Death Guard – Plagueburst Crawler
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8

Plagueburst Crawler

NoNAME  M WS BS S T W! A Ld Sv Base
135
Plagueburst Crawler (base: Use model)
1
135
Plagueburst Crawler
9" 6+ 3+ 7 8 6-12 4 8 3+ Use model
6" 6+ 4+ 6 8 3-5 4 8 3+
4" 6+ 5+ 5 8 1-2 4 8 3+
A Plagueburst Crawler is equipped with: Plagueburst mortar; heavy slugger; 2 entropy cannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Entropy cannon
+5
Entropy cannon
36"
Heavy 1
8
-4
D3+3
Plague Weapon
Plague Weapon
Heavy slugger
Heavy slugger
36"
Heavy 4
5
-1
1
-
Plagueburst mortar
Plagueburst mortar
48"
Heavy D6
8
-2
2
Indirect Fire. Blast. Plague Weapon. This weapon can target units that are not visible to the bearer.
Indirect Fire. 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.
Rothail volley gun
Rothail volley gun
24"
Rapid Fire 3
6
-1
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 entropy cannons can be replaced with 2 plaguespitters.
 • This model’s heavy slugger can be replaced with 1 rothail volley gun.
ABILITIES
ABILITIES
Contagions of Nurgle, Disgustingly Resilient
Daemonic: This model has a 5+ invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: CHAOS, NURGLE, HERETIC ASTARTES, DEATH GUARD,
KEYWORDS: VEHICLE, DAEMON, DAEMON ENGINE, PLAGUEBURST CRAWLER

Datasheet-related Stratagems

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.
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.
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 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.
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.
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.
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.
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.
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.
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.

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

Elites

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

Elites
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.
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.

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

Elites

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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.
Indirect Fire Weapons
An Indirect Fire weapon is one that can target units that are not visible to the bearer (e.g. mortars, smart-missile systems, impaler cannons, etc.). If such a weapon targets a unit that is not visible (i.e. no models in a target unit are visible to the firing unit when you selected it as a target), then each time an attack is made with that weapon against that target this phase, worsen the Ballistic Skill characteristic of that attack by 1 and add 1 to any armour saving throws made against that attack.

Plaguespitter used in the following datasheets:

Heavy Support

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

Heavy Support
© Vyacheslav Maltsev 2013-2023