Death Guard – Death Guard Daemon Prince
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8

Death Guard Daemon Prince

NoNAME  M WS BS S T W A Ld Sv Base
140
Death Guard Daemon Prince (base: 60mm)
1
140
Death Guard Daemon Prince
8" 2+ 2+ 7 6 8 6 10 3+ 60mm
A Death Guard Daemon Prince is equipped with: hellforged sword; malefic talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Plague spewer
+5
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.
+10
Daemonic axe
+10
Daemonic axe
Melee
Melee
+2
-2
3
-
+10
Hellforged sword
+10
Hellforged sword
Melee
Melee
+1
-3
3
-
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.
OTHER WARGEAR
ABILITIES 
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • If this model is equipped with a hellforged sword, it can be equipped with 1 plague spewer.
 • If this model is not equipped with a plague spewer, its hellforged sword can be replaced with one of the following: 1 daemonic axe; 1 malefic talons.
 • If this model is not equipped with a plague spewer, it can be equipped with foetid wings (Power Rating +2). If it is, it cannot be equipped with a plague spewer.
ABILITIES
ABILITIES
Disgustingly Resilient, Contagions of Nurgle, Armour of Contempt
Daemonic: This model has a 5+ invulnerable save.
Lord of the Death Guard (Aura): While a friendly 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.
This model can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Contagion discipline.
Death Guard Daemon Prince can receive the following Deadly Pathogens upgrades:
 • Acidic Malady+15Power Rating: +1
 • Explosive Outbreak+15Power Rating: +1
 • Virulent Fever+15Power Rating: +1
 • Befouling Runoff+5Power Rating: +1
 • Unstable Sickness+10Power Rating: +1
 • Corrosive Filth+15Power Rating: +1
 • Viscous Death+5Power Rating: +1
FACTION KEYWORDS: CHAOS, NURGLE, HERETIC ASTARTES, DEATH GUARD,
KEYWORDS: MONSTER, CHARACTER, PSYKER, DAEMON, BUBONIC ASTARTES, DAEMON PRINCE

Datasheet-related Stratagems

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.
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.
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.
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).
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
Mortarion’s Anvil – 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 opponent’s 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.
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.
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.
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 unit with the Contagions of Nurgle ability from your army:
  • If there are any other 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.
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.

Psychic Powers

Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

Contagion Discipline

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").

Deadly Pathogens

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 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.
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.
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.
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"

The CELESTIAN SACRESANTS keyword is used in the following Adepta Sororitas datasheets:

The NEMESIS DREADKNIGHT keyword is used in the following Grey Knights datasheets:

Heavy Support
Armour of Contempt
Each time an attack is allocated to an ASTRA MILITARUM VEHICLE, ADEPTUS ASTARTES, SANCTIC ASTARTES, HERETIC ASTARTES or ADEPTA SORORITAS model, worsen the Armour Penetration characteristic of that attack by 1.
This rule does not apply to any of the following:
  • Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these shields).
  • Models with either the Sacresant Shield or Force Shielding ability (CELESTIAN SACRESANT and NEMESIS DREADKNIGHT units).
  • Models that are under the effects of any other rule that worsens or reduces the Armour Penetration characteristic of an attack.
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.
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.
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.
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.
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.
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.
Plague Weapons
A plague weapon is any weapon with the Plague Weapon ability.
Army List
Datasheets collated
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
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 the following Death Guard datasheets:

Manifesting Psychic Powers
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. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

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.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each 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.
Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

The POXWALKERS keyword is used in the following Death Guard datasheets:

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

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.

The TALLYMAN keyword is used in the following Death Guard datasheets:

Elites

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 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.’
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.

The MONSTER keyword is used in the following Death Guard datasheets:

Lords of War

The WRETCHED and PSYKER keywords are used in the following Death Guard datasheets:

Plague spewer used in the following datasheets:

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