Death Guard – Poxwalkers
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2

Poxwalkers

NoNAME  M WS BS S T W A Ld Sv Base
5
Poxwalker (base: 25mm)
10‑20
5
Poxwalker
4" 4+ - 3 4 1 2 4 7+ 25mm
If this unit contains 11 or more models, it has Power Rating 5. Every model is equipped with: improvised weapon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Improvised weapon
Improvised weapon
Melee
Melee
User
0
1
-
ABILITIES
ABILITIES
Contagions of Nurgle
Curse of the Walking Pox: Each time a melee attack is made by a model in this unit, if an enemy model is destroyed (excluding VEHICLE or MONSTER models), one of this unit’s destroyed models is added back to it with 1 wound remaining. Models added back to this unit in this way can be set up within Engagement Range of enemy units that are already within Engagement Range of this unit.
Mindless Horde: This unit cannot perform actions (excluding the Spread the Sickness action). In addition, if this unit is included as part of a Crusade force, it can never gain experience points, it can never have any Battle Honours, and any Out of Action tests taken for it are automatically passed.
Fodder: Each time a Morale test is taken for this unit, it is automatically passed.
Unending Horde: Each time a model in this unit would lose a wound, roll one D6: on a 6, that wound is not lost.
FACTION KEYWORDS: CHAOS, NURGLE, DEATH GUARD, <PLAGUE COMPANY>
KEYWORDS: INFANTRY, POXWALKERS

Datasheet-related Stratagems

MUTANT STRAIN1CP
Death Guard – Battle Tactic Stratagem

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

Use this Stratagem in the Fight phase, when a POXWALKERS unit from your army is selected to fight. Until the end of the phase, each time an attack is made by a model in that unit:
  • An unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
  • An unmodified hit roll of 1 inflicts 1 mortal wound on that POXWALKERS unit after that fight is resolved.
THE WRATHFUL DEAD1CP
Harbingers – Strategic Ploy Stratagem

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

Use this Stratagem in the Fight phase, when a HARBINGERS POXWALKERS unit is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
ROTTING TIDE2CP/3CP
Terminus Est Assault Force – Strategic Ploy Stratagem

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

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

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

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

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

Use this Stratagem in the Reinforcements step of your Movement phases, when you set up a TERMINUS EST ASSAULT FORCE unit from your army on the battlefield using the Outbreak Assault or Teleport Strike ability. Select one Contagion of Nurgle ability that unit has; until the end of the turn, the Contagion Range of that ability is 12" for that unit. This is not cumulative with any other abilities that increase Contagion Range.
THE DEAD WALK AGAIN1CP
Death Guard – Strategic Ploy Stratagem

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

Use this Stratagem in your Command phase. Select one POXWALKERS unit from your army and roll seven D6s: for each 3+, one of that unit’s destroyed models is added back to it with 1 wound remaining. Models added back to that unit in this way can be set up within Engagement Range of enemy units that are already within Engagement Range of that unit. Each unit can only be selected for this Stratagem once per battle.
FLASH OUTBREAK2CP
Death Guard – Strategic Ploy Stratagem

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

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

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

Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
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 POXWALKERS keyword is used in the following Death Guard datasheets:

SPREAD THE SICKNESS
End Game Objective

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

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

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

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

Score 3 victory points at the end of the battle for each objective marker on the battlefield that has been contaminated by a unit from your army.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

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

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

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.

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

© Vyacheslav Maltsev 2013-2021