect unless your army includes VULGRAR THRICE-CURSED. If it does, you cannot set up any units with this ability before you have set up VULGRAR THRICE-CURSED. When you setup VULGRAR THRICE-CURSED during deployment, all units with this ability are set up at the same time. When you set up VULGRAR THRICE-CURSED on the battlefield for the first time, all units with this ability must be set up within 6" of him. If they cannot be set up, they count as destroyed.


Deployment Abilities

The following abilities, which are used during deployment, are common to many DEATH GUARD units.

Teleport Strike

Death Guard warships contain rusted, baroque chambers fitted with ancient technologies that can teleport the sons of Mortarion into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then 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" away from any enemy models.


Detachment Rules

A DEATH GUARD Detachment is one that only includes models with the DEATH GUARD keyword (excluding models with the UNALIGNED keyword).

If your army is Battle-forged:

Diseased Minions

The Death Guard are frequently accompanied into battle by mutant creatures and diseased mortal followers, who are shown little or no regard by the sons of Mortarion.

  • You cannot include more PLAGUE FOLLOWER units than BUBONIC ASTARTES CORE INFANTRY units in each DEATH GUARD Detachment in your army.
  • You cannot include more POXWALKER units than BUBONIC ASTARTES CORE INFANTRY units in each DEATH GUARD Detachment in your army.
Example: If a Detachment includes two PLAGUE MARINE units and one BLIGHTLORD TERMINATOR unit, it can also include up to three DEATH GUARD CULTIST units and up to three POXWALKER units.

Infernal Jealousy

The Lords of the Death Guard do not willingly share power.

  • You can include a maximum of one LORD OF THE DEATH GUARD unit in each DEATH GUARD Detachment in your army.
  • You can include a maximum of one DAEMON PRINCE unit in each DEATH GUARD Detachment in your army.

Foetid Virion

Few lords of the Death Guard go to war without a council of advisors, expert plague spreaders and contagion brewers.

You can include up to three FOETID VIRION units in a DEATH GUARD Detachment while only taking up one Elites Battlefield Role slot. Each of these units must be from a different datasheet.

Inexorable Advance

The Death Guard trudge towards the enemy at a relentless pace, guns hammering in a staccato roar.

  • This unit counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase.
  • If this unit has the VEHICLE keyword, it does not suffer the penalty incurred to its hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of it.
  • If this unit has the INFANTRY keyword, it can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls.


Deadly Pathogens

If your army is Battle-forged and includes any DEATH GUARD Detachments (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then when you are mustering your army, you can upgrade any of the following models in your army by giving them a Deadly Pathogen:
  • DEATH GUARD CHARACTER models
  • BUBONIC ASTARTES models that have the word ‘Champion’ in their profile
Each time you give a model a Deadly Pathogen, select one plague weapon that model is equipped with to upgrade (this cannot be a Grenade weapon or a Relic). In addition to the effects listed for that Deadly Pathogen (see below), add 1 to the Strength characteristic of that weapon. The Power Rating of that model’s unit is increased by 1. If you are playing a matched play game, or a game that uses a points limit, then the points value of that model’s unit is also increased by the amount shown on the table below. Make a note on your army roster each time you give a model a Deadly Pathogen, as well as which of that model’s equipped weapons has been upgraded with it.

Named characters cannot be given Deadly Pathogens. Each model can only have one Deadly Pathogen. An army (or a Crusade force) cannot include the same Deadly Pathogen more than once. Deadly Pathogens are not considered to be Relics for any rules purposes - this means a CHARACTER model can be equipped with both a Relic and a Deadly Pathogen.

A Crusade force cannot start with any models having Deadly Pathogens - to include one in a Crusade force you must use the Deadly Pathogens Requisition.


Acidic Malady

The acids that coat this weapon eat through armour with terrifying ease.

Improve the Armour Penetration characteristic of this weapon by 1.

Explosive Outbreak

This pathogen attacks its victim with incredible speed.

Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit. This is not cumulative with the Tollkeeper ability.

Virulent Fever

When this pathogen finds a victim - either being or machine - it rapidly replicates, causing horrific damage before burning out.

Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

Befouling Runoff

The pathogen manifests itself as a viscous liquid with a stench so foul it can make lungs bleed. When it seeps into cover or terrain, the landscape is rendered utterly useless to enemy troops.

Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.

Unstable Sickness

Those affected by this pathogen explode in a shower of deeply infected gore.

Each time an attack is made with this weapon, if any enemy models are destroyed by that attack, roll one D6: on a 4+, that model’s unit suffers 1 mortal wound (to a maximum of 3 mortal wounds per turn). The bearer cannot be selected for the Befouled Incubators Stratagem.

Corrosive Filth

No armoured fighting vehicle is durable enough to withstand the corrosive power of this specially formulated pathogen.

Each time an attack is made with this weapon against a VEHICLE unit, add 1 to the Damage characteristic of that attack.

Viscous Death

Filthy slime fills the rounds of this weapon and coats them. When fired, the explosive splashes spread the pathogen in all directions.

Each time you roll to determine the number of attacks made with this weapon, you can re-roll the result.


Plague Companies

If your army is Battle-forged, <PLAGUE COMPANY> units in DEATH GUARD Detachments gain access to the following Plague Company rules, provided every model in that Detachment that is drawn from a plague company is drawn from the same plague company. Such a Detachment is referred to as a Plague Company Detachment.

WARLORD TRAITS
Each Plague Company has an associated Plague Company Warlord Trait. If a DEATH GUARD <PLAGUE COMPANY> CHARACTER models gains a Warlord Trait, they can have the relevant Plague Company Warlord Trait instead of a Death Guard Warlord Trait. All of these are Contagion abilities. You can find out more about Contagion abilities and Contagion range here.

STRATAGEMS
Each Plague Company has an associated Plague Company Stratagem. If your army includes a Plague Company Detachment (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then you will gain access to the relevant Plague Company Stratagem.

RELICS OF DECAY
Each Plague Company has an associated Plague Company Relic of Decay. If your army is led by MORTARION or a DEATH GUARD <PLAGUE COMPANY> WARLORD, you can give the relevant Plague Company Relic of Decay to a DEATH GUARD <PLAGUE COMPANY> CHARACTER model from your army instead of giving them a Relic of Decay. Named characters (such as Typhus) cannot be given a Relic of Decay.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of Decay your models have on your army roster.

Example: A Battle-forged army includes a DEATH GUARD Detachment in which every unit has the HARBINGERS keyword. A CHARACTER model in that Detachment that is given a Warlord Trait can instead be given the Shamblerot trait, you have access to the Wrathful Dead Stratagem and can spend CPs to use it, and if the army’s Warlord is selected from this Detachment, then a Harbingers Character model from your army that could be given a Relic of Decay can instead be given Infected Remains.

Harbingers

THE WRATHFUL DEAD1CP
Harbingers – Strategic Ploy Stratagem

The Poxwalker hordes of the 1st Plague Company are as the tide in their offensive, their blows laying tow the living with terrifying inevitability.

Use this Stratagem in the Fight phase, when a HARBINGERS POXWALKERS unit is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
WARLORD TRAIT: SHAMBLEROT

The strains of the zombie virus carried by the Harbingers slowly but surely break mortals around it. It saps at their strength and their dexterity, rendering them useless before the virus consumes them.

This WARLORD has the following ability:

Shamblerot (Contagion): While an enemy unit (excluding VEHICLE units) is within Contagion Range of this unit, at the start of your opponent’s Movement phase, roll one D6, subtracting 1 if that enemy unit has the CHARACTER keyword: on a 4+, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds.’

RELIC: INFECTED REMAINS

Contaminated corpses and body parts can be used to despoil sacred sites in the name of Nurgle.

HARBINGERS model only. Once per battle, at the end of your Movement phase, you can select one objective marker within 3" of the bearer. While the bearer is on the battlefield, that objective marker has the Contagions of Nurgle ability and is considered to have all the same Contagion abilities that the bearer has.

The Inexorable

FERRIC MIASMA1CP
Inexorable – Strategic Ploy Stratagem

As the foe press forward they are engulfed in a whirling storm of fleshrust flakes that clog lungs and eyes.

Use this Stratagem in your opponent’s Charge phase, when an INEXORABLE unit from your army is selected as a target of a charge. Until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against that INEXORABLE unit (to a minimum of 1).
WARLORD TRAIT: FERRIC BLIGHT

The spreading rust of the Ferric Blight, spawned in the immaterium, can reduce armour of all kinds to nothing.

This WARLORD has the following ability:

Ferric Blight (Contagion): While an enemy unit is within Contagion Range of this unit, each time an attack is made by a friendly INEXORABLE model against that enemy unit, improve the Armour Penetration characteristic of that attack by 1.’

RELIC: LEECHSPORE CASKET

This armoured, rune-inscribed chest is borne to battle aboard the war engines of the Inexorable. Through unclean sorcery it is bound to the soul of a mighty plague champion; as that warrior reaps a tally amongst the foe, so the casket creaks open and spews fecund spores that use the enemy’s parasitised life force to heal the vehicle’s hurts with putrid mutant flesh.

INEXORABLE model only. Each time an enemy model is destroyed as a result of a melee attack made by the bearer, select one friendly INEXORABLE VEHICLE model within 18" of the bearer. That model regains 1 lost wound. No more than 3 wounds can be regained per turn due to this Relic.

Mortarion’s Anvil

RELAPTIC ASSAULT1CP
Wretched – Strategic Ploy Stratagem

Like a sickness flaring back to life, these stolid warriors erupt from their dug-in positions to counter attack.

Use this Stratagem in your opponents Charge phase, when an enemy unit finishes a charge move. Select any number of MORTARION’S ANVIL units from your army within 3" of that enemy unit. Until the end of the phase, the selected units are eligible to perform Heroic Interventions as if they were CHARACTERS.
WARLORD TRAIT: GLOAMING BLOAT

The spores of the Gloaming Bloat find their way into all kinds of crannies and crevices, rendering all kinds of weapons ineffective.

This WARLORD has the following ability:

Gloaming Bloat (Contagion): While an enemy unit is within Contagion Range of this unit:
  • That enemy unit cannot fire Overwatch or Set to Defend.
  • Each time a model in that enemy unit makes an attack, the hit roll and the wound roll cannot be re-rolled.’

RELIC: WARP INSECT HIVE

As a part of their hellish defensive systems, warriors of Mortarion’s Anvil deploy hives of foul warp insects.

MORTARION’S ANVIL model only. Each time the bearer makes a melee attack, you can re-roll the hit roll and you can re-roll the wound roll.

The Wretched

SEVENFOLD BLESSINGS1CP
Wretched – Requisition Stratagem

This diseased sorcerer feels the rheumy eye of the Plague God upon him.

Use this Stratagem before the battle, when you are mustering your army. Select one WRETCHED PSYKER model from your army.
  • That model knows one additional psychic power from their chosen discipline.
  • Once per Psychic phase, you can re-roll one Psychic test taken for that model.
You can only use this Stratagem once.
WARLORD TRAIT: EATER PLAGUE

The Eater Plague gnaws and bites at enemy armour, burrowing into weak points and making rents and gaps.

This WARLORD has the following ability:

Eater Plague (Contagion): While an enemy unit is within Contagion Range of this unit, each time an attack is made by a friendly WRETCHED model against that enemy unit, an unmodified hit roll of 6 automatically wounds the target.’

RELIC: THE DAEMON’S FAVOUR

This vile, crater-pocked poppet-doll is scrimshawed from diseased bone. It teems with the malevolent essence of the Eater of Lives himself, his power billowing forth in gnawing clouds.

WRETCHED MALIGNANT PLAGUECASTER model only. The bearers Pestilential Fallout ability is replaced with the following ability:

Torrent of Putrefaction: Each time this model successfully manifests a psychic power, if the result of the Psychic test was 7 or more, the closest enemy unit within 12" suffers D3 mortal wounds. Otherwise, the closest enemy unit within 6" suffers 1 mortal wound.’

The Poxmongers

BILIOUS BLOOD-RUSH1CP
Poxmongers – Battle Tactic Stratagem

Consumed by rage, the Daemon Engines of the Poxmongers open fire at their enemies at extremely close ranges.

Use this Stratagem in your Shooting phase, when a POXMONGERS DAEMON ENGINE unit from your army is selected to shoot. Until the end of the phase:
  • Models in that unit can make attacks with Blast weapons against units within Engagement Range of their unit.
  • Each time a ranged attack is made by a model in that unit against an enemy unit that is within Engagement Range of their unit, add 1 to that attack’s hit roll.
WARLORD TRAIT: SANGUOUS FLUX

Bleeding sores erupt all over enemies afflicted by the Sanguous Flux, the wounds never clotting or healing.

This WARLORD has the following ability:

Sanguous Flux (Contagion): While an enemy unit is within Contagion Range of this unit:
  • Subtract 1 from the Leadership characteristic of models in that enemy unit.
  • Subtract 1 from Combat Attrition tests taken for that enemy unit.’

RELIC: IRONCLOT FURNACE

Comprising an ever-burning alchemical engine lodged within the bearer’s armour and an array of rune-carved, coiling tubes and exhausts that spill from it, this foul artefact churns out warp-charged pollutants that coat nearby Daemon Engines.

POXMONGERS model only. The bearer has the following ability:

Ironclot Furnace: In your Command phase, you can select one friendly POXMONGERS DAEMON ENGINE unit within 6" of the bearer. Until the start of your next Command phase, models in that unit have a 4+ invulnerable save.’

The Ferrymen

ON DRONING WINGS1CP
Ferrymen – Epic Deed Stratagem

Buzzing clouds of plague flies billow from these warriors, acting as vectors for their unholy gifts.

Use this Stratagem in your Command phase. Select one FERRYMEN FOETID VIRION model from your army, then select one of that model’s aura abilities. Until the start of your next Command phase, add 6" to the range of that model’s selected aura ability (to a maximum of 12").
WARLORD TRAIT: THE DRONING

The Warlord is surrounded by a cloud of fat plague flies, who harass the Death Guards enemies and eat away at round casings, coolant vats and fuel containment canisters.

This WARLORD has the following ability:

The Droning (Contagion): While an enemy unit is within Contagion Range of this unit, at the start of your opponent’s Movement phase, halve that enemy unit’s Move characteristic until the end of the phase.’

RELIC: FERRYMAN’S SCYTHE

This grotesquely oversized weapon lops great chunks of armour and flesh from its victims, each lumpen gobbet taken as payment for ferrying the victims soul through the veil and into Nurgle’s malignant garden for all eternity.

FERRYMEN model equipped with a manreaper only. This Relic replaces a manreaper and has the following profile:

Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
WEAPON
RANGE
TYPE
S
AP
D
Cleave
Cleave
Melee
Melee
+3
-3
2
Abilities (Cleave): Plague Weapon. Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Scythe
Scythe
Melee
Melee
+1
-1
1
Abilities (Scythe): Plague Weapon. Each time an attack is made with this weapon, make 3 hit rolls instead of 1.

Mortarion’s Chosen Sons

PLAGUE BREWERS1CP
Mortarion’s Chosen Sons – Battle Tactic Stratagem

No plague company boasts a more gruesome array of potions, poisons and unclean fluids than the 7th.

Use this Stratagem in your Shooting phase, when a MORTARION’S CHOSEN SONS unit from your army is selected to shoot. Until the end of the phase, plague belchers, plaguespurt gauntlets and plague spewers models in that unit are equipped with have a Damage characteristic of 2.
WARLORD TRAIT: NURGLE’S FRUIT

The strange lumps that form on victims of Nurgle’s fruit, also known as the boilblight, lumpen splatter or Crawling Pustulence, are easy to spot at distance for the Death Guard.

This WARLORD has the following ability:

Nurgle’s Fruit (Contagion): While an enemy unit is within Contagion Range of this unit, each time an attack is made by a friendly MORTARION’S CHOSEN SONS model against that unit, the target does not receive the benefits of cover against that attack.’

RELIC: VOMITRYX

This gruesome weapon contains a microscopic warp portal that leads directly into the festering guts of the Great Unclean One Ku'Gath. When its nozzle is opened it spews ferocious gouts of the Daemons highly corrosive bile.

MORTARION’S CHOSEN SONS model equipped with a plague sprayer only. This Relic replaces a plague sprayer and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Vomitryx
Vomitryx
12"
Assault 7
7
-3
2
Abilities: Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.


Stratagems by Phase

Before battle

CHAMPION OF DISEASE (Death Guard – Requisition)

GIFTS OF DECAY (Death Guard – Requisition)

GRANDFATHERLY INFLUENCE (Death Guard – Requisition)

PLAGUE-CHOSEN (Death Guard – Requisition)

SEVENFOLD BLESSINGS (Wretched – Requisition)

Battle Round

Command phase

BLIGHT BOMBARDMENT (Death Guard – Strategic Ploy)

DISEASED EFFLUENTS (Death Guard – Epic Deed)

FLASH OUTBREAK (Death Guard – Strategic Ploy)

RELEASE THE TOXINS (Death Guard – Epic Deed)

THE DEAD WALK AGAIN (Death Guard – Strategic Ploy)

UNCLEAN MACHINE SPIRIT (Death Guard – Epic Deed)

ON DRONING WINGS (Ferrymen – Epic Deed)

Movement phase

ERUPTION OF FILTH (Death Guard – Epic Deed)

PUTRID DETONATION (Death Guard – Strategic Ploy)

GELLERSHIFT (Gellerpox Infected)

UNLEASH THE HORDE (Terminus Est Assault Force – Strategic Ploy)

PESTILENTIAL DROP (Terminus Est Assault Force – Strategic Ploy)

ROTTING TIDE (Terminus Est Assault Force – Strategic Ploy)

MUTOID INFESTATION (Gellerpox Infected)

TWISTED BLESSINGS (Gellerpox Infected)

Enemy Movement phase

ERUPTION OF FILTH (Death Guard – Epic Deed)

PUTRID DETONATION (Death Guard – Strategic Ploy)

Psychic phase

ERUPTION OF FILTH (Death Guard – Epic Deed)

PUTRID DETONATION (Death Guard – Strategic Ploy)

Enemy Psychic phase

ERUPTION OF FILTH (Death Guard – Epic Deed)

PUTRID DETONATION (Death Guard – Strategic Ploy)

INSANE GIBBERINES (Gellerpox Infected)

Shooting phase

DISGUSTING FORCE (Death Guard – Wargear)

ETERNAL HATRED (Death Guard – Battle Tactic)

FIRE FEVER (Death Guard – Battle Tactic)

OVERWHELMING GENEROSITY (Death Guard – Wargear)

SICKLY CORROSION (Death Guard – Strategic Ploy)

THE BLIGHTENING (Death Guard – Wargear)

VERMID WHISPERS (Death Guard – Battle Tactic)

VIRULENT ROUNDS (Death Guard – Wargear)

ERUPTION OF FILTH (Death Guard – Epic Deed)

PUTRID DETONATION (Death Guard – Strategic Ploy)

BILIOUS BLOOD-RUSH (Poxmongers – Battle Tactic)

PLAGUE BREWERS (Mortarion’s Chosen Sons – Battle Tactic)

CALLOUS DISREGARD (Terminus Est Assault Force – Strategic Ploy)

RANCID VOMIT (Gellerpox Infected)

Enemy Shooting phase

BELCHING FUMES (Death Guard – Strategic Ploy)

CLOUD OF FLIES (Death Guard – Strategic Ploy)

FOUL SMOKESCREEN (Death Guard – Wargear)

ERUPTION OF FILTH (Death Guard – Epic Deed)

PUTRID DETONATION (Death Guard – Strategic Ploy)

Charge phase

ERUPTION OF FILTH (Death Guard – Epic Deed)

PUTRID DETONATION (Death Guard – Strategic Ploy)

Enemy Charge phase

DARK CRAVINGS (Death Guard – Strategic Ploy)

ERUPTION OF FILTH (Death Guard – Epic Deed)

PUTRID DETONATION (Death Guard – Strategic Ploy)

FERRIC MIASMA (Inexorable – Strategic Ploy)

RELAPTIC ASSAULT (Wretched – Strategic Ploy)

Fight phase

BEFOULED INCUBATORS (Death Guard – Epic Deed)

BREAK THEIR SPIRITS (Death Guard – Strategic Ploy)

CREEPING BLIGHT (Death Guard – Battle Tactic)

DAEMONIC GLUTTONY (Death Guard – Strategic Ploy)

HAZE OF CORRUPTION (Death Guard – Battle Tactic)

MUTANT STRAIN (Death Guard – Battle Tactic)

SICKLY CORROSION (Death Guard – Strategic Ploy)

TRENCH FIGHTERS (Death Guard – Battle Tactic)

ERUPTION OF FILTH (Death Guard – Epic Deed)

PUTRID DETONATION (Death Guard – Strategic Ploy)

CORRUPTION AND DECAY (Gellerpox Infected)

THE WRATHFUL DEAD (Harbingers – Strategic Ploy)

MACHINE GLITCH (Gellerpox Infected)

Enemy Fight phase

BEFOULED INCUBATORS (Death Guard – Epic Deed)

BREAK THEIR SPIRITS (Death Guard – Strategic Ploy)

CREEPING BLIGHT (Death Guard – Battle Tactic)

DAEMONIC GLUTTONY (Death Guard – Strategic Ploy)

HAZE OF CORRUPTION (Death Guard – Battle Tactic)

MUTANT STRAIN (Death Guard – Battle Tactic)

SICKLY CORROSION (Death Guard – Strategic Ploy)

TRENCH FIGHTERS (Death Guard – Battle Tactic)

ERUPTION OF FILTH (Death Guard – Epic Deed)

PUTRID DETONATION (Death Guard – Strategic Ploy)

THE WRATHFUL DEAD (Harbingers – Strategic Ploy)

MACHINE GLITCH (Gellerpox Infected)

Morale phase

ERUPTION OF FILTH (Death Guard – Epic Deed)

PUTRID DETONATION (Death Guard – Strategic Ploy)

Enemy Morale phase

ERUPTION OF FILTH (Death Guard – Epic Deed)

PUTRID DETONATION (Death Guard – Strategic Ploy)

Taking casualties

FIERY DEMISE (Gellerpox Infected)


Stratagems

If your army includes any DEATH GUARD Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to the Stratagems shown here, and can spend CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of the <PLAGUE COMPANY> keyword on that Stratagem (if any) with the name of the plague company that your selected unit is from.

TRENCH FIGHTERS1CP
Death Guard – Battle Tactic Stratagem

The Death Guard excel in the crush of close quarters, driving plague knives into their victims again and again.

Use this Stratagem in the Fight phase, when a DEATH GUARD PLAGUE MARINES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit fights, if it is equipped with any plague knives, it makes 1 additional attack with one of its plague knives.
CREEPING BLIGHT1CP
Death Guard – Battle Tactic Stratagem

This warp-plague spreads fingers of corrosion through armour, flesh, bone and even air with equal virulence.

Use this Stratagem in the Fight phase, when a DEATH GUARD unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack with a plague weapon, on an unmodified wound roll of 6, that attack has an Armour Penetration characteristic of -4.
FIRE FEVER1CP
Death Guard – Battle Tactic Stratagem

Empyric fever-heat burns through the Helbrutes brain, causing it to fire with ever more frenzied ferocity as it rails against its agony.

Use this Stratagem in your Shooting phase, when a DEATH GUARD HELBRUTE model from your army is selected to shoot. Until the end of the phase, that model can only target a single eligible enemy unit and each time an attack is made by that model, add 1 to that attacks hit roll and add 1 to that attack’s wound roll.
VERMID WHISPERS1CP
Death Guard – Battle Tactic Stratagem

The compound eyes and keening whispers of countless daemonic flies help guide these warriors’ aim.

Use this Stratagem in your Shooting phase, when a DEATH GUARD TERMINATOR unit from your army is selected to shoot, or in the Fight phase, when a DEATH GUARD TERMINATOR unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.
HAZE OF CORRUPTION2CP
Death Guard – Battle Tactic Stratagem

The close combat weapons of many Death Guard warriors are coated with terrible venoms. When they swing these weapons, the air is filled with corruption that can infect those nearby.

Use this Stratagem in the Fight phase, when a DEATH GUARD CORE unit from your army is selected to fight. Until the end of the phase, each time an enemy model is destroyed by an attack made by a model in that unit, any excess damage inflicted by that attack is not lost and is instead suffered by another model in that unit (do not make a saving throw for that model). This continues until there is no excess damage remaining.
ETERNAL HATRED2CP
Death Guard – Battle Tactic Stratagem

The hatred of the Traitor Legions has burned for millennia.

Use this Stratagem in your Shooting phase, when a BUBONIC ASTARTES INFANTRY unit from your army is selected to shoot, or in the Fight phase, when a BUBONIC ASTARTES INFANTRY unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attacks wound roll.
MUTANT STRAIN1CP
Death Guard – Battle Tactic Stratagem

Unholy diseases warp and mutate, sending their carriers into a froth-jawed killing fever to the ruin of all.

Use this Stratagem in the Fight phase, when a POXWALKERS unit from your army is selected to fight. Until the end of the phase, each time an attack is made by a model in that unit:
  • An unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
  • An unmodified hit roll of 1 inflicts 1 mortal wound on that POXWALKERS unit after that fight is resolved.
DISEASED EFFLUENTS1CP
Death Guard – Epic Deed Stratagem

The foul liquids coursing through some Death Guard warriors are weapons in themselves. If unleashed, they drench a foe in toxic slime and effluvia that can kill in minutes.

Use this Stratagem in your Command phase. Select one DEATH GUARD CHARACTER model from your army (excluding DAEMON models) and one enemy unit within Engagement Range of that model. That model suffers 1 mortal wound and you then roll one D6: on a 2+, that enemy unit suffers 2D3 mortal wounds. If that enemy unit has the CHARACTER keyword (excluding VEHICLE units), it suffers D3 mortal wounds instead.
UNCLEAN MACHINE SPIRIT1CP
Death Guard – Epic Deed Stratagem

The Death Guard have many tales of the corrupted machine spirits of their vehicles fighting on even after their crew have been slain or their critical systems are in the midst of failure.

Use this Stratagem in your Command phase. Select one DEATH GUARD MACHINE SPIRIT model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
BEFOULED INCUBATORS1CP
Death Guard – Epic Deed Stratagem

Those fighting the Death Guard soon became carriers of disease, even if the plagues do not kill them outright. On occasion their plague boils up inside them, so that when they are struck down, they burst.

Use this Stratagem in the Fight phase, when a DEATH GUARD CHARACTER model from your army is selected to fight. Until the end of the phase, each time an enemy model is destroyed by an attack made by that model, roll one D6: on a 3+, that enemy model’s unit suffers 1 mortal wound after your model has resolved all of its attacks (a maximum of 3 mortal wounds can be inflicted per phase via this Stratagem).
RELEASE THE TOXINS2CP
Death Guard – Epic Deed Stratagem

The artefacts of the Death Guard are foul objects and weapons, seeped in poisons of countless varieties. To unleash them is to grant the enemy a most horrible death.

Use this Stratagem in your Command phase. Select one DEATH GUARD CHARACTER model from your army that was equipped with a Relic of Decay at the start of the battle. Roll one D6 for each enemy unit within 7" of that model: on a 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds. A model can only be selected for this Stratagem once per battle.
ERUPTION OF FILTH1CP
Death Guard – Epic Deed Stratagem

The slain warrior bursts like a fat, pox-laden buboe.

Use this Stratagem in any phase, when a DEATH GUARD CHARACTER model from your army is destroyed instead of using any other rules that are triggered when a model is destroyed (e.g. the Putrid Explosion ability). Before removing that model from play, roll one D6 for each other unit within 3" (excluding NURGLE units): on a 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds.
CHAMPION OF DISEASE1CP
Death Guard – Requisition Stratagem

Some Death Guard are marked for greatness before they rise high in the Legion's ranks. Some of these warriors are gifted the opportunity to wield rare relic weapons in Nurglc’s name.

Use this Stratagem before the battle, when you are mustering your army. Select one BUBONIC ASTARTES model from your army that has the word ‘Champion’ in their profile and give them one of the following Relics of Decay (this must be a Relic they could have): Reaper of Glorious Entropy; Plague Skull of Glothila; Plaguebringer; Suppurating Plate.

Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
GIFTS OF DECAY1CP
Death Guard – Requisition Stratagem

Nurgle is a generous god, and through worship and devotion his followers can gain mighty rewards. Those who prove themselves most worthy wield suppurating weapons of unspeakable foulness, or gird themselves in weeping armour of filth.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the DEATH GUARD keyword. Select one DEATH GUARD CHARACTER model from your army and give them one Relic of Decay (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
PLAGUE-CHOSEN1CP
Death Guard – Requisition Stratagem

Many lords and champions of the Death Guard have favoured lieutenants within their ranks.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the DEATH GUARD keyword. Select one DEATH GUARD CHARACTER model in your army (excluding named characters) and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
GRANDFATHERLY INFLUENCE1CP/2CP
Death Guard – Requisition Stratagem

The Chaos Spawn created thanks to Nurgle’s ‘blessings’ are hideously tough.

Use this Stratagem before the battle, when you are mustering your army. Select one DEATH GUARD CHAOS SPAWN unit from your army:
  • Add 1 to the Toughness characteristic of models in that unit.
  • That unit has the Disgustingly Resilient ability.
If that unit contains 3 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
SICKLY CORROSION2CP
Death Guard – Strategic Ploy Stratagem

When a foe is struck by a plague weapon, even if they survive they are made much weaker. Thus are they easy prey for further attacks.

Use this Stratagem in either the Fight phase or your Shooting phase, when a DEATH GUARD model from your army makes an attack with a plague weapon that scores a hit against an enemy unit. Until the end of the turn, each time an attack is made by a DEATH GUARD model against that enemy unit, re-roll a wound roll of 1.
BELCHING FUMES1CP/2CP
Death Guard – Strategic Ploy Stratagem

Especially noxious fumes pour from the Myphitic Blight-haulers’ spouts, spewingforth in billowing clouds with wet rasps.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one MYPHITIC BLIGHT-HAULERS unit from your army. Until the end of the phase, each time an enemy model makes an attack with a ranged weapon against that unit, reduce the number of attacks made with that weapon by 1 (to a minimum of 1). If that unit contains 2 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
BLIGHT BOMBARDMENT2CP/3CP
Death Guard – Strategic Ploy Stratagem

Utilising far away artillery, the Death Guard pound an area of the battlefield with flesh-starved blight spores that rampantly spread over any unfortunate enough to be nearby.

Use this Stratagem in your Command phase, if a DEATH GUARD WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, adding 1 if the unit being rolled for is an INFANTRY unit and subtracting 1 if the unit being rolled for is a CHARACTER: on a 2-6, that unit suffers D3 mortal wounds; on a 7+, that unit suffers D6 mortal wounds. The marker is then removed. If your WARLORD has the LORD OF VIRULENCE keyword, this Stratagem costs 2CP; otherwise it costs 3CP. You can only use this Stratagem once.
THE DEAD WALK AGAIN1CP
Death Guard – Strategic Ploy Stratagem

The groans of the Poxwalkers are spiritually infectious in their own right, spreading the curse carried by the shambling abominations far and wide.

Use this Stratagem in your Command phase. Select one POXWALKERS unit from your army and roll seven D6s: for each 3+, one of that unit’s destroyed models is added back to it with 1 wound remaining. Models added back to that unit in this way can be set up within Engagement Range of enemy units that are already within Engagement Range of that unit. Each unit can only be selected for this Stratagem once per battle.
CLOUD OF FLIES2CP/4CP
Death Guard – Strategic Ploy Stratagem

With a thrumming roar, a thick cloud of daemon flies whirls around the Death Guard and obscures them from the enemy's sight.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one BUBONIC ASTARTES INFANTRY unit from your army. Until the end of the phase, each time an enemy model shoots, if that unit is not the closest eligible target or within 12" of that model, then until that shooting is resolved, that model cannot target that unit. In addition, until the end of the phase, if the selected unit has the Bodyguard ability, it loses that ability. If the selected unit has the TERMINATOR keyword, this Stratagem costs 4CP; otherwise, it costs 2CP.
BREAK THEIR SPIRITS1CP
Death Guard – Strategic Ploy Stratagem

Terminators are terrifying foes to face. When Death Guard Terminators slice opponents in half or unleash plague weapons that turn living beings to pools of foetid slush, they shatter the spirits of those who still live and stand against them.

Use this Stratagem in the Fight phase, when a DEATH GUARD TERMINATOR model from your army destroys a model in an enemy INFANTRY, BEASTS or SWARM unit. Until the end of the turn, subtract 4 from the Leadership characteristic of models in that unit.
DARK CRAVINGS1CP
Death Guard – Strategic Ploy Stratagem

The vicious daemons bound with Foetid Bloat-drones are particularly cruel and dangerous, hungering after enemies in ferocious pursuits.

Use this Stratagem in your opponent’s Charge phase. Select one FOETID BLOAT-DRONE unit from your army. Until the end of the phase, if that unit is within 6" horizontally and 5" vertically of any enemy units, it is eligible to perform Heroic Interventions as if it was a CHARACTER. When doing so, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
DAEMONIC GLUTTONY1CP
Death Guard – Strategic Ploy Stratagem

Daemons can restore their energy and strength by consuming the souls of mortals.

Use this Stratagem in the Fight phase, when a DEATH GUARD DAEMON ENGINE model from your army is selected to fight. Until the end of the phase, each time an enemy model is destroyed by an attack made by that model, that DAEMON ENGINE model regains 1 lost wound (to a maximum of 3 regained wounds per phase).
FLASH OUTBREAK2CP
Death Guard – Strategic Ploy Stratagem

On occasion a contagion of Nurgle will flare up brilliantly in an all-consuming wave of infection.

Use this Stratagem in your Command phase. Select one <PLAGUE COMPANY> unit with the Contagions of Nurgle ability from your army:
  • If there are any other <PLAGUE COMPANY> units from your army on the battlefield that have any Contagion abilities that the selected unit does not have, then until the start of your next Command phase, the selected unit has all of the same Contagion abilities (this is in addition to the ones it already has).
  • Until the start of your next Command phase, units from your army count the battle round number as one higher than the current battle round number for the purpose of determining the Contagion range of any Contagion abilities they have.
PUTRID DETONATION1CP/2CP
Death Guard – Strategic Ploy Stratagem

Upon their destruction, the seven-cursed hulls of Death Guard battle tanks have an alarming tendency to burst like ruptured boils, exploding in a swelling mass of pus and foulness.

Use this Stratagem in any phase, when a DEATH GUARD VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.
FOUL SMOKESCREEN1CP
Death Guard – Wargear Stratagem

Throwing down a hail of smoke grenades or deploying their smoke launchers, the Death Guard screen themselves from the enemy.

Use this Stratagem in your opponent’s Shooting phase, when a DEATH GUARD SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attacks hit roll.
THE BLIGHTENING1CP
Death Guard – Wargear Stratagem

The effects of blight grenades - so horrendous to their victims - have no impact on the Death Guard, who gladly use the devices in extreme close quarters with the enemy.

Use this Stratagem in your Shooting phase. Select up to three DEATH GUARD models from your army. Until the end of the phase, plague weapons with the Grenade type that those models are equipped with lose the Blast ability, have a Type characteristic of Pistol 6, and each time that model makes an attack with one of those weapons against an enemy unit within Engagement Range that attack automatically hits the target.
OVERWHELMING GENEROSITY1CP
Death Guard – Wargear Stratagem

Unholy filth gushes from Nurgle’s faithful into their guns until the armaments threaten to burst like bloated corpses.

Use this Stratagem in your Shooting phase, when a DEATH GUARD unit from your army is selected to shoot. Until the end of the phase, add 6" to the Range characteristic of plague weapons models in that unit are equipped with.
VIRULENT ROUNDS1CP
Death Guard – Wargear Stratagem

The Death Guard know countless revolting ways to render their bolt rounds horrifically virulent.

Use this Stratagem in your Shooting phase, when a DEATH GUARD CORE unit from your army is selected to shoot. Until the end of the phase, bolt weapons models in that unit are equipped with have the Plague Weapon ability.
DISGUSTING FORCE1CP
Death Guard – Wargear Stratagem

Plagueburst Crawlers can fire rounds with additional potency and force that are overloaded with flesh-melting diseases and armourrusting poxes.

Use this Stratagem in your Shooting phase, when a PLAGUEBURST CRAWLER model from your army is selected to shoot. Until the end of the phase:
  • Each time that model makes an attack with a Plagueburst mortar, that attack has a Damage characteristic of 3.
  • After that model has shot, select one enemy unit that was hit by one or more attacks made with a Plagueburst mortar by that model this turn. Roll one D6 for each other unit within 3" (excluding NURGLE units) of the selected unit: on a 4+, that unit suffers 1 mortal wound.

Gellerpox Stratagems

If your army is Battle-forged and includes VULGRAR THRICE-CURSED, you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the Gellerpox Infected on the battlefield.

1CP

MUTOID INFESTATION

Gellerpox Infected Stratagem

Notoriously difficult to fully eradicate, these loathsome parasites keep coming back.

Use this Stratagem at the end of your Movement phase. Choose a unit of MUTOID VERMIN from your army that has been destroyed. Set up this unit anywhere wholly within 12" of a friendly GELLERPOX INFECTED unit and more than 9” from any enemy models.
1CP

FIERY DEMISE

Gellerpox Infected Stratagem

With a swollen belly packed with explosive and contaminated fuel, Vulgrar s end will be a messy one.

Use this Stratagem when VULGRAR THRICE-CURSED is slain. Before removing him from the battlefield, roll a D6 for each unit within 6"; on a 4+ that unit suffers a mortal wound.
1CP

CORRUPTION AND DECAY

Gellerpox Infected Stratagem

Contamination permeates every diseased breath drawn by the Gellerpox Infected.

Use this Stratagem at the start of the Fight phase. Choose an enemy unit within 3" of a GELLERPOX INFECTED unit from your army. Until the end of the phase, add 1 to all wound rolls made for GELLERPOX INFECTED models from your army when they target this enemy unit.
1CP

RANCID VOMIT

Gellerpox Infected Stratagem

The amount oj toxic bile that accumulates within the bloated bellies of the Nightmare Hulks is staggering.

Use this Stratagem in your Shooting phase. Choose a HULLBREAKERS model from your army, then choose an enemy unit within 6" of it that is visible to it. Roll three D6; for each roll of 5+ that enemy unit suffers a mortal wound.
1CP

MACHINE GLITCH

Gellerpox Infected Stratagem

Not even the surest of machine spirits can withstand the burbling, static-spewing Glitchlings.

Use this Stratagem after a unit of GLITCHLINGS from your army has fought in the Fight phase. Choose an enemy VEHICLE unit within 1" of that unit and roll one D6 for each model in your unit; for each roll of 4+ the enemy unit suffers a mortal wound.
1CP

GELLERSHIFT

Gellerpox Infected Stratagem

With a loud crack, the Gellerpox Mutants known as the Vox-Shamblers can shift themselves, moving along the same transmission methods as vox calls.

Use this Stratagem before you move the VOX-SHAMBLERS in the Movement phase. Instead of moving this unit normally, it can make a Gellershift. Remove this unit from the battlefield, then, at the end of the Movement phase, set it up again anywhere that is more than 9" from any enemy models.
1CP

INSANE GIBBERINES

Gellerpox Infected Stratagem

Ihe all-seeing creatures of the warp arc always close to hand when the Gellerpox Infected mass for battle.

Use this Stratagem at the start of the enemy Psychic phase. Until the end of the phase, subtract 1 from Psychic tests taken for enemy PSYKERS whilst they are within 18” of VULGRAR THRICE-CURSED.
1CP

TWISTED BLESSINGS

Gellerpox Infected Stratagem

Living, crawling scab-creatures have been known to emerge out of Nightmare Hulks in order to patch themselves over their hosts worst wounds.

Use this Stratagem at the end of your Movement phase. Choose a HULLBREAKERS model from your army. That model regains one lost wound.

Contagion Discipline

Before the battle, generate the psychic powers for PSYKER models from your army that know powers from the Contagion discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

D6PSYCHIC POWER
1

MIASMA OF PESTILENCE

As the psyker chants in a phlegm-choked drone, a dark cloud of filth and rot flies shrouds his allies from view.

Blessing: Miasma of Pestilence has a warp charge value of 6. If manifested, select one friendly DEATH GUARD unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit, subtract 1 from that attacks hit roll.

2

GIFT OF CONTAGION

With a gesture the psyker gathers a foul fog of contagion about his enemies, granting them a blessing from Grandfather Nurgle.

Malediction: Gift of Contagion has a warp charge value of 5. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, subtract 1 from the Strength characteristic of models in that unit. If the result of the Psychic test was 8+, subtract 1 from the Strength and Attacks characteristics of models in that unit instead.

3

PLAGUE WIND

The psyker belches forth a wind of plague that blows through his foes, choking them and leaving only diseased, maggot-bloated corpses in its wake.

Witchfire: Plague Wind has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Roll one D6 for each model in that unit. For each 6, that unit suffers 1 mortal wound. If the result of the Psychic test was 9+, that unit suffers 1 mortal wound for each 5+ instead.

4

PUTRESCENT VITALITY

Rancorous energies surge through Nurgle’s followers, bloating their distended bodies further with fresh infections and granting them new strength.

Blessing: Putrescent Vitality has a warp charge value of 7. If manifested, select one friendly DEATH GUARD INFANTRY unit within 18" of this PSYKER. Until the start of your next Psychic phase, add 1 to the Strength and Toughness characteristics of models in that unit.

5

CURSE OF THE LEPER

The victims touched by this enervating curse find themselves weakened and drained of life within moments.

Witchfire: Curse of the Leper has a warp charge value of 6. If manifested, select the closest enemy unit that is within 18" of and visible to this PSYKER. Roll seven D6s: for each dice result that exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.

6

GIFT OF PLAGUES

Channelling Nurgle’s blessings and power, the psyker enhances the contagions bestowed on the Death Guard of his army.

Blessing: Gift of Plagues has a warp charge value of 6. If manifested, select one friendly DEATH GUARD unit within 18" of this PSYKER. Until the start of your next Psychic phase, add 6” to the range of any Contagion abilities that unit has (to a maximum of 12").


Warlord Traits

If a DEATH GUARD CHARACTER model is your WARLORD, you can use the Death Guard Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

Each time you determine a Warlord Trait for:

Death Guard Warlord Traits

D6WARLORD TRAIT
1

REVOLTINGLY RESILIENT

So vast and bloated has this warlord become that he is all but immune to the pain of injury.

Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.

2

LIVING PLAGUE (AURA)

Saturated as he is with Nurgle’s contagious blessings, merely to stand before this warlord is to be assailed by an oppressive aura of plague.

While an enemy unit is within 3" of this WARLORD, that unit cannot be affected by the aura abilities (excluding those that are psychic powers) of units from your opponents army.

3

HULKING PHYSIQUE

This Warlord’s body has become swollen with Nurgle’s divine blessings, and stands all but inviolate as a veritable behemoth of rancid flesh.

  • Add 1 to the Wounds characteristic of this WARLORD.
  • Each time an attack is made against this WARLORD, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.

4

ARCH-CONTAMINATOR (AURA)

Such are this Warlord’s virulent emanations that his very presence is enough to make even the most lethal toxins and venoms deadlier still.

While a friendly <PLAGUE COMPANY> CORE unit is within 6" of this WARLORD:

  • Each time a model in that unit makes a melee attack with a plague weapon, you can re-roll the wound roll.
  • Each time a model in that unit makes a ranged attack with a plague weapon that targets a unit within 12", you can re-roll the wound roll.

5

ROTTEN CONSTITUTION

Nurgle’s favour takes many forms, and this Warlord’s flesh has become so rotinfested that vast chunks of it can be torn free without risk of lasting harm.

  • Add 1 to the Toughness characteristic of this WARLORD.
  • Each time an attack with an Armour Penetration characteristic of -1 or -2 is allocated to this WARLORD, that attack has an Armour Penetration characteristic of 0 instead.

6

FOUL EFFLUENTS (AURA)

Liquid toxins pour from crevices in the Warlords armour, creating a miasma of filth around him that spreads all around.

While an enemy unit is within 6" of this WARLORD, at the end of your Movement phase, roll one D6 for that unit: on a 4+, that unit suffers 1 mortal wound.


Named Characters and Warlord Traits

If one of the following characters gains a Warlord Trait, they must have the one shown below:
NAMED CHARACTERWARLORD TRAIT
MortarionArch-Contaminator, Living Plague, Revoltingly Resilient 
Necrosius the UndyingInspiring Leader (Aura) 
TyphusShamblerot (Contagion) 
Vulgrar Thrice-CursedTwisted Brilliance 

Gellerpox Warlord Trait

If VULGRAR THRICE-CURSED is your Warlord, he always has the Twisted Brilliance Warlord Trait, below.

Twisted Brilliance

A Gellerpox Infected force draws strength from its own collective sickness, power from its own mutation. They lurch forward, eager to spread their befouled corruptions.

If your army is Battle-forged, you receive 3 additional Command Points. These can only be spent to use Gellerpox Infected Stratagems.


Chapter Approved Rules

If every model in your army (excluding UNALIGNED units) has the DEATH GUARD keyword, and your WARLORD has the DEATH GUARD keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the Death Guard secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).

No Mercy, No Respite

FLEEING VECTORS
Progressive Objective

Those who flee the Death Guard, though they believe themselves safe, only spread the hideous plagues of their enemy wherever they run.

Score 3 victory points at the end of the battle round if any enemy units failed Morale tests this battle round that had one or more models destroyed by attacks made with plague weapons this battle round.

Battlefield Supremacy

DESPOILED GROUND
End Game Objective

To the Death Guard, spreading Nurgle's gifts is not something they do just among the beings and creatures they fight, but also the landscapes they tread upon. Every member of the Death Guard wants to make Nurgle's garden as large and verdant as possible.

If you select this objective, you score victory points as follows:
  • Score 4 victory points at the end of the battle if you have one or more BUBONIC ASTARTES units wholly within your opponents deployment zone and one or more BUBONIC ASTARTES units wholly within your deployment zone.
  • Score 4 victory points at the end of the battle if you have one or more BUBONIC ASTARTES units from your army wholly within three different table quarters, and those units are all more than 6" from the centre of the battlefield. Score 6 victory points instead if you have one or more BUBONIC ASTARTES units from your army wholly within each table quarter, and those units are all more than 6" from the centre of the battlefield.
  • Score 4 victory points at the end of the battle if you control more than half the total number of objective markers on the battlefield and there are BUBONIC ASTARTES units from your army within 3" of each of those objective markers.
  • Score 4 victory points at the end of the battle if every objective marker on the battlefield is within Contagion range of a Contagion ability that units from your army have.

Shadow Operations

SPREAD THE SICKNESS
End Game Objective

To contaminate an area, Death Guard on occasion spill the filth that infects their own bodies, expecting the simple cut they make to unleash it to heal after the effluvia has polluted the target. However, this does not always go to plan, for the Plague God can take gifts as easily as he gives them, especially in pursuit of a grander goal in which he can grant many more blessings to so many others.

If you select this objective, then DEATH GUARD INFANTRY units in your army can perform the following action:

Spread the Sickness (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within 3" of an objective marker that has not been contaminated (see below). A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) within 3" of the same objective marker.

The action is completed at the end of your turn. When this action is completed you can choose one of the following:
  • Roll one D6: on a 4+, that objective marker is said to have been contaminated.
  • The unit performing this action suffers D3 mortal wounds and that objective marker is said to have been contaminated.

Score 3 victory points at the end of the battle for each objective marker on the battlefield that has been contaminated by a unit from your army.


Crusade Rules

In this section you’ll find additional rules for playing Crusade battles with Death Guard, such as Agendas, Battle Traits and Crusade Relics that are bespoke to Death Guard units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Agendas

If your Crusade army includes any DEATH GUARD units, you can select an Agenda from the Death Guard Agendas, listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

HONOUR THE PATRON
Death Guard Agenda

Seven is Nurgle’s most sacred number. To slay as many foes is a great act of worship for his followers.

Keep an Extinction tally for each DEATH GUARD unit from your army. At the end of each battle round, add 1 to a unit’s Extinction tally for each enemy model it destroyed that battle round.

At the end of the battle, each unit with 7 or more marks on its Extinction tally gains 1 experience point.

In addition, if 7 or more units from your army each have 3 or more marks on their Extinction tallies, gain 1 Virulence point.
TURN THEIR HOPE TO ROT
Death Guard Agenda

By destroying the enemy’s most powerful warriors, vehicles or heroes, the Death Guard can shatter the spirits of their foes.

If you selected this Agenda, then after both sides have finished deploying, select one enemy unit with the highest Power Rating in your opponent’s army. At the end of the battle, if that unit has been destroyed by a DEATH GUARD unit from your army, that DEATH GUARD unit gains 3 experience points and you gain 1 Virulence point.
POISON THE WELL
Death Guard Agenda

The Death Guard take great pleasure in infecting the landscape for its own sake.

Keep a Territorial Contamination tally for each DEATH GUARD unit in your army. Add 1 to a unit’s Territorial Contamination tally each time it completes the Territorial Contamination action (see below). If you selected this Agenda, DEATH GUARD INFANTRY units (excluding CHARACTER units) from your army can attempt the following action, as described in the Warhammer 40,000 Core Book:

Territorial Contamination (Action): At the end of your Movement phase, one DEATH GUARD INFANTRY unit from your army (excluding CHARACTER units) that is receiving the benefits of cover from a piece of Area Terrain that has not been contaminated (see below) can start to perform this action. This action is completed at the start of your next Command phase, and that piece of Area Terrain becomes contaminated.

At the end of the battle, each unit gains a number of experience points equal to twice their Territorial Contamination tally. In addition, if half or more of the pieces of Area Terrain on the battlefield have been contaminated by units from your army, gain 1 Virulence point.
SOW THE INFECTION, HARVEST THE PLAGUE
Death Guard Agenda

Wherever they tread, the Death Guard find opportunity to spread, develop and grow new diseases, maladies and plagues.

Keep a Poisoning tally for your army. At the end of each battle round, add 1 to your army’s Poisoning tally for each objective marker that is within Contagion Range of any Contagion ability that any unit from your army has.

At the end of the battle, gain a number of Virulence points as shown in the table below:

POISONING TALLYVIRULENCE POINTS GAINED
0-60
7-131
14+2
GENE-SEED THIEF
Death Guard Agenda

It is a great prize for a Plague Surgeon to recover gene-seed from a fallen enemy Space Marine. By such actions can a warband grow.

If you selected this Agenda, then after both sides have finished deploying, your opponent must set up one objective marker anywhere on the battlefield that is not within their own deployment zone. This objective marker represents the fallen Space Marine hero, but does not count as an objective marker for any rules purposes other than for this Agenda. PLAGUE SURGEON units in your army can attempt the following action, as described in the Warhammer 40,000 Core Book:

Steal Progenoids (Action): At the end of your Movement phase, one PLAGUE SURGEON unit from your army that is within 3" of the fallen Space Marine hero objective marker can start to perform this action if no enemy units (excluding AIRCRAFT units) are within 3" of that objective marker. The Action is completed at the end of your turn. If completed, remove the fallen Space Marine hero objective marker from the battlefield. If a PLAGUE SURGEON unit successfully performs this action, it gains 5 experience points and your Crusade force gains 1 bonus Requisition point.

Chaos Boons

Chaos Boons are a new type of Battle Honour that can be given to BUBONIC ASTARTES CHARACTER units (excluding DAEMON units). Each time such a model from your army would gain a Battle Honour, you can instead choose for it to gain a Chaos Boon. No model in your Crusade force can have more than three Chaos Boons.

Each time a model gains a Chaos Boon, roll a D33 to determine one of the Boons below. To do so, roll two D3s one after the other: the first dice result determines your ‘tens’ and the second your ‘units’. Eor example, if you rolled two D3s and the first result was a 2 and the second was a 1, then the D33 result is a 21.

A model can have more than one Chaos Boon, but if a duplicate result is rolled, the model suffers Spawndom (see below). As with any Battle Honour, make a note on the model’s Crusade card when it gains a Chaos Boon, and increase its Crusade points total by 1.

If a model suffers Spawndom, remove it from your Order of Battle; you can replace it with a DEATH GUARD CHAOS SPAWN unit containing 1 model. The new CHAOS SPAWN unit starts with the same number of experience points as the CHARACTER unit it replaced and gains the appropriate number of Battle Honours for its rank.

D33BOON
11Clawed Feet: Add 3" to this model’s Move characteristic. 
12Bloated Flesh: Add 1 to this model’s Wounds characteristic. 
13Diseased Talons: Each time this model makes an attack, if it made a charge move or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll
21Appended Limbs: Add 1 to this model’s Attacks characteristic. 
22Hardened Body: Add 1 to this model’s Toughness characteristic. 
23Unnatural Speed: You can re-roll Advance and charge rolls made for this model. 
31Immaterial Edge: Improve the Armour Penetration characteristic of melee weapons (excluding Relics) that this model is equipped with by 1. 
32Gift of Speed: Each time an attack is made against this model, subtract 1 from that attack’s hit roll
33Favoured by Nurgle: Once per turn, you can re-roll a single hit roll, wound roll, damage roll or saving throw made for this model. 

Battle Traits

When a DEATH GUARD unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book. Each time you do so, roll one D6 and consult the appropriate table to randomly determine what Battle Trait the unit gains, or choose one that tells the best narrative for your unit. All the normal rule for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

INFANTRY UNITS
D6TRAIT
1Writhing Tendrils: Each time a melee attack is made by a model in this unit, you can ignore any or all hit roll modifiers.
2Liquid Form: Each time this unit declares a charge against an enemy unit, that enemy unit cannot Hold Steady or Set to Defend.
3Tri-lobes: Each time a model in this unit makes a ranged attack, add 1 to that attack’s hit roll.
4Empyreal Vision: Each time a model in this unit makes a ranged attack that targets a unit within half range, the target does not receive the benefits of cover.
5Sensitive Dermis: Each time a model in this unit makes an Overwatch attack, that attack hits on an unmodified hit roll of 5+, instead of 6.
6Bone Horns: Each time this unit finishes a charge move, select one enemy unit within Engagement Range and roll one D6 for each model in this unit that is within Engagement Range of that enemy unit. For each 5+, that enemy unit suffers one mortal wound.
DAEMON ENGINE UNITS
D6TRAIT
1Infectious Buboes: Each time a model in this unit would lose a wound, roll one D6: on a 1, select one enemy unit within Engagement Range of that model. That enemy unit suffers 1 mortal wound.
2Effusion Sacs: This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack’s hit roll.
3Acidic Residue: After this unit has shot, select one enemy unit that suffered one or more hits from ranged attacks made by any models in this unit this phase. Until the end of the phase, each time a friendly DEATH GUARD model makes an attack against that enemy unit with a plague weapon, an unmodified hit roll of 6 scores 1 additional hit. A unit can only be selected for this ability once per phase.
4Explosive Digestion: Add 6" to the Range characteristic of ranged plague weapons (excluding plaguespitters) that models in this unit are equipped with.
5Plated Growths: Each time an attack with an Armour Penetration characteristic of -1 or -2 is allocated to a model in this unit, that attack has an Armour Penetration characteristic of 0 instead.
6Spider Limbs: Each time this unit makes a Normal Move. Advances, Falls Back or it makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base).

Spreaders of Disease


Virulence Points

If your Crusade Army includes any DEATH GUARD units, you can refine and develop its own Plague by earning Virulence points as you play and then using these to adapt and mutate this foul contagion. You can earn Virulence points by choosing and completing the relevant Agendas in your battles. Keep an additional note of your army’s current Plague details and any Virulence points that your army has earned (the Crusade Goals, Information and Notable Victories box on your Order of Battle is ideal for this).

Plague Carrier

When you are mustering your army, you can upgrade a DEATH GUARD WARLORD by making them the Plague Carrier of your army’s Plague. If you do, they gain the Plague Carrier keyword until the end of the battle.

Some other rules, such as the Plague-marked Requisition can allow other DEATH GUARD CHARACTER models to gain this keyword. A maximum of three models with the PLAGUE CARRIER keyword (excluding your WARLORD) can be included in a Crusade army.

Your Army’s Plague

Your army’s Plague is made up of three parts: the Vector, the Infection, and the Terminus.

  • Vector: Your Plagues current Vector determines what enemy units are contaminated by your army’s Plague and when.
  • Infection: When your army’s Plague contaminates an enemy unit, its current Infection determines what happens to the contaminated unit.
  • Terminus: Your Plague’s current Terminus determines when units stop being contaminated.
The name of your army’s Plague is the combination of the names of each of these separate parts.

Example: If an army’s Plague has the ‘Seeping’ Vector, the ‘Poxridden’ Infection, and the ‘Lesions’ Terminus, then the name of their Plague would be ‘Seeping Pox-ridden Lesions’.

When creating a new Crusade force, randomly determine your army’s starting Plague by rolling one D6 for each of the parts listed above and consulting the relevant tables below.

PLAGUE CARRIER models from your army gain an ability that consists of the combination of your Plagues current Vector, Infection and Terminus rules.

Example: foe’s Death Guard Crusade force has the ‘Bleeding Diseased Sores’ Plague, so his army’s Plague rule is the following:

Bleeding Diseased Sores: Each time a PLAGUE CARRIER model from your army makes a melee attack against a unit, if a hit is scored, that unit is contaminated.

Each time an attack is made with a plague weapon against a contaminated unit, an unmodified hit roll of 6 automatically wounds the target.

At the end of the turn, roll one D6 for each contaminated unit, subtracting 2 if the unit being rolled for was contaminated this turn: on a 4+, that unit is no longer contaminated.


VECTORS
D6RESULT
1Weeping: Each time a PLAGUE CARRIER model from your army makes a ranged attack that targets a unit within half range, if a hit is scored, roll one D6: on a 4+, that unit is contaminated.
2Bleeding: Each time a PLAGUE CARRIER model from your army makes a melee attack against a unit, if a hit is scored, that unit is contaminated.
3Oozing: Each time a PLAGUE CARRIER model from your army makes an attack against a unit, if an enemy model is destroyed, that unit is contaminated.
4Seeping: In your Command phase, roll one D6 for each enemy unit within 3" of any PLAGUE CARRIER models from your army: on a 2+, that enemy unit is contaminated.
5Haemorrhaging: At the end of your Movement phase, roll one D6 for each enemy unit within 3" of any PLAGUE CARRIER models from your army: on a 4+, that enemy unit is contaminated.
6Festering: Any number of PLAGUE CARRIER models from your army can each perform the following action, as described in the Warhammer 40,000 Core Book:

Foul Corruption (Action): At the start of your Movement phase, a PLAGUE CARRIER model can start to perform this action. The action is completed at the end of your Movement phase. When the action is completed, each enemy unit within 6" of that model is contaminated.’

TERMINUSES
D6RESULT
1Sores: At the end of your opponent’s turn, roll one D6 for each contaminated enemy unit, subtracting 2 if the unit being rolled for was contaminated this turn: on a 4+, that unit is no longer contaminated.
2Growths: At the end of your turn, roll one D6 for each contaminated enemy unit that suffered casualties this turn, subtracting 2 if the unit being rolled forwas contaminated this turn: on a 2+, that unit is no longer contaminated.
3Buboes: At the end of your opponent’s Movement phase, roll one D6 for each contaminated enemy unit that had every model move at least 7" this phase: on a 2+, that unit is no longer contaminated.
4Cysts: Any number of contaminated units can each perform the following action as described in the Warhammer 40,000 Core Book:

Decontamination (Action): At the start of your Movement phase, a contaminated unit can start to perform this action. The action is completed atthe end of the Movement phase. When the action is completed, roll one D6: on a 2+, the unit that performed this action is no longer contaminated.’
5Lesions: In your opponent’s Command phase, roll one D6 for each contaminated enemy unit within 3" of any enemy CHARACTER models: on a 2+, that unit is no longer contaminated.
6Ulcers: At the end of your opponent’s turn, roll one D6 for each contaminated enemy unit: on a 1-3, you can select one enemy unit within 6" of that contaminated unit to also become contaminated; on a 4-6, that unit is no longer contaminated.

INFECTIONS
D6RESULT
1Infectious: When a unit becomes contaminated, if that unit is performing an action, roll one D6: on a 4+, that unit fails that action. Each time a contaminated unit starts to perform an action, roll one D6: on a 4+, that unit fails that action.
2Pitted: Each time a model in a contaminated unit shoots with a weapon, subtract 1 from the number of attacks made with that weapon (to a minimum of 1).
3Pox-ridden: Halve Advance rolls and charge rolls made for contaminated units (excluding MONSTER and VEHICLE units).
4Debilitating: Each time a ranged attack is made by a model in a contaminated unit, when selecting a target for that attack, that model cannot select an enemy unit at more than half range.
5Diseased: Each time an attack is made with a plague weapon against a contaminated unit, an unmodified hit roll of 6 automatically wounds the target.
6Ravaging: When a unit becomes contaminated, it suffers D3 mortal wounds. At the start of your Command phase, each contaminated unit suffers 1 mortal wound.

Requisitions

A Crusade army that includes any DEATH GUARD units can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

DEADLY PATHOGENS1RP

The champion’s weapon is imbued with one of Nurgle’s most foul diseases, making it all the more infectious.

Purchase this Requisition when you add one of the following to your Order of Battle, or when one of the following in your Crusade force gains a rank:
  • DEATH GUARD CHARACTER model (excluding named characters)
  • Unit containing a BUBONIC ASTARTES model that has the word ‘Champion’ in its profile
That CHARACTER model, or that model with the word ‘Champion’ in their profile, is upgraded to have one Deadly Pathogen; increase the unit’s Power Rating by 1 and make a note on its Crusade card of the Deadly Pathogen it was upgraded with and which plague weapon was upgraded. A model can never have more than one Deadly Pathogen. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
VIRULENT ADAPTATIONS1RP

Nurgle’s maladies fight hard for their own survival, rapidly adapting to changing conditions so they can always find new hosts to infect.

Purchase this Requisition at any time, if your Crusade force has 1 or more Virulence points. Subtract 1 from your number of Virulence points, and select one of the following parts of your army’s Plague to change: its Vector; its Infection; its Terminus.

Roll one D6, and consult the relevant table to determine the new rule that replaces your army’s current one for that part of its Plague.

Update your Order of Battle with your Plague’s new details.
PLAGUE-MARKED1RP

A particularly successful, powerful and devoted member of the Death Guard can become a carrier of their identifying contagion. Such individuals are living vectors of disease and favoured above almost all others by Nurgle.

Purchase this Requisition at any time, if your Crusade force has 1 or more Virulence points. Subtract 1 from your number of Virulence points, and then select one DEATH GUARD CHARACTER from your Crusade force that has the Battle-hardened rank or higher. That model gains the PLAGUE CARRIER keyword - it is now a Plague Carrier of your army’s Plague, even if they are not your WARLORD. Make a note of this on that model’s Crusade card and increase its Crusade points total by 1.
DAEMONHOOD1RP

For many Death Guard, ascending to daemonhood is their ultimate goal. There are few greater signs of the Plague God’s favour, and the power that comes with it is phenomenal.

Purchase this Requisition when a DEATH GUARD unit from your Crusade force that has three Chaos Boons gains a Battle Honour or would gain a Chaos Boon. Remove that unit from your Order of Battle and replace it with a DEATH GUARD DAEMON PRINCE unit. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit. When adding the DAEMON PRINCE unit to your Order of Battle, the following rules apply:
  • The DAEMON PRINCE unit starts with the same number of experience points as the unit it replaced and gains the appropriate number of Battle Honours for its rank.
  • If the original unit had a Warlord Trait and/or a Relic, then so long as the DAEMON PRINCE unit could have them, it retains them without spending any additional Requisition points.
PATH TO GLORY1RP

The path to glory is a perilous road indeed, paved with the skulls of fallen foes. Only by seeking out and slaying the enemy’s greatest champions can progress be achieved.

Purchase this Requisition after a battle when you are updating your Crusade cards, if you won that battle and a BUBONIC ASTARTES WARLORD unit from your Crusade force destroyed the enemy WARLORD during that battle. If your WARLORD can have a Chaos Boon, it gains one Chaos Boon.

Crusade Relics


Artificer Relics

A DEATH GUARD CHARACTER can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Billowing Censer

From this censer flows thick clouds of particularly virulent poisons. The reaction these have with the plagues cultivated within many Death Guard is highly explosive.

The bearer has the following ability:

Billowing Censer (Aura): While a friendly DEATH GUARD model is within 9" of this model, when that friendly model is destroyed, add 2 to the roll to see if it explodes.’

Corrupted Emblem

While it looks rusted and rotten, this artefact contains immense power that is granted to those who carry it.

Each time you purchase the Virulent Adaptations Requisition, if the bearer was a part of your army in your most recent battle, you can add or subtract 1 to the roll made to change your army’s current Plague.


Antiquity Relics

A DEATH GUARD CHARACTER of Heroic rank can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Orb of Decay

Scores of terrible maladies arc stored in this orb, collected from battlefields and conquered worlds the galaxy over. Its carrier can unleash them all at the right moment to overwhelm his enemies.

Once per battle, the bearer can unleash this Relic. If it does, roll one D6 for each enemy unit within 6": on a 2-3, that enemy unit suiters 1 mortal wound; on a 4-5, it suffers D3 mortal wounds; on a 6, it suffers D6 mortal wounds.


Legendary Relics

A DEATH GUARD CHARACTER of Legendary rank can be given one of the following Legendary Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

Warp Charm of Nurgle

This charm, worn by the bearer, contains within it some kind of miniaturised warp rift, held in place by technology none understand and none can replicate. Through it Nurgle’s power seeps into realspace, infecting all around.

The bearer always counts the battle round number as 4 for the purpose of determining the Contagion range of any Contagion abilities they have, regardless of any other rules.



Virulent Gifts

In this section you will find rules for taking Virulent Gifts in your Crusade force, supplementing and building upon the noxious Crusade rules found in Codex: Death Guard.

Virulent Gifts are blessings that can be bestowed by Grandfather Nurgle upon Death Guard characters in your Crusade force, granting them new and powerful abilities to unleash on the battlefield of the 41st Millennium. They are acquired by using the Virulent Gift Requisition, and additionally require the spending of Virulence points - this gives you another way to spend the Virulence points your Crusade force has gained, making this resource even more valuable.

Virulent Gifts are powerful abilities that can, for example, drown entire enemy units in a torrent of toxic vomit, or regenerate a character from wounds that should have slain them outright. As such, these gifts can only be used once during a battle, after which they are lost (though they can be reacquired by using the Requisition again).

Requisitions

VIRULENT GIFT1RP

A follower of the Plague God has particularly pleased Grandfather Nurgle as they spread contagion across the galaxy, and so he bestows a noxious blessing upon them in reward, that they may continue to share his gifts with the galaxy,

Purchase this Requisition at any time if your Crusade force has 1 or more Virulence points and there are currently 2 or fewer models in your Crusade force that have a Virulent Gift. Select one DEATH GUARD CHARACTER unit from your Crusade force that does not already have a Virulent Gift, then subtract 1 or 2 from your number of Virulence points (you cannot subtract more than you have remaining).
  • If you subtracted 1 from your Virulence points total, roll one D6; that model gains the Virulent Gift that corresponds to that result (if a result is rolled that another model in your Crusade force already has, roll again).
  • If you subtracted 2 from your Virulence points total, you can instead select a Virulent Gift that no model in your Crusade force already has.
In either case, make a note on that unit’s Crusade card of the result, and add 1 to that unit’s total Crusade points. When the Virulent Gift is lost (after using it during a battle), subtract 1 from that unit’s total Crusade points.

Virulent Gifts

1. PUTRID REGROWTH

Unholy vitality bubbles in every cell of this champion’s body. Should the enemy lay them low, they must destroy every last gobbet of the champion's flesh, lest this fecund gift see Nurgle's chosen regenerate in a handful of nauseating moments.

When the bearer is destroyed, you can choose to use this Virulent Gift instead of using any other rules that are triggered when a model is destroyed. If you do, roll one D6 at the end of the phase: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with D3 wounds remaining. This Virulent Gift is then lost, and is removed from the bearer's Crusade card.

2. BOUNTIFUL VOMIT

When faced with foes too ignorant to appreciate Nurgle's magnificence, this champion's revulsion manifests as a torrent of corrosive bile. The curdled jet hits its victims with the force of an Adeptus Arbites riot cannon, dissolving those who are not simply drowned.

At the start of your Shooting phase, you can use this Virulent Gift. If you do, roll one D6: on a 2+, the closest enemy unit that is both visible and within 12" of the bearer suffers D3+3 mortal wounds (if that unit contains 11 or more models, it suffers D6+3 mortal wounds instead). This Virulent Gift is then lost, and is removed from the bearer's Crusade Card.

3. BLOAT-FLY SWARM

Endlessly greedy, these familiars swarm about the favoured of Nurgle and feed on their psychic dregs. Should they taste the tang of an enemy psyker's mind upon the winds, they descend in a cloud, driving their metaphysical proboscises deep into the luckless psyker's brain and drinking until they burst.

When a Psychic test is passed for an enemy PSYKER unit within 24" of the bearer, you can use this Virulent Gift before any other attempt to deny that psychic power (if any) is made. If you do, roll 2D6:

  • On a 7+, that psychic power or psychic action is successfully denied.
  • On a 10+ that psychic power or psychic action is successfully denied and the unit that was attempting to manifest that psychic power or perform that psychic action suffers Perils of the Warp.
  • This Virulent Gift is then lost, and is removed from the bearer's Crusade Card.

4. PULSING BILE SACS

It is a brave foe indeed who strikes a champion bearing this gift. A veritable carpet of overripe buboes festoon their flesh, and one good, hard blow will burst them. The resultant cascade of rancid juices is catastrophically infectious and typically lethal within minutes.

When the bearer loses a wound, you can use this Virulent Gift. If you do, until the end of the turn, each time the bearer would lose a wound, roll one D6:

  • On a 4-5, that wound is not lost.
  • On a 6, that wound is not lost and, if the enemy unit that made that attack is within Engagement Range of the bearer, then after it has finished making its attacks, that unit suffers 1 mortal wound.
  • This Virulent Gift is then lost at the end of the turn, and is removed from the bearer’s Crusade Card.

5. BLIGHTED EMANATIONS

This champion spews clouds of choking plague-fumes from rents and orifices all across their body. Foes engulfed in this jaundice-hued smoke find themselves reeling half-blind, their flesh and armour alike peeling away in layers even as bones and servos grow weak and brittle.

In your Command phase, you can use this Virulent Gift. If you do, until the end of the turn, the bearer gains the following ability: ‘Blighted Emanations (Aura): While an enemy unit is within Engagement Range of this unit, subtract 1 from the Strength and Attacks characteristic of models in that unit (to a minimum of 1). The range of this ability cannot be increased by any rules’. This Virulent Gift is then lost at the end of the turn, and is removed from the bearer's Crusade Card.

6. PANDEMIC VITALITY

Upon invoking this gift from Nurgle, the champion's body burns with sudden fever heat. Stinking sweat squeezes from their pores and their eyes bloom red with burst blood vessels. Viral vitality surges through them, swift-burning and terrible, driving them to a surge of explosive and violent action.

At the end of the Fight phase, if the bearer is within Engagement Range of any enemy units, you can use this Virulent Gift. If you do, the bearer can fight again. This Virulent Gift is then lost, and is removed from the bearer’s Crusade Card.



Army of Renown: Terminus Est Assault Force

When the shadow of the dreaded Terminus Est falls across a world, those lost in its foetid gloom know despair, for surely their doom has come upon them.

Typhus, the master of the Terminus Est and of the many hideous beings that ride within its festering holds, has rarely been accused of subtlety. This is not to detract from his cunning, for the Traveller would not have become the infamous champion of Nurgle that he has without a powerful intellect and a masterful grasp of strategy. However, wherever possible Typhus prefers to crush his victims with a devastating hammer-blow offensive launched directly from orbit. It speaks to the efficacy of these tactics that he has rarely needed to change them in the ten thousand years he has made war upon the Imperium.

First comes a veritable avalanche of the neverdead, Poxwalkers, plague zombies and other mutated and disease-driven horrors spilling over the enemy’s lines in seemingly endless waves. Mired in battle with these leering abominations, the foe is ill prepared as the noisome energies of the Terminus Est’s teleportaria flare again and again. From each rot-blossom of poisoned light step Typhus' elite warriors, Death Guard infantry trudging forth with their bolters thundering. Caught unprepared and out of position, the enemy are torn apart by the savage fusillades of their tormentors. They finally succumb to despair as Typhus himself manifests amidst them, manreaper held high to administer the final, killing blow...

A Terminus Est Assault Force is an Army of Renown.

RESTRICTIONS
  • Your army cannot include any units with the VEHICLE keyword.
  • Your army cannot include MORTARION.
  • All units in your army must be DEATH GUARD and, if they are from a <PLAGUE COMPANY>, they must be drawn from the HARBINGERS.
  • If your army includes TYPHUS, that model must be your WARLORD. If TYPHUS is your WARLORD, he gains the Harbinger of Death Warlord trait in addition to any other Warlord Traits he knows.

BENEFITS
  • All units in your army gain the TERMINUS EST ASSAULT FORCE keyword.
  • You have access to the Terminus Est Assault Force Warlord Trait, Relic and Stratagems.
  • DEATH GUARD PSYKERS in your army can generate their Psychic Powers from the Fester Discipline.
  • Terminus Est Assault Force units in your army gain the Outbreak Assault ability, described below.

Outbreak Assault

There is no vector more grotesque than the Terminus Est, which delivers the foetid warriors of the Death Guard straight into the heart of the enemy.

When placing TERMINUS EST ASSAULT FORCE units into Strategic Reserves, do not use the table in the Warhammer 40,000 Core Book to determine how many Command points it costs. Instead, the Command points required to place TERMINUS EST ASSAULT FORCE units into Strategic Reserves is shown in the table below.

STRATEGIC RESERVES
COMBINED POWER RATING OF UNITS PLACED INTO STRATEGIC RESERVESCPs TO PLACE INTO STRATEGIC RESERVES
1-92
10-193
20-294
30-395
etc.etc.

If a TERMINUS EST ASSAULT FORCE BUBONIC ASTARTES unit is placed into Strategic Reserves, then in the Reinforcements step of one of your Movement phases, instead of arriving from Strategic Reserves as described in the Warhammer 40,000 Core Book, you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models.

Warlord Trait

If a TERMINUS EST ASSAULT FORCE CHARACTER model is your WARLORD, they can have the Warlord Trait below instead of one from another source.

HARBINGER OF DEATH (AURA)

This warlord stalks the battlefield like the grim shadow of death itself, instilling paralysing fear in his enemies and feeding off their despair.

While an enemy model with a Leadership characteristic of 7 or less is within 3" of this WARLORD:
  • That model’s unit cannot make use of the Objective Secured or any similar abilities.
  • That model’s unit cannot perform any Actions.
In addition, while one or more enemy models are in range of this aura, add 1 to this WARLORD's Attacks characteristic.

Stratagems

If your army is a Terminus Est Assault Force, you have access to these Stratagems, and can spend CPs to use them.

ROTTING TIDE2CP/3CP
Terminus Est Assault Force – Strategic Ploy Stratagem

The holds of the Terminus Est are crammed with hordes of mindless Poxwalkers to be unleashed on every world Typhus comes across.

Use this Stratagem in the Reinforcements step of your Movement phase. Select a TERMINUS EST ASSAULT FORCE POXWALKERS unit from your army that is below Half-strength and remove it from the battlefield, or select a TERMINUS EST ASSAULT FORCE POXWALKERS unit from your army that has been destroyed. Set up that unit at its Starting Strength, wholly within 6" of any battlefield edge other than the enemy’s battlefield edge and more than 9" away from any enemy models. You can only use this Stratagem once. If that unit has a Starting Strength of 10 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP.
UNLEASH THE HORDE2CP
Terminus Est Assault Force – Strategic Ploy Stratagem

When massed in sufficient numbers Poxwalkers are a formidable foe, with scores of grasping claws that soon find their way around the throats of the enemy.

Use this Stratagem in your Movement phase, when a TERMINUS EST ASSAULT FORCE POXWALKERS unit from your army is selected to move, or in the Fight phase, when a TERMINUS EST ASSAULT FORCE POXWALKERS unit from your army is selected to fight. Until the end of the turn, add 3" to the Move characteristic of all TERMINUS EST ASSAULT FORCE POXWALKER models in your army, and each time those models Pile in, they can move an additional 3".
PESTILENTIAL DROP2CP
Terminus Est Assault Force – Strategic Ploy Stratagem

Assault force troops arrive on the battlefield amid billowing clouds of pestilence, diseased Drop Pod exhaust fumes, the leaking effluence of landing crafts and rot blooms expelled directly from their foetid teleportation chambers.

Use this Stratagem in the Reinforcements step of your Movement phases, when you set up a TERMINUS EST ASSAULT FORCE unit from your army on the battlefield using the Outbreak Assault or Teleport Strike ability. Select one Contagion of Nurgle ability that unit has; until the end of the turn, the Contagion Range of that ability is 12" for that unit. This is not cumulative with any other abilities that increase Contagion Range.
CALLOUS DISREGARD2CP
Terminus Est Assault Force – Strategic Ploy Stratagem

Even when the hordes at the fore of an assault force have reached the enemy lines, the second wave simply opens fire, caring little for whether their shots hit friend or foe.

Use this Stratagem in your Shooting phase. Select one BUBONIC ASTARTES TERMINUS EST ASSAULT FORCE unit from your army that is eligible to shoot.
  • Until the end of the turn, models in that unit can target enemy units within Engagement Range of friendly POXWALKERS or PLAGUE FOLLOWERS units from your army.
  • Each time a model in that unit makes an attack against an enemy unit within Engagement Range of a friendly POXWALKERS or PLAGUE FOLLOWERS unit, subtract 1 from the hit roll, and if the hit roll is not successful, that attack scores a hit against that POXWALKERS or PLAGUE FOLLOWERS unit instead.

Fester Discipline

Before the battle, if every unit in your army has the TERMINUS EST ASSAULT FORCE keyword (excluding UNALIGNED units), you can generate the psychic powers for any DEATH GUARD PSYKER units from your army from the Fester discipline using the table below, instead of from the Contagion discipline from Codex: Death Guard (even TYPHUS can generate his psychic powers from the Fester discipline instead of from the Contagion discipline, if you so choose). You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER knows. Note that a model cannot know powers from both disciplines.

D6PSYCHIC POWER
1

GIFT OF INFECTION

The Insidious Blight is one of Nurgle’s favoured gifts, and with a deep exhalation of warp-tainted breath this selfless psyker bestows such a boon on those who would try to deny such a blessing by keeping their distance.

Malediction: Gift of Infection has a warp charge value of 7. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, subtract 1 from the Toughness characteristic of models in that unit (this is not cumulative with any Toughness penalties incurred from any Contagion of Nurgle abilities).

2

LUNGROT

The psykers daubs his helmet with a warp rune and immediately expels a deep, hacking cough. As he does, his foes are wracked by a paroxysm, causing them to stumble and double over while their lungs rapidly rot.

Malediction: Lungrot has a warp charge value of 7. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase:

  • That unit cannot Advance.
  • Each time that unit is selected to charge, only eligible units within 6" can be selected as the target of its charge.
  • Each time a charge roll is made for that unit, it cannot be re-rolled.

3

PERNICIOUS DOSE

Reciting the forty-nine contagions of Rottigor’s opus, the psyker can infuse the plagues coating his allies weapons with greater potency and fresh new maladies.

Blessing: Pernicious Dose has a warp charge value of 7. If manifested, select one friendly unit within 6" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack with a plague weapon, you can re-roll the hit roll.

4

NOXIOUS DISCHARGE

The psyker conjures a broiling gobbet of ectoplasmic disease in his palm before hurling it at his foes, infecting all caught in the splash and rotting their very souls.

Witchfire: Noxious Discharge has a warp charge value of 6. If manifested, select one enemy unit that is within 12" of and visible to this PSYKER:

  • That unit suffers 1 mortal wound
  • All units within 3" of that unit suffer 1 mortal wound (excluding NURGLE units).

5

ROTWIND

The psyker summons a foetid wind from the Garden of Nurgle itself - a gale of ages that blasts across the battlefield and buffets his foes, rusting their weapons, corroding ammunition casings and dulling the edges of cutting blades.

Malediction: Rotwind has a warp charge value of 7. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack, reduce the Armour Penetration characteristic of that attack by 2 (to a minimum of AP 0).

6

ACCELERATED ENTROPY

The psyker draws in a deep breath of warp power before locking eyes with his victim. As he exhales, his victim ages decades, then centuries.

Witchfire: Accelerated Entropy has a warp charge value of 7. If manifested, select one enemy model within 12" of and visible to this PSYKER. Both players then roll one D6 and add their model’s Toughness characteristic. If your result is higher than your opponent’s, that enemy model’s unit suffers 3 mortal wounds. If your result is double your opponent’s, or more than double your opponent’s, that enemy model’s unit suffers D3+3 mortal wounds instead.


Relics

If your army is led by a TERMINUS EST ASSAULT FORCE WARLORD, you can, when mustering your army, give one of the following Relics of Decay to a TERMINUS EST ASSAULT FORCE CHARACTER model from your army. Named characters cannot be given any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of Decay your models have on your army roster.

FILTH CENSERS

A stream of psychic incense billows from these censers, a noxious cloud of rotted soul vapour that attracts swarms of bloated fies from the Garden of Nurgle. The bearer harvests the innate virulence of these flies to bolster his own warp-gifted powers.

PSYKER model only. Add 6" to the range of Psychic powers manifested by the bearer (if a psychic power specifies two ranges, e.g. Noxious Discharge, add 6" to the first range specified in that psychic power).

MARK OF THE TERMINUS EST

The Harbingers proclaim that bony and mutated growths sprouting from those who spend long periods aboard the Terminus Est are blessings from the great ship itself. The truth of such beliefs is doubted by others in the Death Guard, yet the strength and resilience of those who bear this mark cannot be refuted.

  • Add 1 to the bearer’s Strength characteristic.
  • Each time an attack is made against the bearer, your opponent cannot re-roll the wound roll.
  • Once per battle, when a saving throw is failed for the bearer, you can use this ability. If you do, that saving throw is passed instead.

VOMIX’S VIRULENT BLIGHT

When the Plague Surgeon Garrus Vomix was wounded during the Dharkstar World Blightings, he used the shredded remnants of his cancerous secondary heart to incubate and create a foul elixir. Whilst the elixir does not itself contain any mortal pathogens, it ensures that those touched by any other disease will be unable to escape such gifts.

Model equipped with a plague weapon only. During deployment, select one plague weapon the bearer is equipped with. That weapon gains the following ability:

‘Each time the bearer shoots or fights, after making its attacks, select one enemy unit that lost any wounds as a result of an attack made with this weapon, then select one Contagion of Nurgle ability the bearer has. Until the end of the battle, that enemy unit is always considered to be within Contagion Range of that ability’.

CANKER

This ancient plasma pistol was wielded during the Great Crusade to noble effect, but as the Terminus Est and all aboard succumbed to rot and corruption, so too did this artificer weapon. Since then, its sickly glow has been shed across half the galaxy.

Model equipped with a plasma pistol only. This Relic replaces a plasma pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Canker
Canker
18"
Pistol 1
9
-4
3
Abilities: Plague Weapon

ROTGRIP

This power fist slowly fuses with its bearer melding into their flesh and sending proboscis-like tubes deep into rotten tissue to imbibe from the plague-laden blood within. So infused, Rotgrip strikes as easily and as deftly as the owner’s own fist would, liquefying victims within its diseased energy field.

Model equipped with a power fist or plague claw only. This Relic replaces a power fist or plague claw and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Rotgrip
Rotgrip
Melee
Melee
x3
-3
2
Abilities: Plague Weapon

REAPER OF MISERY

Reaper of Misery is stored within the armoury of the Terminus Est, and bestowed upon a chosen champion whenever the weak must be culled from a world with all due haste. It is not a glorious weapon, but a tool used to spread death and misery swiftly and so further Nurgles great work.

Model equipped with a manreaper or plaguereaper only. This Relic replaces a manreaper or plaguereaper and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Reaper of Misery
Reaper of Misery
Melee
Melee
+2
-3
1
Abilities: Plague Weapon. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

RAIMENT OF ATROPHY

This cloak, fashioned from the flayed skin of a dozen Inquisitors, has been thrice-soaked in the plague vats aboard the Terminus Est. It is saturated with daemonic and diseases, and the bearer of it spreads contagion with every sweeping gesture.

For the purposes of determining the Contagion Range of this model’s Contagion of Nurgle abilities, treat the current battle round number as one higher than it actually is. This is not cumulative with any other rule that allows the bearer to treat the current battle round higher than it is.


Relics of Decay

If your army is led by a DEATH GUARD WARLORD, you can, when mustering your army, give one of the following Relics of Decay to a DEATH GUARD CHARACTER model from your army. Named characters and VEHICLE models cannot be given any of the following Relics.

When a model from your army is given a Relic of Decay, replace all instances of the <PLAGUE COMPANY> keyword in that Relics rules (if any) with the name of the plague company that your model is from.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of Decay your models have on your army roster.

DAEMON’S TOLL

With its discordant note, the Daemon’s Toll summons mutated tendrils and warp insects to ensnare, trap and harass the foe.

NOXIOUS BLIGHTBRINGER model only. Once per battle, at the start of your opponents Movement phase, the bearer can use this Relic. If it does, select one enemy unit within 6". Until the end of the phase, each time that unit is selected to Fall Back, roll one D6: on a 2+, that unit cannot Fall Back and must Remain Stationary instead.

FUGARIS’ HELM

He who dons this helm becomes a living magnet for Daemon flies. These foul insects echo his words with the susurrus of their wings and chitinous bodies, turning his voice into a pestilential roar.

Add 3" to the range of the bearers aura abilities (to a maximum of 12").

PLAGUE SKULL OF GLOTHILA

This oversized deaths head was once the skull of the Chaos Lord Glothila, whose dying wish was to become a weapon of purest evil.

Once per battle, at the end of your Movement phase, the bearer can use this Relic. If it does, select one enemy unit within 6" of the bearer and roll seven D6s: for each 4-5, that unit suffers 1 mortal wound; for each 6, that unit suffers D3 mortal wounds.

PLAGUEBRINGER

This blade originally played host to the souls of a trio of Beasts of Nurgle. However, they were trapped so long that they pupated, and so now the weapon contains the souls of three Rot Flies.

Model equipped with a balesword, daemonic plague blade, plague knife or power sword only. This Relic replaces a balesword, daemonic plague blade, plague knife or power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Plaguebringer
Plaguebringer
Melee
Melee
+2
-3
2
Abilities: Plague Weapon. Each time a model is destroyed as a result of an attack made with this weapon, that model counts as two destroyed models for the purposes of Morale tests this turn.

PUTRID PERIAPT

Plucked from the gut of one of Horticulous Slimux’s own Beasts of Nurgle, this amulet reacts to witchery by releasing clouds of warpspores that seed the flesh of Nurgle’s faithful with fecund vitality.

MALIGNANT PLAGUECASTER or TERMINATOR SORCERER model only.
  • The bearer knows one additional psychic power from any discipline it has access to.
  • Once per battle, after successfully manifesting a psychic power, the bearer can regain up to D3 lost wounds.

REAPER OF GLORIOUS ENTROPY

The blade of this ancient scythe is razor sharp. The acids that leak from its handle hone the weapon’s blade and burn through any armour they touch.

Model equipped with a manreaper or plaguereaper only. This Relic replaces a manreaper or plaguereaper and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Reaper of Glorious Entropy
Reaper of Glorious Entropy
Melee
Melee
x2
-3
3
Abilities: Plague Weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

REVOLTING STENCH-VATS

Buried in the Blightspawn’s torso, these vats emit an incredibly foul odour.

FOUL BLIGHTSPAWN model only. The bearer has the following ability:

Revolting Stench (Aura): While an enemy unit is within 6" of the bearer, that unit cannot make use of any rules that allow it to fight first and never counts as having made a charge move this turn, irrespective of any abilities that unit may have.’

SUPPURATING PLATE

This bloated power armour is riddled with pipes full of corrosive pus. Whenever an enemy’s weapon so much as nicks its surface, foul fluids jet out that eat away at metal and flesh alike.

  • The bearer has a Save characteristic of 2+.
  • Each time an enemy unit fights, after it makes its attacks, if the bearer lost any wounds as a result of those attacks, roll one D6: on a 2+, that unit suffers 1 mortal wound.

TOLLKEEPER

This device is so saturated with plagues that tallying the slain with it causes unclean outbreaks to erupt amongst their comrades.

TALLYMAN model only. The bearer has the following ability:

Tollkeeper (Aura): While a friendly <PLAGUE COMPANY> CORE unit is within 6" of the bearer, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.’


Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Pistols). When this is the case, the unit may take any item from the appropriate list below.

PISTOLS

 • Bolt pistol

 • Plasma pistol

COMBI-WEAPONS

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

MELEE WEAPONS

 • Chainaxe

 • Astartes chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Acid spit
Acid spit
8"
Pistol 1
User
-1
1
-
+20
Aiolos missile launcher
+20
Aiolos missile launcher
48"
Heavy 3D3
6
-1
1
Blast
Blast
Anvillus autocannon battery
Anvillus autocannon battery
36"
Heavy 8
7
-2
2
-
Arachnus heavy lascannon battery
Arachnus heavy lascannon battery
48"
Heavy 2
9
-3
D3+3
-
+10
Autocannon
+10
Autocannon
48"
Heavy 2
7
-1
2
-
Autogun
Autogun
24"
Rapid Fire 1
3
0
1
-
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
Belly-flamer
Belly-flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Bile maw
Bile maw
18"
Assault D6
7
-1
1
Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
Bile spurt
Bile spurt
12"
Assault D3
6
-1
1
Blast. Plague Weapon. This weapon can be used to make attacks against an enemy unit within Engagement Range of the bearer’s unit.
Blast. Plague Weapon. This weapon can be used to make attacks against an enemy unit within Engagement Range of the bearer’s unit.
Blight grenades
Blight grenades
6"
Grenade D6
4
0
1
Blast. Plague Weapon
Blast. Plague Weapon
+5..10
Blight launcher
+5..10
Blight launcher
24"
Assault 2
6
-2
2
Plague Weapon
Plague Weapon
Blightreaper cannon
Blightreaper cannon
36"
Heavy 4
7
-2
1
Plague Weapon
Plague Weapon
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+20
Boreas air defence missiles
+20
Boreas air defence missiles
48"
Heavy 1
9
-3
D6
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Cerberus neutron pulse array
Cerberus neutron pulse array
48"
Heavy 4
14
-4
2D3
Each time an attack made with this weapon is allocated to a model, if the bearer Remained Stationary in your previous Movement phase, that attack has a Damage characteristic of 6.
Each time an attack made with this weapon is allocated to a model, if the bearer Remained Stationary in your previous Movement phase, that attack has a Damage characteristic of 6.
+0..5
Combi-bolter
+0..5
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
+5..10
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+5..10
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
+5..10
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+5..10
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5..10
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+5..10
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+0..5
Conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
+0..5
Conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Short range
 - Short range
0"-24"
Heavy D3
6
-1
2
Blast
Blast
 - Medium range
 - Medium range
24"-48"
Heavy D3
7
-2
3
Blast
Blast
 - Long range
 - Long range
48"-72"
Heavy D3
8
-3
4
Blast
Blast
+20
Cyclonic melta lance
+20
Cyclonic melta lance
18"
Heavy D6
9
-4
D6
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Decimator butcher cannon
Decimator butcher cannon
36"
Heavy 4
7
-2
2
-
Decimator conversion beamer
Before selecting targets, select one of the profiles below to make attacks with.
Decimator conversion beamer
Before selecting targets, select one of the profiles below to make attacks with.
 - Short range
 - Short range
0"-24"
Heavy D3
6
-1
2
Blast
Blast
 - Medium range
 - Medium range
24"-48"
Heavy D3
7
-2
3
Blast
Blast
 - Long range
 - Long range
48"-72"
Heavy D3
8
-3
4
Blast
Blast
Defiler cannon
Defiler cannon
72"
Heavy D6
8
-2
3
Blast
Blast
Demolisher cannon
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
Dreadhammer siege cannon
Dreadhammer siege cannon
24"
Heavy 2D6
10
-4
3
Blast
Blast
+5
Entropy cannon
+5
Entropy cannon
36"
Heavy 1
8
-4
D3+3
Plague Weapon
Plague Weapon
Fellblade accelerator cannon
Before selecting targets, select one of the profiles below to make attacks with.
Fellblade accelerator cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - HE shells
 - HE shells
72"
Heavy 2D6
8
-3
2
Blast
Blast
 - AE shells
 - AE shells
72"
Heavy 2
14
-4
6
-
+5
Flamer
+5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
Grav-flux bombard
Grav-flux bombard
24"
Heavy 2D3
8
-3
2
Blast. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Blast. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
+5
Graviton blaster
+5
Graviton blaster
18"
Assault 2
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Graviton cannon
Graviton cannon
36"
Heavy D6
6
-3
2
Blast. When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 3 instead of 2.
Blast. When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 3 instead of 2.
+0..5
Havoc launcher
+0..5
Havoc launcher
48"
Heavy D6
5
0
1
Blast
Blast
+10
Heavy blight launcher
+10
Heavy blight launcher
36"
Assault 6
6
-3
2
Plague Weapon
Plague Weapon
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
Heavy flamer
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Heavy slugger
Heavy slugger
36"
Heavy 4
5
-1
1
-
+5
Heavy stubber
+5
Heavy stubber
36"
Heavy 3
4
0
1
-
Helbrute plasma cannon
Helbrute plasma cannon
36"
Heavy D3
8
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
+10
Hellfire plasma carronade
Before selecting targets, select one of the profiles below to make attacks with.
+10
Hellfire plasma carronade
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy 6
7
-3
2
-
 - Supercharge
 - Supercharge
36"
Heavy 6
8
-3
3
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Hellflamer
Hellflamer
12"
Heavy D6
5
-1
2
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+25
Hellforged cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+25
Hellforged cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
36"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-2
D6
-
Hellforged heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Hellforged heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+5
Hellforged hunter-killer missile
+5
Hellforged hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hellforged hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hellforged hunter-killer missile it is equipped with once per battle.
+10
Hellforged kheres-pattern assault cannon
+10
Hellforged kheres-pattern assault cannon
24"
Heavy 6
7
-1
1
-
+5
Hellforged plasma blaster
Before selecting targets, select one of the profiles below to make attacks with.
+5
Hellforged plasma blaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
 - Supercharge
18"
Assault 2
8
-3
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Hellforged typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Hellforged typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-
Hellstrike missile battery
Hellstrike missile battery
72"
Heavy 4
8
-3
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Herakles-pattern autocannon
Herakles-pattern autocannon
48"
Heavy 6
7
-2
3
-
Hyper blight grenade
Hyper blight grenade
6"
Grenade D6
4
-1
2
Blast. Plague Weapon
Blast. Plague Weapon
+20
Infernus cannon
+20
Infernus cannon
18"
Heavy 2D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Injector pistol
Injector pistol
3"
Pistol 1
4
-1
1
Plague Weapon. Each time an attack is made with this weapon against an INFANTRY, CAVALRY or BEASTS unit, if the attack successfully wounds the target, it inflicts D3 mortal wounds in addition to any normal damage.
Plague Weapon. Each time an attack is made with this weapon against an INFANTRY, CAVALRY or BEASTS unit, if the attack successfully wounds the target, it inflicts D3 mortal wounds in addition to any normal damage.
Kharybdis storm launcher
Before selecting targets, select one of the profiles below to make attacks with.
Kharybdis storm launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
36"
Heavy 2D6
4
-1
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-3
D6
-
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
+0..35
Laser destroyer
+0..35
Laser destroyer
36"
Heavy 3
10
-4
D3+3
-
Laser volley cannon
Before selecting targets, select one of the profiles below to make attacks with.
Laser volley cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Volley fire
 - Volley fire
36"
Heavy 3
9
-3
D3+3
-
 - Overcharge fire
 - Overcharge fire
36"
Heavy 3
10
-4
6
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, if the bearer did not Remain Stationary in your previous Movement phase, it suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, if the bearer did not Remain Stationary in your previous Movement phase, it suffers 1 mortal wound after shooting with this weapon.
+25
Magna-melta cannon
+25
Magna-melta cannon
36"
Heavy 2D3
8
-4
D6
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+0..10
Meltagun
+0..10
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
+0..25
Multi-melta
+0..25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Noxious stink
Noxious stink
6"
Heavy 2D6
4
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Orb of desiccation
+5
Orb of desiccation
6"
Grenade 3D3
4
-1
2
Blast. Plague Weapon. The bearer can only shoot with this weapon once per battle.
Blast. Plague Weapon. The bearer can only shoot with this weapon once per battle.
Phosphex bombs
Phosphex bombs
6"
Grenade 2D6
5
-1
1
Blast
Blast
+5
Plague belcher
+5
Plague belcher
12"
Assault D6
4
0
1
Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
+5..10
Plague spewer
+5..10
Plague spewer
12"
Heavy D6
5
-1
1
Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
Plague sprayer
Plague sprayer
12"
Assault D6
7
-3
2
Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
Plagueburst mortar
Plagueburst mortar
48"
Heavy D6
8
-2
2
Blast. Plague Weapon. This weapon can target units that are not visible to the bearer.
Blast. Plague Weapon. This weapon can target units that are not visible to the bearer.
Plaguespitter
Plaguespitter
12"
Assault D6
6
-1
1
Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Plaguespurt gauntlet
+5
Plaguespurt gauntlet
12"
Pistol D6
3
0
1
Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
+15
Plasma destroyer
Before selecting targets, select one of the profiles below to make attacks with.
+15
Plasma destroyer
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-4
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-4
2
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+10
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
+10
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+0..5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+0..5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Pox pistol
Pox pistol
12"
Pistol 2
4
-2
2
-
Predator autocannon
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
Punisher rotary cannon
Punisher rotary cannon
36"
Heavy 18
6
-1
1
-
+0..30
Quad heavy bolter
+0..30
Quad heavy bolter
36"
Heavy 12
5
-1
2
-
Quad lascannon
Quad lascannon
48"
Heavy 4
9
-3
D6
-
+0..35
Quad launcher
Before selecting targets, select one of the profiles below to make attacks with.
+0..35
Quad launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Shatter shells
 - Shatter shells
24"
Heavy 4
8
-2
3
-
 - Thunderfire shells
 - Thunderfire shells
60"
Heavy 4D3
4
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
+0..5
Reaper autocannon
+0..5
Reaper autocannon
36"
Heavy 4
7
-2
1
-
Rothail volley gun
Rothail volley gun
24"
Rapid Fire 3
6
-1
1
-
Scorpius multi-launcher
Scorpius multi-launcher
48"
Heavy 3D3
6
-2
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
Shotgun
Shotgun
18"
Assault 2
3
0
1
-
Sicaran laser cannon
Sicaran laser cannon
48"
Heavy 3
12
-3
D6
Each time an attack made with this weapon is allocated to a model, if the bearer Remained Stationary in its previous Movement phase, that attack has a Damage characteristic of 6.
Each time an attack made with this weapon is allocated to a model, if the bearer Remained Stationary in its previous Movement phase, that attack has a Damage characteristic of 6.
Siege melta array
Siege melta array
24"
Heavy 6
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Skyreaper battery
Skyreaper battery
48"
Heavy 8
7
-2
2
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4.
+10
Soulburner petard
+10
Soulburner petard
24"
Assault 2D3
1
0
1
Each time the bearer shoots, if any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 2+ inflicts 1 mortal wound on the target and the attack sequence ends.
Each time the bearer shoots, if any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 2+ inflicts 1 mortal wound on the target and the attack sequence ends.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+10
Storm cannon
+10
Storm cannon
36"
Heavy 8
7
-1
2
-
+20
Storm Eagle multi-melta
+20
Storm Eagle multi-melta
24"
Heavy 4
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Storm laser
Storm laser
36"
Assault 6
6
-2
1
-
Terrax combi-bolter
Terrax combi-bolter
24"
Rapid Fire 2
4
0
1
-
Terrax heavy flamer
Terrax heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Terrax melta cutter
Terrax melta cutter
12"
Heavy 5
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
The Lantern
The Lantern
12"
Pistol 1
8
-3
3
Each time an attack is made with this weapon, if a hit is scored, draw a straight line between the closest point of this model’s base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over.
Each time an attack is made with this weapon, if a hit is scored, draw a straight line between the closest point of this model’s base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over.
Thunderhawk heavy cannon
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D3+2
Blast
Blast
Turbo-laser destructor
Turbo-laser destructor
96"
Heavy 3
16
-5
6
-
+30
Twin autocannon
+30
Twin autocannon
48"
Heavy 4
7
-1
2
-
Twin avenger bolt cannon
Twin avenger bolt cannon
36"
Heavy 10
6
-2
2
-
Twin Falchion volcano cannon
Twin Falchion volcano cannon
120"
Heavy 2D3
14
-5
6
Blast. Each time an attack is made with this weapon against a TITANIC unit, you can re-roll the wound roll.
Blast. Each time an attack is made with this weapon against a TITANIC unit, you can re-roll the wound roll.
+0..30
Twin heavy bolter
+0..30
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+0..20
Twin heavy flamer
+0..20
Twin heavy flamer
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+0..15
Twin hellforged autocannon
+0..15
Twin hellforged autocannon
48"
Heavy 4
7
-1
2
-
+20
Twin hellforged multi-melta
+20
Twin hellforged multi-melta
24"
Heavy 4
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Twin hellstrike launcher
Twin hellstrike launcher
72"
Heavy 2
8
-3
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
+0..40
Twin lascannon
+0..40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
Twin plague spewer
Twin plague spewer
12"
Heavy 2D6
5
-1
1
Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Twin Terrax volkite charger
+5
Twin Terrax volkite charger
20"
Heavy 4
5
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Twin volkite caliver
Twin volkite caliver
30"
Heavy 4
5
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
+0..5
Twin volkite culverin
+0..5
Twin volkite culverin
45"
Heavy 8
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Unholy death’s head grenade
Unholy death’s head grenade
6"
Grenade 2D6
5
-1
1
Blast. Plague Weapon. The bearer can only shoot with this weapon once per battle.
Blast. Plague Weapon. The bearer can only shoot with this weapon once per battle.
Vengeance launcher
Vengeance launcher
48"
Heavy 2D6
6
-1
1
Blast
Blast
+10
Volkite falconet battery
+10
Volkite falconet battery
36"
Heavy 6
8
-2
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addition to any normal damage.
Xiphon missile battery
Xiphon missile battery
60"
Heavy 3
7
-2
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Attendants’ claws and teeth
Attendants’ claws and teeth
Melee
Melee
2
0
1
Plague Weapon. Each time the bearer fights, it makes D6 additional attacks with this weapon.
Plague Weapon. Each time the bearer fights, it makes D6 additional attacks with this weapon.
+0..10
Balesword
+0..10
Balesword
Melee
Melee
+1
-3
1
Plague Weapon
Plague Weapon
Blade struts
Blade struts
Melee
Melee
x2
-4
3
-
Bloodsucking proboscis
Bloodsucking proboscis
Melee
Melee
User
0
1
Each unmodified hit roll of 6 made for an attack with this weapon scores 2 hits.
Each unmodified hit roll of 6 made for an attack with this weapon scores 2 hits.
Brutal assault weapon
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
+0..3
Bubotic axe
+0..3
Bubotic axe
Melee
Melee
+2
-2
1
Plague Weapon
Plague Weapon
+0..1
Chainaxe
+0..1
Chainaxe
Melee
Melee
+1
-1
1
-
+10..15
Chainfist
+10..15
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Corrupted staff
Corrupted staff
Melee
Melee
+3
-1
D3
Plague Weapon
Plague Weapon
Crushing tracks
Crushing tracks
Melee
Melee
User
-2
D3
-
Cursed plague bell
Cursed plague bell
Melee
Melee
User
-1
2
Plague Weapon
Plague Weapon
+10
Daemonic axe
+10
Daemonic axe
Melee
Melee
+2
-2
3
-
Daemonic plague blade
Daemonic plague blade
Melee
Melee
+1
-1
1
Plague Weapon
Plague Weapon
Decimator claw
Decimator claw
Melee
Melee
x2
-3
3
-
Defiler claws
Defiler claws
Melee
Melee
x2
-3
D6
-
+10
Defiler scourge
+10
Defiler scourge
Melee
Melee
+4
-2
2
Each time the bearer fights, it makes 3 additional attacks with this weapon.
Each time the bearer fights, it makes 3 additional attacks with this weapon.
Diseased claws and fangs
Diseased claws and fangs
Melee
Melee
User
0
1
Re-roll wound rolls of 1 for this weapon.
Re-roll wound rolls of 1 for this weapon.
Fanged maw and stinger
Fanged maw and stinger
Melee
Melee
User
-1
1
-
+5..10
Flail of corruption
+5..10
Flail of corruption
Melee
Melee
+1
-2
2
Plague Weapon. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Plague Weapon. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
+5
Fleshmower
+5
Fleshmower
Melee
Melee
+1
-2
2
Plague Weapon. Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Plague Weapon. Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Fleshripper claws
Fleshripper claws
Melee
Melee
+1
-2
2
-
Force axe
Force axe
Melee
Melee
+2
-2
D3
-
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
Force sword
Force sword
Melee
Melee
+1
-3
D3
-
Gnashing maw
Gnashing maw
Melee
Melee
User
-2
1
Plague Weapon
Plague Weapon
+10
Great plague cleaver
+10
Great plague cleaver
Melee
Melee
x2
-3
D6
Plague Weapon. Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Plague Weapon. Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Greater plague probe
Greater plague probe
Melee
Melee
User
-2
1
Plague Weapon
Plague Weapon
Helbrute fist
Helbrute fist
Melee
Melee
x2
-3
3
Each time the bearer fights, if it is equipped with 2 Helbrute fists, it makes 1 additional attack with this weapon.
Each time the bearer fights, if it is equipped with 2 Helbrute fists, it makes 1 additional attack with this weapon.
Helbrute hammer
Helbrute hammer
Melee
Melee
x2
-4
D6
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+5
Hellforged Dreadnought chainfist
+5
Hellforged Dreadnought chainfist
Melee
Melee
x2
-4
2D3
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6.
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6.
Hellforged Dreadnought combat weapon
Hellforged Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
+10
Hellforged sword
+10
Hellforged sword
Melee
Melee
+1
-3
3
-
Hideous mutations
Hideous mutations
Melee
Melee
User
-2
2
-
Hideous mutations
Hideous mutations
Melee
Melee
User
-2
2
-
Horrifying mutations
Horrifying mutations
Melee
Melee
User
-2
1
Plague Weapon
Plague Weapon
Improvised weapon
Improvised weapon
Melee
Melee
User
0
1
-
Leviathan siege claw
Leviathan siege claw
Melee
Melee
x2
-3
3
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Leviathan siege drill
Leviathan siege drill
Melee
Melee
x2
-4
2D3
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6.
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6.
+0..5
Lightning claw
+0..5
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
+5
Mace of contagion
+5
Mace of contagion
Melee
Melee
+2
-1
3
Plague Weapon. Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Plague Weapon. Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Malefic talons
Malefic talons
Melee
Melee
User
-1
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Manreaper
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Manreaper
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Cleave
 - Cleave
Melee
Melee
+3
-3
2
Plague Weapon. Each time an attack is made with this weapon profile, subtract 1 from that attack’s hit roll.
Plague Weapon. Each time an attack is made with this weapon profile, subtract 1 from that attack’s hit roll.
 - Scythe
 - Scythe
Melee
Melee
+1
-1
1
Plague Weapon. Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Plague Weapon. Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Master-crafted manreaper
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Master-crafted manreaper
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Cleave
 - Cleave
Melee
Melee
+3
-3
3
Plague Weapon. Each time an attack is made with this weapon profile, subtract 1 from that attack’s hit roll.
Plague Weapon. Each time an attack is made with this weapon profile, subtract 1 from that attack’s hit roll.
 - Scythe
 - Scythe
Melee
Melee
+1
-1
1
Plague Weapon. Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Plague Weapon. Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Melta array
Melta array
Melee
Melee
8
-4
D6+2
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than one attack can be made with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than one attack can be made with this weapon.
Mutated limbs and improvised weapons
Mutated limbs and improvised weapons
Melee
Melee
User
-1
1
-
Nurglings’ claws and teeth
Nurglings’ claws and teeth
Melee
Melee
2
0
1
When the bearer fights, it makes D6 additional attacks with this weapon and no more than those D6 attacks can be made with this weapon. When resolving an attack made with this weapon, re-roll a wound roll of 1.
When the bearer fights, it makes D6 additional attacks with this weapon and no more than those D6 attacks can be made with this weapon. When resolving an attack made with this weapon, re-roll a wound roll of 1.
Plague claw
Plague claw
Melee
Melee
x2
-3
2
Plague Weapon. Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Plague Weapon. Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Plague cleaver
Plague cleaver
Melee
Melee
User
-2
2
Re-roll wound rolls of 1 for this weapon.
Re-roll wound rolls of 1 for this weapon.
Plague knife
Plague knife
Melee
Melee
User
-1
1
Plague Weapon
Plague Weapon
Plague probe
Plague probe
Melee
Melee
User
-2
1
Plague Weapon
Plague Weapon
Plaguereaper
Plaguereaper
Melee
Melee
x2
-3
3
Plague Weapon. Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Plague Weapon. Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+0..5
Power axe
+0..5
Power axe
Melee
Melee
+2
-2
1
-
+5..10
Power fist
+5..10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+5
Power maul
+5
Power maul
Melee
Melee
+3
-1
1
-
Power scourge
Power scourge
Melee
Melee
+1
-2
2
Each time the bearer fights, it makes 3 additional attacks with this weapon.
Each time the bearer fights, it makes 3 additional attacks with this weapon.
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
Silence
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Silence
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Eviscerating blow
 - Eviscerating blow
Melee
Melee
x2
-4
D3+3
Plague Weapon
Plague Weapon
 - Reaping scythe
 - Reaping scythe
Melee
Melee
User
-2
1
Plague Weapon. Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
Plague Weapon. Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
Spawning barb
Spawning barb
Melee
Melee
User
0
1
Each unmodified hit roll of 6 made for this weapon automatically results in a wound (do not make a wound roll for that attack).
Each unmodified hit roll of 6 made for this weapon automatically results in a wound (do not make a wound roll for that attack).
Tainted force blade
Tainted force blade
Melee
Melee
+1
-2
2
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
Termite drill
Termite drill
Melee
Melee
x2
-4
D3+3
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+6.
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+6.

Other Wargear

OTHER WARGEAR
ABILITIES 
+15
Chimes of contagion
Add 3" to the Contagion Range of all Contagion abilities that the bearer’s unit has (to a maximum of 12").
+15
Chimes of contagion
Add 3" to the Contagion Range of all Contagion abilities that the bearer’s unit has (to a maximum of 12").
+15
Explorator augury web
Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of the bearer. The bearer has a transport capacity of 6 DEATH GUARD INFANTRY models, instead of 10.
+15
Explorator augury web
Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of the bearer. The bearer has a transport capacity of 6 DEATH GUARD INFANTRY models, instead of 10.
+35
Foetid wings
The bearer has a Move characteristic of 10" and the FLY keyword.
+35
Foetid wings
The bearer has a Move characteristic of 10" and the FLY keyword.
+15
Heavy armour
The bearer has a 5+ invulnerable save.
+15
Heavy armour
The bearer has a 5+ invulnerable save.
+10
Icon of despair
In your Morale phase, roll one D6 for each enemy unit within Engagement Range of the bearer’s unit: on a 4+, that enemy unit suffers 1 mortal wound.
+10
Icon of despair
In your Morale phase, roll one D6 for each enemy unit within Engagement Range of the bearer’s unit: on a 4+, that enemy unit suffers 1 mortal wound.
Infernal bomb
Once per turn, if the bearer has any infernal bombs remaining, it can drop one of them. Immediately after the bearer has moved, you can select one point on the battlefield the bearer moved across this phase. Roll one D6 for each unit within 6" of that point, subtracting 1 if that model is a CHARACTER (excluding VEHICLE or MONSTER units): on a 4-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds. Each infernal bomb can only be dropped once per battle.
Infernal bomb
Once per turn, if the bearer has any infernal bombs remaining, it can drop one of them. Immediately after the bearer has moved, you can select one point on the battlefield the bearer moved across this phase. Roll one D6 for each unit within 6" of that point, subtracting 1 if that model is a CHARACTER (excluding VEHICLE or MONSTER units): on a 4-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds. Each infernal bomb can only be dropped once per battle.
+10
Sigil of decay
Each time an attack is made with a bolt weapon by a model in the bearer’s unit, an unmodified hit roll of 6 automatically wounds the target.
+10
Sigil of decay
Each time an attack is made with a bolt weapon by a model in the bearer’s unit, an unmodified hit roll of 6 automatically wounds the target.
Thermal jet array
After the bearer has moved, you can select one unit this model moved across and roll one D6, subtracting 1 from the roll if that unit has the CHARACTER keyword: on a 2-4, that unit suffers D3 mortal wounds; on a 5+, that unit suffers 2D3 mortal wounds.
Thermal jet array
After the bearer has moved, you can select one unit this model moved across and roll one D6, subtracting 1 from the roll if that unit has the CHARACTER keyword: on a 2-4, that unit suffers D3 mortal wounds; on a 5+, that unit suffers 2D3 mortal wounds.
Thermal jets
After the bearer has moved, you can select one unit the bearer moved across and roll one D6, subtracting 2 from the roll if that unit has the CHARACTER keyword: on a 2-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds.
Thermal jets
After the bearer has moved, you can select one unit the bearer moved across and roll one D6, subtracting 2 from the roll if that unit has the CHARACTER keyword: on a 2-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds.
Thunderhawk cluster bombs
Once per battle, after the bearer has moved, you can select one unit the bearer moved across. Roll six D6s for each VEHICLE or MONSTER model in that unit and roll one D6 for each other model in that unit (to a maximum of 18): for each 4+, that unit suffers 1 mortal wound.
Thunderhawk cluster bombs
Once per battle, after the bearer has moved, you can select one unit the bearer moved across. Roll six D6s for each VEHICLE or MONSTER model in that unit and roll one D6 for each other model in that unit (to a maximum of 18): for each 4+, that unit suffers 1 mortal wound.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Bolt Weapons
A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt pistol etc.), and any Relic that replaces a bolt weapon. Rules that apply to bolt weapons only apply to the boltgun profile of combi-weapons, and the boltgun profile of Relics that replace combi-weapons.
Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Bolt Weapons
A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt pistol etc.), and any Relic that replaces a bolt weapon. Rules that apply to bolt weapons only apply to the boltgun profile of combi-weapons, and the boltgun profile of Relics that replace combi-weapons.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Plague Weapon

Revolting toxins and infectious slime weeps from this weapon in a ceaseless stream. Even shallow cuts or glancing blows will leave the enemy’s flesh seething with incurable diseases.

Each time an attack is made with this weapon, re-roll a wound roll of 1.

The VULGRAR THRICE-CURSED keyword is used in following Death Guard datasheets:

The PLAGUE MARINES keyword is used in following Death Guard datasheets:

The POXWALKERS keyword is used in following Death Guard datasheets:

Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

The PLAGUE FOLLOWERS keyword is used in following Death Guard datasheets:

The BUBONIC ASTARTES, CORE and INFANTRY keywords are used in following Death Guard datasheets:

The POXWALKERS keyword is used in following Death Guard datasheets:

The PLAGUE MARINES keyword is used in following Death Guard datasheets:

The BLIGHTLORD TERMINATORS keyword is used in following Death Guard datasheets:

The DEATH GUARD and CULTISTS keywords are used in following Death Guard datasheets:

The LORD OF THE DEATH GUARD keyword is used in following Death Guard datasheets:

The DAEMON PRINCE keyword is used in following Death Guard datasheets:

The FOETID VIRION keyword is used in following Death Guard datasheets:

Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Plague Weapon

Revolting toxins and infectious slime weeps from this weapon in a ceaseless stream. Even shallow cuts or glancing blows will leave the enemy’s flesh seething with incurable diseases.

Each time an attack is made with this weapon, re-roll a wound roll of 1.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
DEADLY PATHOGENS1RP

The champion’s weapon is imbued with one of Nurgle’s most foul diseases, making it all the more infectious.

Purchase this Requisition when you add one of the following to your Order of Battle, or when one of the following in your Crusade force gains a rank:
  • DEATH GUARD CHARACTER model (excluding named characters)
  • Unit containing a BUBONIC ASTARTES model that has the word ‘Champion’ in its profile
That CHARACTER model, or that model with the word ‘Champion’ in their profile, is upgraded to have one Deadly Pathogen; increase the unit’s Power Rating by 1 and make a note on its Crusade card of the Deadly Pathogen it was upgraded with and which plague weapon was upgraded. A model can never have more than one Deadly Pathogen. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
BEFOULED INCUBATORS1CP
Death Guard – Epic Deed Stratagem

Those fighting the Death Guard soon became carriers of disease, even if the plagues do not kill them outright. On occasion their plague boils up inside them, so that when they are struck down, they burst.

Use this Stratagem in the Fight phase, when a DEATH GUARD CHARACTER model from your army is selected to fight. Until the end of the phase, each time an enemy model is destroyed by an attack made by that model, roll one D6: on a 3+, that enemy model’s unit suffers 1 mortal wound after your model has resolved all of its attacks (a maximum of 3 mortal wounds can be inflicted per phase via this Stratagem).
Number of Attacks (melee)
When a model fights, it will make a number of attacks. You make one hit roll for each attack being made (see Making Attacks).

The number of attacks a model makes is determined by its Attacks (A) characteristic, which can be found on its datasheet. For example, if a model has an A of 2, it can make two attacks.

  • Number of attacks made by each model that can fight = A.
Contagions of Nurgle

The Death Guard are carriers of countless infections and contagions, each a gift from Nurgle. Whenever they march to war, these diseases spread, contaminating all around, sapping the strength of its victims, draining them of energy, withering their muscles and overwhelming their immune system. Such is its malefic nature, they can even undo metallic bonds, alien psychic materials and all manner of other elements and components, rendering even armoured vehicles vulnerable.

If every unit from your army has the DEATH GUARD keyword (excluding UNALIGNED units), this unit gains the following ability:

Nurgle’s Gift (Contagion): While an enemy unit is within Contagion Range of this unit (see below), subtract 1 from the Toughness characteristic of models in that enemy unit.

Contagion Abilities
Contagion abilities affect enemy models or units within Contagion Range - this changes with the battle round number, increasing as the battle progresses, as shown in the table below. The effects of multiple, identically named Contagion abilities is not cumulative (i.e. if an enemy unit is within range of two models with the same Contagion ability, that Contagion ability only applies to the enemy unit once). Note, that while similar in many regards to Aura abilities, Contagion abilities are not affected by abilities that affect Aura abilities, and vice-versa.

BATTLE ROUND NUMBERCONTAGION RANGE
11"
23"
36"
4+9"

The MORTARION keyword is used in following Death Guard datasheets:

Lords of War
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The HARBINGERS and POXWALKERS keywords are used in following Death Guard datasheets:

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range}.
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The WRETCHED and MALIGNANT PLAGUECASTER keywords are used in following Death Guard datasheets:

Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The POXMONGERS and DAEMON ENGINE keywords are used in following Death Guard datasheets:

Elites
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The FERRYMEN and FOETID VIRION keywords are used in following Death Guard datasheets:

Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Plague Weapon

Revolting toxins and infectious slime weeps from this weapon in a ceaseless stream. Even shallow cuts or glancing blows will leave the enemy’s flesh seething with incurable diseases.

Each time an attack is made with this weapon, re-roll a wound roll of 1.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Plague Weapon

Revolting toxins and infectious slime weeps from this weapon in a ceaseless stream. Even shallow cuts or glancing blows will leave the enemy’s flesh seething with incurable diseases.

Each time an attack is made with this weapon, re-roll a wound roll of 1.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Plague Weapon

Revolting toxins and infectious slime weeps from this weapon in a ceaseless stream. Even shallow cuts or glancing blows will leave the enemy’s flesh seething with incurable diseases.

Each time an attack is made with this weapon, re-roll a wound roll of 1.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
CHAMPION OF DISEASE1CP
Death Guard – Requisition Stratagem

Some Death Guard are marked for greatness before they rise high in the Legion's ranks. Some of these warriors are gifted the opportunity to wield rare relic weapons in Nurglc’s name.

Use this Stratagem before the battle, when you are mustering your army. Select one BUBONIC ASTARTES model from your army that has the word ‘Champion’ in their profile and give them one of the following Relics of Decay (this must be a Relic they could have): Reaper of Glorious Entropy; Plague Skull of Glothila; Plaguebringer; Suppurating Plate.

Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
GIFTS OF DECAY1CP
Death Guard – Requisition Stratagem

Nurgle is a generous god, and through worship and devotion his followers can gain mighty rewards. Those who prove themselves most worthy wield suppurating weapons of unspeakable foulness, or gird themselves in weeping armour of filth.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the DEATH GUARD keyword. Select one DEATH GUARD CHARACTER model from your army and give them one Relic of Decay (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).

The DEATH GUARD and CHAOS SPAWN keywords are used in following Death Guard datasheets:

Fast Attack
GRANDFATHERLY INFLUENCE1CP/2CP
Death Guard – Requisition Stratagem

The Chaos Spawn created thanks to Nurgle’s ‘blessings’ are hideously tough.

Use this Stratagem before the battle, when you are mustering your army. Select one DEATH GUARD CHAOS SPAWN unit from your army:
  • Add 1 to the Toughness characteristic of models in that unit.
  • That unit has the Disgustingly Resilient ability.
If that unit contains 3 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
PLAGUE-CHOSEN1CP
Death Guard – Requisition Stratagem

Many lords and champions of the Death Guard have favoured lieutenants within their ranks.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the DEATH GUARD keyword. Select one DEATH GUARD CHARACTER model in your army (excluding named characters) and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
SEVENFOLD BLESSINGS1CP
Wretched – Requisition Stratagem

This diseased sorcerer feels the rheumy eye of the Plague God upon him.

Use this Stratagem before the battle, when you are mustering your army. Select one WRETCHED PSYKER model from your army.
  • That model knows one additional psychic power from their chosen discipline.
  • Once per Psychic phase, you can re-roll one Psychic test taken for that model.
You can only use this Stratagem once.

The LORD OF VIRULENCE keyword is used in following Death Guard datasheets:

BLIGHT BOMBARDMENT2CP/3CP
Death Guard – Strategic Ploy Stratagem

Utilising far away artillery, the Death Guard pound an area of the battlefield with flesh-starved blight spores that rampantly spread over any unfortunate enough to be nearby.

Use this Stratagem in your Command phase, if a DEATH GUARD WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, adding 1 if the unit being rolled for is an INFANTRY unit and subtracting 1 if the unit being rolled for is a CHARACTER: on a 2-6, that unit suffers D3 mortal wounds; on a 7+, that unit suffers D6 mortal wounds. The marker is then removed. If your WARLORD has the LORD OF VIRULENCE keyword, this Stratagem costs 2CP; otherwise it costs 3CP. You can only use this Stratagem once.
DISEASED EFFLUENTS1CP
Death Guard – Epic Deed Stratagem

The foul liquids coursing through some Death Guard warriors are weapons in themselves. If unleashed, they drench a foe in toxic slime and effluvia that can kill in minutes.

Use this Stratagem in your Command phase. Select one DEATH GUARD CHARACTER model from your army (excluding DAEMON models) and one enemy unit within Engagement Range of that model. That model suffers 1 mortal wound and you then roll one D6: on a 2+, that enemy unit suffers 2D3 mortal wounds. If that enemy unit has the CHARACTER keyword (excluding VEHICLE units), it suffers D3 mortal wounds instead.
FLASH OUTBREAK2CP
Death Guard – Strategic Ploy Stratagem

On occasion a contagion of Nurgle will flare up brilliantly in an all-consuming wave of infection.

Use this Stratagem in your Command phase. Select one <PLAGUE COMPANY> unit with the Contagions of Nurgle ability from your army:
  • If there are any other <PLAGUE COMPANY> units from your army on the battlefield that have any Contagion abilities that the selected unit does not have, then until the start of your next Command phase, the selected unit has all of the same Contagion abilities (this is in addition to the ones it already has).
  • Until the start of your next Command phase, units from your army count the battle round number as one higher than the current battle round number for the purpose of determining the Contagion range of any Contagion abilities they have.
RELEASE THE TOXINS2CP
Death Guard – Epic Deed Stratagem

The artefacts of the Death Guard are foul objects and weapons, seeped in poisons of countless varieties. To unleash them is to grant the enemy a most horrible death.

Use this Stratagem in your Command phase. Select one DEATH GUARD CHARACTER model from your army that was equipped with a Relic of Decay at the start of the battle. Roll one D6 for each enemy unit within 7" of that model: on a 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds. A model can only be selected for this Stratagem once per battle.

The POXWALKERS keyword is used in following Death Guard datasheets:

THE DEAD WALK AGAIN1CP
Death Guard – Strategic Ploy Stratagem

The groans of the Poxwalkers are spiritually infectious in their own right, spreading the curse carried by the shambling abominations far and wide.

Use this Stratagem in your Command phase. Select one POXWALKERS unit from your army and roll seven D6s: for each 3+, one of that unit’s destroyed models is added back to it with 1 wound remaining. Models added back to that unit in this way can be set up within Engagement Range of enemy units that are already within Engagement Range of that unit. Each unit can only be selected for this Stratagem once per battle.

The DEATH GUARD and MACHINE SPIRIT keywords are used in following Death Guard datasheets:

Heavy Support
UNCLEAN MACHINE SPIRIT1CP
Death Guard – Epic Deed Stratagem

The Death Guard have many tales of the corrupted machine spirits of their vehicles fighting on even after their crew have been slain or their critical systems are in the midst of failure.

Use this Stratagem in your Command phase. Select one DEATH GUARD MACHINE SPIRIT model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
ON DRONING WINGS1CP
Ferrymen – Epic Deed Stratagem

Buzzing clouds of plague flies billow from these warriors, acting as vectors for their unholy gifts.

Use this Stratagem in your Command phase. Select one FERRYMEN FOETID VIRION model from your army, then select one of that model’s aura abilities. Until the start of your next Command phase, add 6" to the range of that model’s selected aura ability (to a maximum of 12").
ERUPTION OF FILTH1CP
Death Guard – Epic Deed Stratagem

The slain warrior bursts like a fat, pox-laden buboe.

Use this Stratagem in any phase, when a DEATH GUARD CHARACTER model from your army is destroyed instead of using any other rules that are triggered when a model is destroyed (e.g. the Putrid Explosion ability). Before removing that model from play, roll one D6 for each other unit within 3" (excluding NURGLE units): on a 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds.
PUTRID DETONATION1CP/2CP
Death Guard – Strategic Ploy Stratagem

Upon their destruction, the seven-cursed hulls of Death Guard battle tanks have an alarming tendency to burst like ruptured boils, exploding in a swelling mass of pus and foulness.

Use this Stratagem in any phase, when a DEATH GUARD VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.

The VOX-SHAMBLERS keyword is used in following Death Guard datasheets:

1CP

GELLERSHIFT

Gellerpox Infected Stratagem

With a loud crack, the Gellerpox Mutants known as the Vox-Shamblers can shift themselves, moving along the same transmission methods as vox calls.

Use this Stratagem before you move the VOX-SHAMBLERS in the Movement phase. Instead of moving this unit normally, it can make a Gellershift. Remove this unit from the battlefield, then, at the end of the Movement phase, set it up again anywhere that is more than 9" from any enemy models.

The POXWALKERS keyword is used in following Death Guard datasheets:

UNLEASH THE HORDE2CP
Terminus Est Assault Force – Strategic Ploy Stratagem

When massed in sufficient numbers Poxwalkers are a formidable foe, with scores of grasping claws that soon find their way around the throats of the enemy.

Use this Stratagem in your Movement phase, when a TERMINUS EST ASSAULT FORCE POXWALKERS unit from your army is selected to move, or in the Fight phase, when a TERMINUS EST ASSAULT FORCE POXWALKERS unit from your army is selected to fight. Until the end of the turn, add 3" to the Move characteristic of all TERMINUS EST ASSAULT FORCE POXWALKER models in your army, and each time those models Pile in, they can move an additional 3".
PESTILENTIAL DROP2CP
Terminus Est Assault Force – Strategic Ploy Stratagem

Assault force troops arrive on the battlefield amid billowing clouds of pestilence, diseased Drop Pod exhaust fumes, the leaking effluence of landing crafts and rot blooms expelled directly from their foetid teleportation chambers.

Use this Stratagem in the Reinforcements step of your Movement phases, when you set up a TERMINUS EST ASSAULT FORCE unit from your army on the battlefield using the Outbreak Assault or Teleport Strike ability. Select one Contagion of Nurgle ability that unit has; until the end of the turn, the Contagion Range of that ability is 12" for that unit. This is not cumulative with any other abilities that increase Contagion Range.

The POXWALKERS keyword is used in following Death Guard datasheets:

ROTTING TIDE2CP/3CP
Terminus Est Assault Force – Strategic Ploy Stratagem

The holds of the Terminus Est are crammed with hordes of mindless Poxwalkers to be unleashed on every world Typhus comes across.

Use this Stratagem in the Reinforcements step of your Movement phase. Select a TERMINUS EST ASSAULT FORCE POXWALKERS unit from your army that is below Half-strength and remove it from the battlefield, or select a TERMINUS EST ASSAULT FORCE POXWALKERS unit from your army that has been destroyed. Set up that unit at its Starting Strength, wholly within 6" of any battlefield edge other than the enemy’s battlefield edge and more than 9" away from any enemy models. You can only use this Stratagem once. If that unit has a Starting Strength of 10 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP.

The MUTOID VERMIN keyword is used in following Death Guard datasheets:

The GELLERPOX INFECTED keyword is used in following Death Guard datasheets:

1CP

MUTOID INFESTATION

Gellerpox Infected Stratagem

Notoriously difficult to fully eradicate, these loathsome parasites keep coming back.

Use this Stratagem at the end of your Movement phase. Choose a unit of MUTOID VERMIN from your army that has been destroyed. Set up this unit anywhere wholly within 12" of a friendly GELLERPOX INFECTED unit and more than 9” from any enemy models.

The HULLBREAKERS keyword is used in following Death Guard datasheets:

1CP

TWISTED BLESSINGS

Gellerpox Infected Stratagem

Living, crawling scab-creatures have been known to emerge out of Nightmare Hulks in order to patch themselves over their hosts worst wounds.

Use this Stratagem at the end of your Movement phase. Choose a HULLBREAKERS model from your army. That model regains one lost wound.
PUTRID DETONATION1CP/2CP
Death Guard – Strategic Ploy Stratagem

Upon their destruction, the seven-cursed hulls of Death Guard battle tanks have an alarming tendency to burst like ruptured boils, exploding in a swelling mass of pus and foulness.

Use this Stratagem in any phase, when a DEATH GUARD VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.
PUTRID DETONATION1CP/2CP
Death Guard – Strategic Ploy Stratagem

Upon their destruction, the seven-cursed hulls of Death Guard battle tanks have an alarming tendency to burst like ruptured boils, exploding in a swelling mass of pus and foulness.

Use this Stratagem in any phase, when a DEATH GUARD VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.
PUTRID DETONATION1CP/2CP
Death Guard – Strategic Ploy Stratagem

Upon their destruction, the seven-cursed hulls of Death Guard battle tanks have an alarming tendency to burst like ruptured boils, exploding in a swelling mass of pus and foulness.

Use this Stratagem in any phase, when a DEATH GUARD VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.

The VULGRAR THRICE-CURSED keyword is used in following Death Guard datasheets:

1CP

INSANE GIBBERINES

Gellerpox Infected Stratagem

Ihe all-seeing creatures of the warp arc always close to hand when the Gellerpox Infected mass for battle.

Use this Stratagem at the start of the enemy Psychic phase. Until the end of the phase, subtract 1 from Psychic tests taken for enemy PSYKERS whilst they are within 18” of VULGRAR THRICE-CURSED.

The PLAGUEBURST CRAWLER keyword is used in following Death Guard datasheets:

Heavy Support
DISGUSTING FORCE1CP
Death Guard – Wargear Stratagem

Plagueburst Crawlers can fire rounds with additional potency and force that are overloaded with flesh-melting diseases and armourrusting poxes.

Use this Stratagem in your Shooting phase, when a PLAGUEBURST CRAWLER model from your army is selected to shoot. Until the end of the phase:
  • Each time that model makes an attack with a Plagueburst mortar, that attack has a Damage characteristic of 3.
  • After that model has shot, select one enemy unit that was hit by one or more attacks made with a Plagueburst mortar by that model this turn. Roll one D6 for each other unit within 3" (excluding NURGLE units) of the selected unit: on a 4+, that unit suffers 1 mortal wound.
ETERNAL HATRED2CP
Death Guard – Battle Tactic Stratagem

The hatred of the Traitor Legions has burned for millennia.

Use this Stratagem in your Shooting phase, when a BUBONIC ASTARTES INFANTRY unit from your army is selected to shoot, or in the Fight phase, when a BUBONIC ASTARTES INFANTRY unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attacks wound roll.

The DEATH GUARD and HELBRUTE keywords are used in following Death Guard datasheets:

Elites
FIRE FEVER1CP
Death Guard – Battle Tactic Stratagem

Empyric fever-heat burns through the Helbrutes brain, causing it to fire with ever more frenzied ferocity as it rails against its agony.

Use this Stratagem in your Shooting phase, when a DEATH GUARD HELBRUTE model from your army is selected to shoot. Until the end of the phase, that model can only target a single eligible enemy unit and each time an attack is made by that model, add 1 to that attacks hit roll and add 1 to that attack’s wound roll.
OVERWHELMING GENEROSITY1CP
Death Guard – Wargear Stratagem

Unholy filth gushes from Nurgle’s faithful into their guns until the armaments threaten to burst like bloated corpses.

Use this Stratagem in your Shooting phase, when a DEATH GUARD unit from your army is selected to shoot. Until the end of the phase, add 6" to the Range characteristic of plague weapons models in that unit are equipped with.
SICKLY CORROSION2CP
Death Guard – Strategic Ploy Stratagem

When a foe is struck by a plague weapon, even if they survive they are made much weaker. Thus are they easy prey for further attacks.

Use this Stratagem in either the Fight phase or your Shooting phase, when a DEATH GUARD model from your army makes an attack with a plague weapon that scores a hit against an enemy unit. Until the end of the turn, each time an attack is made by a DEATH GUARD model against that enemy unit, re-roll a wound roll of 1.
THE BLIGHTENING1CP
Death Guard – Wargear Stratagem

The effects of blight grenades - so horrendous to their victims - have no impact on the Death Guard, who gladly use the devices in extreme close quarters with the enemy.

Use this Stratagem in your Shooting phase. Select up to three DEATH GUARD models from your army. Until the end of the phase, plague weapons with the Grenade type that those models are equipped with lose the Blast ability, have a Type characteristic of Pistol 6, and each time that model makes an attack with one of those weapons against an enemy unit within Engagement Range that attack automatically hits the target.
VERMID WHISPERS1CP
Death Guard – Battle Tactic Stratagem

The compound eyes and keening whispers of countless daemonic flies help guide these warriors’ aim.

Use this Stratagem in your Shooting phase, when a DEATH GUARD TERMINATOR unit from your army is selected to shoot, or in the Fight phase, when a DEATH GUARD TERMINATOR unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.
VIRULENT ROUNDS1CP
Death Guard – Wargear Stratagem

The Death Guard know countless revolting ways to render their bolt rounds horrifically virulent.

Use this Stratagem in your Shooting phase, when a DEATH GUARD CORE unit from your army is selected to shoot. Until the end of the phase, bolt weapons models in that unit are equipped with have the Plague Weapon ability.
PUTRID DETONATION1CP/2CP
Death Guard – Strategic Ploy Stratagem

Upon their destruction, the seven-cursed hulls of Death Guard battle tanks have an alarming tendency to burst like ruptured boils, exploding in a swelling mass of pus and foulness.

Use this Stratagem in any phase, when a DEATH GUARD VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.
BILIOUS BLOOD-RUSH1CP
Poxmongers – Battle Tactic Stratagem

Consumed by rage, the Daemon Engines of the Poxmongers open fire at their enemies at extremely close ranges.

Use this Stratagem in your Shooting phase, when a POXMONGERS DAEMON ENGINE unit from your army is selected to shoot. Until the end of the phase:
  • Models in that unit can make attacks with Blast weapons against units within Engagement Range of their unit.
  • Each time a ranged attack is made by a model in that unit against an enemy unit that is within Engagement Range of their unit, add 1 to that attack’s hit roll.
PLAGUE BREWERS1CP
Mortarion’s Chosen Sons – Battle Tactic Stratagem

No plague company boasts a more gruesome array of potions, poisons and unclean fluids than the 7th.

Use this Stratagem in your Shooting phase, when a MORTARION’S CHOSEN SONS unit from your army is selected to shoot. Until the end of the phase, plague belchers, plaguespurt gauntlets and plague spewers models in that unit are equipped with have a Damage characteristic of 2.

The POXWALKERS keyword is used in following Death Guard datasheets:

The PLAGUE FOLLOWERS keyword is used in following Death Guard datasheets:

CALLOUS DISREGARD2CP
Terminus Est Assault Force – Strategic Ploy Stratagem

Even when the hordes at the fore of an assault force have reached the enemy lines, the second wave simply opens fire, caring little for whether their shots hit friend or foe.

Use this Stratagem in your Shooting phase. Select one BUBONIC ASTARTES TERMINUS EST ASSAULT FORCE unit from your army that is eligible to shoot.
  • Until the end of the turn, models in that unit can target enemy units within Engagement Range of friendly POXWALKERS or PLAGUE FOLLOWERS units from your army.
  • Each time a model in that unit makes an attack against an enemy unit within Engagement Range of a friendly POXWALKERS or PLAGUE FOLLOWERS unit, subtract 1 from the hit roll, and if the hit roll is not successful, that attack scores a hit against that POXWALKERS or PLAGUE FOLLOWERS unit instead.

The HULLBREAKERS keyword is used in following Death Guard datasheets:

1CP

RANCID VOMIT

Gellerpox Infected Stratagem

The amount oj toxic bile that accumulates within the bloated bellies of the Nightmare Hulks is staggering.

Use this Stratagem in your Shooting phase. Choose a HULLBREAKERS model from your army, then choose an enemy unit within 6" of it that is visible to it. Roll three D6; for each roll of 5+ that enemy unit suffers a mortal wound.

The MYPHITIC BLIGHT-HAULERS keyword is used in following Death Guard datasheets:

BELCHING FUMES1CP/2CP
Death Guard – Strategic Ploy Stratagem

Especially noxious fumes pour from the Myphitic Blight-haulers’ spouts, spewingforth in billowing clouds with wet rasps.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one MYPHITIC BLIGHT-HAULERS unit from your army. Until the end of the phase, each time an enemy model makes an attack with a ranged weapon against that unit, reduce the number of attacks made with that weapon by 1 (to a minimum of 1). If that unit contains 2 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
CLOUD OF FLIES2CP/4CP
Death Guard – Strategic Ploy Stratagem

With a thrumming roar, a thick cloud of daemon flies whirls around the Death Guard and obscures them from the enemy's sight.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one BUBONIC ASTARTES INFANTRY unit from your army. Until the end of the phase, each time an enemy model shoots, if that unit is not the closest eligible target or within 12" of that model, then until that shooting is resolved, that model cannot target that unit. In addition, until the end of the phase, if the selected unit has the Bodyguard ability, it loses that ability. If the selected unit has the TERMINATOR keyword, this Stratagem costs 4CP; otherwise, it costs 2CP.
FOUL SMOKESCREEN1CP
Death Guard – Wargear Stratagem

Throwing down a hail of smoke grenades or deploying their smoke launchers, the Death Guard screen themselves from the enemy.

Use this Stratagem in your opponent’s Shooting phase, when a DEATH GUARD SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attacks hit roll.
PUTRID DETONATION1CP/2CP
Death Guard – Strategic Ploy Stratagem

Upon their destruction, the seven-cursed hulls of Death Guard battle tanks have an alarming tendency to burst like ruptured boils, exploding in a swelling mass of pus and foulness.

Use this Stratagem in any phase, when a DEATH GUARD VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.
PUTRID DETONATION1CP/2CP
Death Guard – Strategic Ploy Stratagem

Upon their destruction, the seven-cursed hulls of Death Guard battle tanks have an alarming tendency to burst like ruptured boils, exploding in a swelling mass of pus and foulness.

Use this Stratagem in any phase, when a DEATH GUARD VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.

The FOETID BLOAT-DRONE keyword is used in following Death Guard datasheets:

DARK CRAVINGS1CP
Death Guard – Strategic Ploy Stratagem

The vicious daemons bound with Foetid Bloat-drones are particularly cruel and dangerous, hungering after enemies in ferocious pursuits.

Use this Stratagem in your opponent’s Charge phase. Select one FOETID BLOAT-DRONE unit from your army. Until the end of the phase, if that unit is within 6" horizontally and 5" vertically of any enemy units, it is eligible to perform Heroic Interventions as if it was a CHARACTER. When doing so, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
PUTRID DETONATION1CP/2CP
Death Guard – Strategic Ploy Stratagem

Upon their destruction, the seven-cursed hulls of Death Guard battle tanks have an alarming tendency to burst like ruptured boils, exploding in a swelling mass of pus and foulness.

Use this Stratagem in any phase, when a DEATH GUARD VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.
FERRIC MIASMA1CP
Inexorable – Strategic Ploy Stratagem

As the foe press forward they are engulfed in a whirling storm of fleshrust flakes that clog lungs and eyes.

Use this Stratagem in your opponent’s Charge phase, when an INEXORABLE unit from your army is selected as a target of a charge. Until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against that INEXORABLE unit (to a minimum of 1).
RELAPTIC ASSAULT1CP
Wretched – Strategic Ploy Stratagem

Like a sickness flaring back to life, these stolid warriors erupt from their dug-in positions to counter attack.

Use this Stratagem in your opponents Charge phase, when an enemy unit finishes a charge move. Select any number of MORTARION’S ANVIL units from your army within 3" of that enemy unit. Until the end of the phase, the selected units are eligible to perform Heroic Interventions as if they were CHARACTERS.
BREAK THEIR SPIRITS1CP
Death Guard – Strategic Ploy Stratagem

Terminators are terrifying foes to face. When Death Guard Terminators slice opponents in half or unleash plague weapons that turn living beings to pools of foetid slush, they shatter the spirits of those who still live and stand against them.

Use this Stratagem in the Fight phase, when a DEATH GUARD TERMINATOR model from your army destroys a model in an enemy INFANTRY, BEASTS or SWARM unit. Until the end of the turn, subtract 4 from the Leadership characteristic of models in that unit.
CREEPING BLIGHT1CP
Death Guard – Battle Tactic Stratagem

This warp-plague spreads fingers of corrosion through armour, flesh, bone and even air with equal virulence.

Use this Stratagem in the Fight phase, when a DEATH GUARD unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack with a plague weapon, on an unmodified wound roll of 6, that attack has an Armour Penetration characteristic of -4.

The DEATH GUARD and DAEMON ENGINE keywords are used in following Death Guard datasheets:

Elites
DAEMONIC GLUTTONY1CP
Death Guard – Strategic Ploy Stratagem

Daemons can restore their energy and strength by consuming the souls of mortals.

Use this Stratagem in the Fight phase, when a DEATH GUARD DAEMON ENGINE model from your army is selected to fight. Until the end of the phase, each time an enemy model is destroyed by an attack made by that model, that DAEMON ENGINE model regains 1 lost wound (to a maximum of 3 regained wounds per phase).
HAZE OF CORRUPTION2CP
Death Guard – Battle Tactic Stratagem

The close combat weapons of many Death Guard warriors are coated with terrible venoms. When they swing these weapons, the air is filled with corruption that can infect those nearby.

Use this Stratagem in the Fight phase, when a DEATH GUARD CORE unit from your army is selected to fight. Until the end of the phase, each time an enemy model is destroyed by an attack made by a model in that unit, any excess damage inflicted by that attack is not lost and is instead suffered by another model in that unit (do not make a saving throw for that model). This continues until there is no excess damage remaining.

The POXWALKERS keyword is used in following Death Guard datasheets:

MUTANT STRAIN1CP
Death Guard – Battle Tactic Stratagem

Unholy diseases warp and mutate, sending their carriers into a froth-jawed killing fever to the ruin of all.

Use this Stratagem in the Fight phase, when a POXWALKERS unit from your army is selected to fight. Until the end of the phase, each time an attack is made by a model in that unit:
  • An unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
  • An unmodified hit roll of 1 inflicts 1 mortal wound on that POXWALKERS unit after that fight is resolved.

The DEATH GUARD and PLAGUE MARINES keywords are used in following Death Guard datasheets:

TRENCH FIGHTERS1CP
Death Guard – Battle Tactic Stratagem

The Death Guard excel in the crush of close quarters, driving plague knives into their victims again and again.

Use this Stratagem in the Fight phase, when a DEATH GUARD PLAGUE MARINES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit fights, if it is equipped with any plague knives, it makes 1 additional attack with one of its plague knives.
PUTRID DETONATION1CP/2CP
Death Guard – Strategic Ploy Stratagem

Upon their destruction, the seven-cursed hulls of Death Guard battle tanks have an alarming tendency to burst like ruptured boils, exploding in a swelling mass of pus and foulness.

Use this Stratagem in any phase, when a DEATH GUARD VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.
1CP

CORRUPTION AND DECAY

Gellerpox Infected Stratagem

Contamination permeates every diseased breath drawn by the Gellerpox Infected.

Use this Stratagem at the start of the Fight phase. Choose an enemy unit within 3" of a GELLERPOX INFECTED unit from your army. Until the end of the phase, add 1 to all wound rolls made for GELLERPOX INFECTED models from your army when they target this enemy unit.

The HARBINGERS and POXWALKERS keywords are used in following Death Guard datasheets:

THE WRATHFUL DEAD1CP
Harbingers – Strategic Ploy Stratagem

The Poxwalker hordes of the 1st Plague Company are as the tide in their offensive, their blows laying tow the living with terrifying inevitability.

Use this Stratagem in the Fight phase, when a HARBINGERS POXWALKERS unit is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the hit roll.

The GLITCHLINGS keyword is used in following Death Guard datasheets:

1CP

MACHINE GLITCH

Gellerpox Infected Stratagem

Not even the surest of machine spirits can withstand the burbling, static-spewing Glitchlings.

Use this Stratagem after a unit of GLITCHLINGS from your army has fought in the Fight phase. Choose an enemy VEHICLE unit within 1" of that unit and roll one D6 for each model in your unit; for each roll of 4+ the enemy unit suffers a mortal wound.
CREEPING BLIGHT1CP
Death Guard – Battle Tactic Stratagem

This warp-plague spreads fingers of corrosion through armour, flesh, bone and even air with equal virulence.

Use this Stratagem in the Fight phase, when a DEATH GUARD unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack with a plague weapon, on an unmodified wound roll of 6, that attack has an Armour Penetration characteristic of -4.
DAEMONIC GLUTTONY1CP
Death Guard – Strategic Ploy Stratagem

Daemons can restore their energy and strength by consuming the souls of mortals.

Use this Stratagem in the Fight phase, when a DEATH GUARD DAEMON ENGINE model from your army is selected to fight. Until the end of the phase, each time an enemy model is destroyed by an attack made by that model, that DAEMON ENGINE model regains 1 lost wound (to a maximum of 3 regained wounds per phase).

The POXWALKERS keyword is used in following Death Guard datasheets:

MUTANT STRAIN1CP
Death Guard – Battle Tactic Stratagem

Unholy diseases warp and mutate, sending their carriers into a froth-jawed killing fever to the ruin of all.

Use this Stratagem in the Fight phase, when a POXWALKERS unit from your army is selected to fight. Until the end of the phase, each time an attack is made by a model in that unit:
  • An unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
  • An unmodified hit roll of 1 inflicts 1 mortal wound on that POXWALKERS unit after that fight is resolved.

The DEATH GUARD and PLAGUE MARINES keywords are used in following Death Guard datasheets:

TRENCH FIGHTERS1CP
Death Guard – Battle Tactic Stratagem

The Death Guard excel in the crush of close quarters, driving plague knives into their victims again and again.

Use this Stratagem in the Fight phase, when a DEATH GUARD PLAGUE MARINES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit fights, if it is equipped with any plague knives, it makes 1 additional attack with one of its plague knives.
PUTRID DETONATION1CP/2CP
Death Guard – Strategic Ploy Stratagem

Upon their destruction, the seven-cursed hulls of Death Guard battle tanks have an alarming tendency to burst like ruptured boils, exploding in a swelling mass of pus and foulness.

Use this Stratagem in any phase, when a DEATH GUARD VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.

The HARBINGERS and POXWALKERS keywords are used in following Death Guard datasheets:

THE WRATHFUL DEAD1CP
Harbingers – Strategic Ploy Stratagem

The Poxwalker hordes of the 1st Plague Company are as the tide in their offensive, their blows laying tow the living with terrifying inevitability.

Use this Stratagem in the Fight phase, when a HARBINGERS POXWALKERS unit is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the hit roll.

The GLITCHLINGS keyword is used in following Death Guard datasheets:

1CP

MACHINE GLITCH

Gellerpox Infected Stratagem

Not even the surest of machine spirits can withstand the burbling, static-spewing Glitchlings.

Use this Stratagem after a unit of GLITCHLINGS from your army has fought in the Fight phase. Choose an enemy VEHICLE unit within 1" of that unit and roll one D6 for each model in your unit; for each roll of 4+ the enemy unit suffers a mortal wound.
PUTRID DETONATION1CP/2CP
Death Guard – Strategic Ploy Stratagem

Upon their destruction, the seven-cursed hulls of Death Guard battle tanks have an alarming tendency to burst like ruptured boils, exploding in a swelling mass of pus and foulness.

Use this Stratagem in any phase, when a DEATH GUARD VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.
PUTRID DETONATION1CP/2CP
Death Guard – Strategic Ploy Stratagem

Upon their destruction, the seven-cursed hulls of Death Guard battle tanks have an alarming tendency to burst like ruptured boils, exploding in a swelling mass of pus and foulness.

Use this Stratagem in any phase, when a DEATH GUARD VEHICLE model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.

The VULGRAR THRICE-CURSED keyword is used in following Death Guard datasheets:

1CP

FIERY DEMISE

Gellerpox Infected Stratagem

With a swollen belly packed with explosive and contaminated fuel, Vulgrar s end will be a messy one.

Use this Stratagem when VULGRAR THRICE-CURSED is slain. Before removing him from the battlefield, roll a D6 for each unit within 6"; on a 4+ that unit suffers a mortal wound.

The DEATH GUARD and PLAGUE MARINES keywords are used in following Death Guard datasheets:

Plague Weapon

Revolting toxins and infectious slime weeps from this weapon in a ceaseless stream. Even shallow cuts or glancing blows will leave the enemy’s flesh seething with incurable diseases.

Each time an attack is made with this weapon, re-roll a wound roll of 1.

The DEATH GUARD and HELBRUTE keywords are used in following Death Guard datasheets:

Elites
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

The POXWALKERS keyword is used in following Death Guard datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The DEATH GUARD and MACHINE SPIRIT keywords are used in following Death Guard datasheets:

Heavy Support
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The DEATH GUARD and CHAOS SPAWN keywords are used in following Death Guard datasheets:

Fast Attack
Disgustingly Resilient

Those favoured by Nurgle are inured to pain, their rotting bodies shrugging off all but the most traumatic damage with ease.

Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Plague Weapon

Revolting toxins and infectious slime weeps from this weapon in a ceaseless stream. Even shallow cuts or glancing blows will leave the enemy’s flesh seething with incurable diseases.

Each time an attack is made with this weapon, re-roll a wound roll of 1.

The MYPHITIC BLIGHT-HAULERS keyword is used in following Death Guard datasheets:

Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The LORD OF VIRULENCE keyword is used in following Death Guard datasheets:

The POXWALKERS keyword is used in following Death Guard datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The FOETID BLOAT-DRONE keyword is used in following Death Guard datasheets:

Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Plague Weapons
A plague weapon is any weapon with the Plague Weapon ability.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Plague Weapons
A plague weapon is any weapon with the Plague Weapon ability.
Bolt Weapons
A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt pistol etc.), and any Relic that replaces a bolt weapon. Rules that apply to bolt weapons only apply to the boltgun profile of combi-weapons, and the boltgun profile of Relics that replace combi-weapons.
Plague Weapon

Revolting toxins and infectious slime weeps from this weapon in a ceaseless stream. Even shallow cuts or glancing blows will leave the enemy’s flesh seething with incurable diseases.

Each time an attack is made with this weapon, re-roll a wound roll of 1.

The PLAGUEBURST CRAWLER keyword is used in following Death Guard datasheets:

Heavy Support

The VULGRAR THRICE-CURSED keyword is used in following Death Guard datasheets:

The VULGRAR THRICE-CURSED keyword is used in following Death Guard datasheets:

The HULLBREAKERS keyword is used in following Death Guard datasheets:

The GLITCHLINGS keyword is used in following Death Guard datasheets:

The VOX-SHAMBLERS keyword is used in following Death Guard datasheets:

Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.

The VULGRAR THRICE-CURSED keyword is used in following Death Guard datasheets:

The HULLBREAKERS keyword is used in following Death Guard datasheets:

Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The MORTARION keyword is used in following Death Guard datasheets:

Lords of War
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Plague Weapon

Revolting toxins and infectious slime weeps from this weapon in a ceaseless stream. Even shallow cuts or glancing blows will leave the enemy’s flesh seething with incurable diseases.

Each time an attack is made with this weapon, re-roll a wound roll of 1.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

The VULGRAR THRICE-CURSED keyword is used in following Death Guard datasheets:

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Plague Weapons
A plague weapon is any weapon with the Plague Weapon ability.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

The PLAGUE SURGEON keyword is used in following Death Guard datasheets:

Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating or 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

The DEATH GUARD and CHAOS SPAWN keywords are used in following Death Guard datasheets:

Fast Attack
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The DAEMON ENGINE keyword is used in following Death Guard datasheets:

Elites
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Plague Weapon

Revolting toxins and infectious slime weeps from this weapon in a ceaseless stream. Even shallow cuts or glancing blows will leave the enemy’s flesh seething with incurable diseases.

Each time an attack is made with this weapon, re-roll a wound roll of 1.
Plague Weapons
A plague weapon is any weapon with the Plague Weapon ability.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
PLAGUE-MARKED1RP

A particularly successful, powerful and devoted member of the Death Guard can become a carrier of their identifying contagion. Such individuals are living vectors of disease and favoured above almost all others by Nurgle.

Purchase this Requisition at any time, if your Crusade force has 1 or more Virulence points. Subtract 1 from your number of Virulence points, and then select one DEATH GUARD CHARACTER from your Crusade force that has the Battle-hardened