Death Guard – Plague Marines
 ]
This datasheet does not meet the selection criteria (see Filter combo-box or Settings tab).
6

Plague Marines

NoNAME  M WS BS S T W A Ld Sv Base
19
Plague Marine (base: 32mm)
4‑9
19
Plague Marine
5" 3+ 3+ 4 5 2 2 7 3+ 32mm
19
Plague Champion (base: 32mm)
1
19
Plague Champion
5" 3+ 3+ 4 5 2 3 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 12. Every model is equipped with: boltgun; plague knife; blight grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
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.
Blight launcher
Blight launcher
24"
Assault 2
6
-2
2
Plague Weapon
Plague Weapon
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 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.
Plague belcher
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.
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
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.
Plague spewer
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.
Bubotic axe
Bubotic axe
Melee
Melee
+2
-2
1
Plague Weapon
Plague Weapon
Daemonic plague blade
Daemonic plague blade
Melee
Melee
+1
-1
1
Plague Weapon
Plague Weapon
Flail of corruption
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.
Great plague cleaver
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.
Mace of contagion
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.
Plague knife
Plague knife
Melee
Melee
User
-1
1
Plague Weapon
Plague Weapon
Power fist
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.
Blight grenades
Blight grenades
6"
Grenade D6
4
0
1
Blast. Plague Weapon
Blast. Plague Weapon
Krak grenade
Krak grenade
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
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.
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.
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.
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Plague Champion’s plague knife can be replaced with 1 daemonic plague blade.
 • The Plague Champion’s boltgun can be replaced with one of the following: 1 bolt pistol; 1 plasma gun; 1 plasma pistol.
 • The Plague Champion can be equipped with 1 power fist.
 • 1 Plague Marine’s boltgun can be replaced with 1 blight launcher.
 • 1 Plague Marine’s boltgun can be replaced with 1 plague spewer.
 • If this unit contains 10 models, 1 additional Plague Marine’s boltgun can be replaced with one of the following: 1 blight launcher; 1 plague spewer.
 • For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with one of the following: 1 meltagun; 1 plague belcher; 1 plasma gun.
 • For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with 1 plague knife.
 • For every 5 models in this unit. 1 Plague Marine’s boltgun can be replaced with 1 bubotic axe.
 • For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with 1 mace of contagion and 1 bubotic axe.
 • For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with 1 flail of corruption.
 • For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with 1 great plague cleaver.
 • 1 Plague Marine that is equipped with a boltgun can be equipped with 1 icon of despair. That boltgun cannot be replaced.
 • 1 Plague Marine that is equipped with a boltgun can be equipped with 1 sigil of decay. That boltgun cannot be replaced.
ABILITIES
ABILITIES
Malicious Volleys, Remorseless, Disgustingly Resilient, Contagions of Nurgle
Vectors of Death: A Plague Marine equipped with two Melee plague weapons has an Attacks characteristic of 3.
Plague Marines Champion model 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: INFANTRY, CORE, BUBONIC ASTARTES, PLAGUE MARINES

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.
BLADE-BORNE INFECTORS1CP
Death Guard – Boarding Actions – Battle Tactic Stratagem

Many Death Guard take a sick pleasure in the wielding of plague weapons, delighting in every malady and infection the barest scratch of their weapons inflict.

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 weapons, an unmodified hit roll of 6 scores 1 additional hit.
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.
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.
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.
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).
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.
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.
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.
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.
CLOUD OF FLIES1CP
Death Guard – Boarding Actions – 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 unit from your army. Until the end of the phase, each time an enemy model makes a ranged attack at that unit, that unit receives the benefits of cover against that attack even if it is fully visible.
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.
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.
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.
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).
CONTAMINATED ROUNDS1CP/2CP
Death Guard – Boarding Actions – 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 unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a bolt weapon, you can re-roll the wound roll. If that unit has the TERMINATOR keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
RAIN OF BLIGHT1CP
Death Guard – Boarding Actions – 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 one DEATH GUARD model from your army. Until the end of the phase, plague weapons with the Grenade type which that model is 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.
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.

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

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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.
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.
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.
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.
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:

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.
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.

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.

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.
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.

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.

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.

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. 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.

Boltgun used in the following datasheets:

Meltagun used in the following datasheets:

This datasheet has Troops Battlefield Role. Full list of Death Guard units sharing same Battlefield Role follows:

Blight launcher used in the following datasheets:

Plague spewer used in the following datasheets:

Bubotic axe used in the following datasheets:

Flail of corruption used in the following datasheets:

Plague knife used in the following datasheets:

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

© Vyacheslav Maltsev 2013-2023