The Death Guard are foulness made manifest. They are a vision of unnatural corruption, of nobility, courage and strength perverted into nightmarish foulness and diseased might. Cities, worlds, even entire systems rot at their touch, the power of Nurgle spreading inexorably wherever the Death Guard raise their flyblown banners.
Book | Kind | Edition | Version | Last update |
Death Guard |
Death Guard | Codex | 10 | 1.1 | June 2025 |
Munitorum Field Manual |
Munitorum Field Manual | Expansion | 10 | 2.7 | June 2025 |
Balance Dataslate |
Balance Dataslate | Rulebook | 10 | June 2025 | June 2025 |
Grotmas Calendar: Death Guard - Flyblown Host |
Grotmas Calendar: Death Guard - Flyblown Host | Expansion | 10 | | May 2025 |
Legends Field Manual |
Legends Field Manual | Expansion | 10 | 2.1 | March 2025 |
Boarding Actions |
Boarding Actions | Expansion | 10 | 1.0 | October 2024 |
Horus Heresy Legends: Adeptus Astartes |
Horus Heresy Legends: Adeptus Astartes | Datasheet | 10 | | September 2024 |
Legends: Heretic Astartes |
Legends: Heretic Astartes | Datasheet | 10 | | September 2024 |
Horus Heresy Legends: Heretic Astartes |
Horus Heresy Legends: Heretic Astartes | Datasheet | 10 | | September 2024 |
Legends: Death Guard |
Legends: Death Guard | Datasheet | 10 | | September 2024 |
Codex: Death Guard
Q: | Does the Plagueburst Crawler’s Spore-laced Shock Waves ability inflict mortal wounds every turn to units affected by the ability? |
A: | No. |
Below you will find several
DEATH GUARD Detachments you can select from to use in games of Warhammer 40,000, as described in the Core Rules (see the
Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the
Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Death Guard - the rules they include are as follows:
DETACHMENT RULEThe Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.
ENHANCEMENTSWhen mustering your army, your chosen Detachment enables you to upgrade
CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the
Select Units step). If you are playing a Crusade battle, you can instead use the
Renowned Heroes Requisition to give your
CHARACTERS Enhancements, as described in the main Crusade rules.
STRATAGEMSYour chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend
Command points (CP) to use these Stratagems. You can find out more about how to use Stratagems
here.
Nurgle’s Gift (Aura)
The Death Guard are warriors of the Plague God Nurgle. Their bloated bodies are riddled with corruption, and their mere presence causes the foe to sicken and wither in the grip of supernatural diseases while the battlefield falls to rot and ruin around them.
If your Army Faction is
DEATH GUARD, while an enemy unit is within Contagion Range of one or more
DEATH GUARD models from your army, it is Afflicted (see below).
CONTAGION RANGEContagion Range changes over the course of the battle:
AFFLICTEDDuring the
Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.
Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes an attack, subtract 1 from the Hit roll. |
Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. |
Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). |
Pact of Decay
The daemons of Nurgle are not native to realspace, but instead must be summoned through the rotting veil by way of generous sacrifice and acts of foul worship.
When mustering your army, unless specifically stated otherwise, you cannot select
PLAGUE LEGIONS as your
Army Faction.
Many Death Guard vectoriums boast a mix of heavy infantry, armoured might and twisted champions of supernatural disease. Led by a mighty Lord of the Legion - or sometimes even a thrice-favoured Daemon Prince - such warbands accumulate the favour of the Plague God with every repulsive feat of conquest. Their festering star rises as they do, and the diseases that sing through their bloated bodies wax fat with power. Their weaponised maladies roll before them like a rancid flood, surging through the enemy ranks to leave the mightiest warriors shuddering and sweating as buboes erupt from their flesh. Even the battlefield itself sickens at the touch of such corrupt beings: greenery rots and runs into lakes of bubbling slime, mud churns with pus-moist larvae as long as a Human arm, ruins fur with mould and begin to crumble, while vehicle wrecks rust and the bodies of the fallen bloat and burst to spray infectious filth. Amidst such riotous putrefaction, the warriors of the Death Guard drone their praises to Nurgle and fight all the harder.
Worldblight
As the foul tendrils of the Death Guard quest further across the battlefield, they infest even the most secure, holy and heavily warded sites with supernatural disease. To fight amidst such foulness is a virtual death sentence to the foe, win or lose.
If you control an
objective marker at the end of your
Command phase and a
DEATH GUARD unit from your army (excluding
Battle-shocked units) is within range of that objective marker, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. In addition, until you lose control of that objective marker, it has the
Nurgle’s Gift ability as if it were a
DEATH GUARD model from your army.
Enhancements
- Daemon Weapon of Nurgle 10 pts
Be it the Seeping Blade, the Talon of Befoulment or even the dreaded Axe of Putrescence, this weapon contains a malevolent daemonic entity whose mere touch rots and sickens the foe. DEATH GUARD model only. Each time the bearer makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit. |
- Furnace of Plagues 25 pts
This champion’s body blazes with fever as a cornucopia of supernatural diseases churn and roil within. Mere proximity to them is enough to trigger an infectious outbreak of daemonic viruses. DEATH GUARD model only. Add 1 to the Strength and Attacks characteristics of the bearers melee weapons, and the bearer’s melee weapons have the [DEVASTATING WOUNDS] ability. |
The unfettered energies of Nurgle’s realm gush from the Warp like foulness from a punctured boil, earthing themselves in the fabric of realspace through this champions repulsive body. DEATH GUARD model only. While the bearer’s unit is within range of an objective marker you control, each time a model in the bearer’s unit makes an attack, you can re-roll the Wound roll. |
- Revolting Regeneration 20 pts
The more wounds blasted and gouged into this champion’s flesh, the more clotted matter, squirming vermin and gangrenous slime spurt forth to coagulate and seal the most grievous hurts. DEATH GUARD model only. The bearer has the Feel No Pain 5+ ability. |
Stratagems
PUTRID DETONATION
Virulent Vectorium – Strategic Ploy Stratagem
Bloated with putrefaction and swilling with infectious poisons, the demise of this hulking entity is as revolting as it is explosively hazardous.
WHEN: Any phase.
TARGET: One DEATH GUARD VEHICLE or DEATH GUARD MONSTER model from your army with the Deadly Demise ability that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.
EFFECT: Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted. In addition, any enemy units that suffer mortal wounds as a result of this Stratagem are Afflicted until the start of your next turn.
DISGUSTINGLY RESILIENT
Virulent Vectorium – Battle Tactic Stratagem
Those favoured by Nurgle are inured to pain, their rotting bodies shrugging off all but the most traumatic damage with ease.
WHEN: Your opponent’s
Shooting phase or the
Fight phase, just after an enemy unit has selected its targets.
TARGET: One
DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
PLAGUESURGE
Virulent Vectorium – Epic Deed Stratagem
The foul miasma around the Death Guard swells and thickens, boiling outward like putrid smog.
WHEN: Your
Command phase.
TARGET: Your
DEATH GUARD WARLORD that is on the battlefield.
EFFECT: Until the start of your next Command phase, add 3" to the
Contagion Range of models from your army.
LEECHSPORE ERUPTION
Virulent Vectorium – Epic Deed Stratagem
Billowing from this warrior's wounds come clouds of parasitic spores that settle on the foe and drain their vitality, stealing it for the one who spawned them.
WHEN: Your
Command phase.
TARGET: One
DEATH GUARD model your army that has lost one or more wounds.
EFFECT: Select one enemy unit within 3" of your model. Roll a number of D6 equal to the number of wounds your model has lost: for each 5+, that enemy unit suffers one
mortal wound (to a maximum of 6 mortal wounds) and your model regains 1 lost wound (to a maximum of 6 lost wounds).
OVERWHELMING GENEROSITY
Virulent Vectorium – Wargear Stratagem
Unholy filth gushes from Nurgle's faithful into their guns until the armaments threaten to burst like bloated corpses.
WHEN: Start of your
Shooting phase.
TARGET: One
DEATH GUARD CHARACTER unit from your army.
EFFECT: Select one enemy unit
visible to your unit. Until the end of the phase, each time a
DEATH GUARD unit from your army selects that enemy unit as the target of any ranged attacks, you can re-roll the dice to determine how many attacks a weapon equipped by a model in that unit makes.
CREEPING BLIGHT
Virulent Vectorium – Wargear Stratagem
Those in the grip of Nurgle's unholy plagues become weaker by the moment, barely able to lift their weapons, let alone defend themselves from the attacking Death Guard.
WHEN: Your
Shooting phase.
TARGET: One
DEATH GUARD INFANTRY unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an
Afflicted unit, you can re-roll the
Hit roll and you can re-roll the
Wound roll.
The armoured might of the Death Guard has warped and corroded over the millennia, but it remains prodigious. Formed into grinding spearheads and smog-belching batteries, squadrons of ancient battle tanks and Daemon Engines mass their blunt and brutish power before unleashing it on the foe. Their onslaught is heralded by a rain of rust-pocked artillery shells, alchemical munitions and brittleglass plague-spheres hurled from infernal field guns and towering Daemon Engines behind the lines. The foe cower beneath this explosive deluge, many torn apart by thunderous detonations or eaten away by whirling spore clouds. Amid the devastation surge reaper colonies of Plague Marines mounted in Rhinos and Land Raiders. These warriors are masters of capitalising upon their foes’ dismay and horror, tearing the guts out of the most formidable defence lines even as carrion-feeding war engines close in to finish off knots of resistance. Many a siege has been swiftly broken in this way by the fall of Mortarion’s Hammer.
Miasmic Bombardment
In the wake of preparatory bombardment by artillery weapons both forbidden and foul, the surviving foe are left reeling amidst clouds of plague smog. With their flesh running like tallow and their weapons rusting in their hands, they will be hard-pressed to fight back.
At the start of the
battle round, select a number of enemy units more than 12" away from every model from your army that is on the battlefield. Until the end of the battle round, those enemy units are
Afflicted. The maximum number of units you can select in this way depends on the battle size, as shown below.
BATTLE SIZE | UNITS | Incursion | 1 | Strike Force | 2 | Onslaught | 3 |
|
Enhancements
Peering at the world through this bloated yellow orb, the bearer of this vile gift sees the souls of the sickened burning bright as targeting flares no matter how their victims try to hide. DEATH GUARD model only. Ranged weapons equipped by models in the bearer’s unit have the [ignores cover] ability while targeting an Afflicted enemy unit. |
This foul sorcerer has been blessed with a unique affliction that allows them to inflate their body like a repulsive bellows before vomiting forth a pressurised torrent of filth that would do any Great Unclean One proud. MALIGNANT PLAGUECASTER only. At the start of your Shooting phase, until the end of the phase, add 12" to the Range characteristics of the bearer’s Plague Wind weapon. |
- Shriekworm Familiar 15 pts
This daemonic familiar lives in the champion’s flesh and watches with bitter paranoia for enemy threats. Should it spot a counterattack from the foe, it bursts forth to scream its shrill warning. DEATH GUARD model only. Once per battle round, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP. |
- Tendrilous Emissions 20 pts
This warrior has gained greater control of the vile fumes that billow from their armour, willing them forward like coiling tentacles to wreathe targets and guide in the fire of allied war engines. LORD OF VIRULENCE only. While the bearer is within 3" of one or more friendly DEATH GUARD VEHICLE units, the bearer has the Lone Operative ability, and each time one of those VEHICLE units makes a ranged attack that targets an enemy unit visible to the bearer, re-roll a Wound roll of 1. |
Stratagems
BLIGHTED LAND
Mortarion’s Hammer – Strategic Ploy Stratagem
Firing diseased submunitions or belching swarms of daemonic parasites from its hull, this war engine befouls the battlefield as it advances.
WHEN: End of your
Movement phase.
TARGET: One
DEATH GUARD VEHICLE unit from your army.
EFFECT: Select one
terrain feature within 24" of and
visible to your unit. Until the start of your next turn, enemy units are
Afflicted while they are within 3" of that terrain feature.
RELENTLESS GRIND
Mortarion’s Hammer – Strategic Ploy Stratagem
When the armoured vehicles of the Death Guard advance, they plough through - or straight over- anything that stands in their way.
WHEN: Your
Movement phase or your
Charge phase.
TARGET: One
DEATH GUARD VEHICLE unit from your army that has not been selected to move or charge this phase.
EFFECT: Until the end of the phase, each time your unit makes a
Normal,
Advance or
Charge move, it can move horizontally through
terrain features.
DRAWN TO DESPAIR
Mortarion’s Hammer – Battle Tactic Stratagem
Those who languish in misery or cower in terror make themselves easy targets for the Death Guard.
WHEN: Your
Shooting phase.
TARGET: One
DEATH GUARD unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a
visible enemy unit (excluding
AIRCRAFT) within your opponent’s deployment zone, you can re-roll the
Hit roll.
FONT OF FILTH
Mortarion’s Hammer – Strategic Ploy Stratagem
As though afflicted with some awful vomiting sickness, this vehicle's weapons retch an endless stream of fire at the enemy, heaving themselves empty even as it storms into the enemy lines.
WHEN: Your
Shooting phase.
TARGET: One
DEATH GUARD VEHICLE unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the
[ASSAULT] ability.
EYESTINGER STORM
Mortarion’s Hammer – Strategic Ploy Stratagem
Swarms of these revolting insects burrow hives into the hulls of Death Guard vehicles. Drawn to sickened prey, they boil forth in buzzing masses and descend on the foe, spreading panic and horror.
WHEN: Your opponent’s
Command phase.
TARGET: One
DEATH GUARD VEHICLE unit from your army.
EFFECT: Select one
objective marker visible to one or more models in your unit. Each
Afflicted enemy unit within range of that objective marker must take a
Battle-shock test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
STINKING MIRE
Mortarion’s Hammer – Strategic Ploy Stratagem
Attempting to counterattack Death Guard can leave foes floundering amidst bubbling filth.
WHEN: Start of your opponent’s
Charge phase.
TARGET: One
DEATH GUARD VEHICLE unit from your army.
EFFECT: Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the
Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
There are many ways to worship Nurgle: the brewing of virulent plagues, the foul perversion of the surgeon’s craft, sharing the abundance of unfettered sickness with armies of foes; the champions of the Death Guard practise these and many other expressions of the Plague Lord’s faith. A vectorium rich in these diabolical madmen can unleash the full horror of the Legion’s alchemical, biological and sorcerous weapons. Foul Blightspawn lumber amidst their comrades, their excremental reek heralding the jetting corrosive sprays of their weapons. Noxious Blightbringers toll their tocsins of misery, battering the foe with entropic shock waves even as Biologus Putrifiers caper through their ranks to fling brittleglass alembics and jab the needles of their injector pistols into promising victims. All the while, the droning count of the Tallymen booms out through rusted vox-emitters, and Plague Surgeons ply their macabre trade, even as their fellow Plague Marines storm relentlessly forward over the withered and maddened remnants of the foe.
Manifold Maladies
A spirit of competition infects Nurgle’s champions when they fight alongside one another. With each vying to outdo the others in virulence, the foes are subjected to a riotous string of nightmarish outbreaks amongst their ranks.
At the start of the
battle round, you can select one of the Plagues listed in
Nurgle’s Gift. Until the end of the battle, that is your chosen Plague instead of any previously chosen Plague.
Enhancements
Be it the eye of a Kroot or a Space Marine’s hearts, ground Ork tusk, or something unnameable wrenched from within a Tyranid’s corpse, this champion needs just one more ingredient to perfect a powerful new plague. BIOLOGUS PUTRIFIER only. Once per battle, after the bearers unit has fought, if one or more CHARACTER models were destroyed as a result of those attacks, select one Plague. Until the end of the battle, while an enemy unit is Afflicted, that unit has the effect of the selected Plague in addition to any other. |
- Visions of Virulence 15 pts
The touch of this sorcerer’s mind upon another triggers feverish visions of abundant foulness that erupt into physical manifestations as they reach their crescendo. MALIGNANT PLAGUECASTER only. While an enemy unit is enfeebled by the bearer’s Pestilent Fallout ability, that unit is also Afflicted. |
This plague-saturated narthecium delivers generous doses of infernal maladies that restore life to even the most hideously mangled of Mortarion’s sons. PLAGUE SURGEON only. Each time the bearer uses its Tainted Narthecium ability, you can return up to D3 destroyed models to the bearer’s unit (instead of 1). |
A plague bellows fashioned by daemonic smiths in a realm of pure putrescence, this rasping device exhales an endless cloying soup of lividly glowing plague motes. LORD OF POXES only. In the Declare Battle Formations step select one Plague. Until the end of the battle, while an enemy unit is within Contagion Range of the bearer, that enemy unit has the effect of that Plague in addition to any other. |
Stratagems
BLESSINGS OF FILTH
Champions of Contagion – Battle Tactic Stratagem
Employing their unique gifts, this champion enhances the weapons of their comrades with even greater levels of infectious malevolence.
WHEN: Your
Shooting phase or the
Fight phase.
TARGET: One
DEATH GUARD Attached unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified
Hit roll of 5+ scores a
Critical Hit.
MALIGNANCE MAGNIFIED
Champions of Contagion – Battle Tactic Stratagem
The vile talents of such plague specialists act like a filth-smeared lens, focusing and intensifying the infectious gifts of Nurgle.
WHEN: Your
Shooting phase or the
Fight phase.
TARGET: One
DEATH GUARD Attached unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its
Starting Strength, you can re-roll the
Hit roll and you can re-roll the
Wound roll.
GROTESQUE FORTITUDE
Champions of Contagion – Battle Tactic Stratagem
After their champion calls down the blessings of Nurgle, these warriors can fight on no matter the catastrophic, often gruesome, damage done to them by the foe.
WHEN: Your opponent’s
Shooting phase or the
Fight phase, just after an enemy unit has selected its targets.
TARGET: One
DEATH GUARD Attached unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, add 2 to the Toughness characteristic of models in your unit.
RABID INFUSION
Champions of Contagion – Strategic Ploy Stratagem
The combined talents of these Death Guard champions drive their followers into a foam-jawed fury, be it through injection with a curdled cocktail of stimms or immersion in a fug of infectious agents.
WHEN: Start of the
Fight phase.
TARGET: One
DEATH GUARD unit from your army that includes two
CHARACTER models.
EFFECT: Until the end of the phase, your unit has the
Fights First ability.
MOBILE VECTOR
Champions of Contagion – Strategic Ploy Stratagem
Nurgle's champions move through the Death Guard ranks like squirming parasites.
WHEN: Your
Movement phase, before the
Reinforcements step.
TARGET: One
DEATH GUARD CHARACTER unit from your army that is not leading a unit.
EFFECT: Select one other friendly
DEATH GUARD unit (excluding
Battle-shocked units and
Attached units that already have two
Leader units or one of your
CHARACTER units leading it] within 2" horizontally and 5" vertically of your unit that your unit can lead (as described in the Leader section of its datasheet]. Your unit attaches to that unit as a Leader. Change that unit’s
Starting Strength accordingly.
DEATH’S HEADS
Champions of Contagion – Wargear Stratagem
It takes much effort and sacrifice to fashion the disgusting explosives known as death's heads, but the results are spectacularly horrible.
WHEN: Your
Shooting phase.
TARGET: One
BIOLOGUS PUTRIFIER unit from your army that is not within
Engagement Range of one or more enemy units and has not been selected to shoot this phase.
EFFECT: Select one enemy unit (excluding
VEHICLES) that is within 8" of and
visible to your unit. Until the start of your next turn, that unit has the effect of all Plagues (see
Nurgle’s Gift).
There are many ways for the daemons of Nurgle to burst the bounds of reality and fight alongside the Death Guard. Sometimes, they are conjured by the concentration of sickness and misery unleashed by Mortarion’s sons. At others, their Tally bands may be summoned by a champion of the Death Guard reading aloud from the mouldering pages of one of the seven Books of Woe or through a ritual offering of diseased or despairing souls. Regardless of how these entities find their way to the battlefield, they plague all living things. The mere sight of Great Unclean Ones a stomping into battle like swaying mountains of rotted flab can be enough to blast the sanity of the foe. The onset of gruesome Plaguebearers, fleshy avalanches of spiteful Nurglings, bounding packs of Beasts of Nurgle, and thrumming swarms of Plague Drones proves impossible for even the most resolute enemy to halt. Even should some brave victims stand their ground, they will not last long before the ferociously infectious attentions of these befouling entities.
Reverberant Rancidity
Reality rings like a struck bell as it rebels against the sheer wrongness of Nurgle’s daemons. Borne upon these jarring waves of metaphysical disease, magnified and redoubled with every dolorous peal, the Plague God’s myriad infections spread and multiply all the faster.
While a
PLAGUE LEGIONS unit from your army is within 7" of one or more
DEATH GUARD units from your army, that
PLAGUE LEGIONS unit has the
Nurgle’s Gift ability.
While a
DEATH GUARD unit from your army is within 7" of one or more
PLAGUE LEGIONS units from your army, add 3" to that
DEATH GUARD units
Contagion Range.
PLAGUE LEGIONSYou can include
PLAGUE LEGIONS units in your army, even though they do not have the
DEATH GUARD Faction keyword. The combined points cost of such units you can include in your army is:
- Incursion: Up to 500 pts
- Strike Force: Up to 1000 pts
- Onslaught: Up to 1500 pts
No
PLAGUE LEGIONS models from your army can be your
WARLORD.
Enhancements
This unclean gift infects its host with animaluminescent fungus. Once their spirit is riddled with incorporeal mycelia, it begins to glow. This sickly radiance acts like a guiding lantern to the daemons of Nurgle, who follow its glare into realspace. DEATH GUARD model only. Each time a PLAGUE LEGIONS unit from your army is set up on the battlefield using the Deep Strike ability, if it is set up wholly within 12" of the bearer, it can be set up anywhere that is more than 6" horizontally away from all enemy models, instead of more than 9". |
This repugnant daemon weapon extrudes swaying tendrils with lamprey maws to strike at the foe. DEATH GUARD model only. Add 2 to the Attacks characteristic of the bearer’s melee weapons. |
Every booming peal of this cursed bell spreads rot, lesions and buboes across the foes’ bodies, sending them fleeing in terror and disgust. GREAT UNCLEAN ONE only. In the Battle-shock step of your opponent’s Command phase, each enemy unit within 6" of the bearer that is below its Starting Strength must take a Battle-shock test, subtracting 1 from that test. |
- Tome of Bounteous Blessings 20 pts
The slurred and vomit-wet incantations from this malodorous tome bolster Nurgle’s daemons. MALIGNANT PLAGUECASTER only. Each time a PLAGUE LEGIONS unit within 12" of the bearer takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). |
Stratagems
PERSISTENT PESTS
Tallyband Summoners – Strategic Ploy Stratagem
There is no simple way to wholly cleanse a Nurgling infestation once it has taken root.
WHEN: Any phase.
TARGET: One
NURGLINGS unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.
EFFECT: Add a new unit to your army identical to your destroyed unit, in
Strategic Reserves, at its
Starting Strength and with its full wounds remaining.
CLUTCHING CORRUPTION
Tallyband Summoners – Battle Tactic Stratagem
The daemons of Nurgle grasp their victims tightly with rotting talons and coiling tentacles, their clutch as inescapable as entropy itself.
WHEN: Fight phase.
TARGET: One
DEATH GUARD unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is within
Engagement Range of one or more
PLAGUE LEGIONS units from your army, you can re-roll the
Hit roll.
ALL IS ROT
Tallyband Summoners – Strategic Ploy Stratagem
Death Guard warriors open fire into foes already embattled by Nurgle’s daemons, knowing that no matter who they hit, all will wither and rot.
WHEN: Your
Shooting phase.
TARGET: One
PLAGUE LEGIONS unit from your army that is within
Engagement Range of one or more enemy units.
EFFECT: Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 5+, your unit suffers 1
mortal wound after the attacking unit has finished making its attacks.
FLESHY AVALANCHE
Tallyband Summoners – Strategic Ploy Stratagem
The ephemeral structures of realspace have no power to halt the onset of Nurgle's Great Unclean Ones; they crumble, rot and burst apart before their unholy bulk.
WHEN: Your
Movement phase or your
Charge phase.
TARGET: One
PLAGUE LEGIONS MONSTER unit from your army that has not been selected to move or charge this phase.
EFFECT: Until the end of the phase, each time your unit makes a
Normal,
Advance or
Charge move, it can move horizontally through
terrain features.
AVATARS OF DECAY
Tallyband Summoners – Strategic Ploy Stratagem
Countless diseases blossom in the unreal flesh of Nurgle's daemon childer, manifestations of his blessings to be spread to all.
WHEN: Your
Shooting phase.
TARGET: One
PLAGUE LEGIONS unit from your army.
EFFECT: Until the end of the phase, while an enemy unit is within 6" of your unit, that enemy unit is
Afflicted.
MIRESLICK
Tallyband Summoners – Strategic Ploy Stratagem
Beneath the tread of Nurgle’s daemons, even ferrocrete or plasteel soon turns to a quagmire of rotting matter, in which their unlucky enemies begin to sink and become trapped.
WHEN: Your opponent’s
Movement phase, when an enemy unit (excluding
MONSTERS and
VEHICLES) is selected to
Fall Back.
TARGET: One
PLAGUE LEGIONS unit from your army that is within
Engagement Range of that enemy unit.
EFFECT: Until the end of the phase, while an enemy unit is within Engagement Range of your unit, each time that unit is selected to Fall Back, it must take a
Leadership test. If that test is failed, that unit must
Remain Stationary this phase instead.
Many vectoriums unleash heaving swarms of Poxwalkers to soften up and encircle their foes. The first the enemy knows of such an onslaught is the stink of diseased flesh upon the air, mingled with the agonised groans of countless plague-ridden mutants. Then they come - spilling from doorways and windows, boiling up from sewer outlets, trench networks and subterranean transit networks, crawling out of vehicle wrecks and rising from carrion heaps; thousands upon thousands of Poxwalkers converging on the foe at a stumbling yet relentless pace. Engulfed in a sea of grasping hands, biting maws and bloated flesh, even the finest strategies of the foe falter and fail. The enemy finds themselves forced into a battle for survival as they strive to fend off the Poxwalkers closing in from every side. It is at this point that the Death Guard themselves strike. Off balance, broken into desperate pockets and running low on ammunition, the foe has little hope of standing against this second, more punishing onslaught.
Numberless Horde
No matter how many Poxwalkers the enemy gun down or tear limb-from-limb at close quarters, more groaning mutants keep coming from every side.
In your
Command phase in each of the following
battle rounds, depending on your chosen battle size, add a new
POXWALKERS unit with a
Starting Strength of 10 to your army, in
Strategic Reserves.
BATTLE SIZE | BATTLE ROUNDS | Incursion | 2,3 | Strike Force | 2, 3, 4 | Onslaught | 2, 3, 4, 5 |
|
KEYWORDSPOXWALKERS units from your army gain the
BATTLELINE keyword.
Enhancements
This sinister artefact emits a reedy dirge to which Poxwalkers seem drawn and by whose mournful notes they appear energised and lent an echo of purpose. NOXIOUS BLIGHTBRINGER only. While the bearer is leading a POXWALKERS unit, add 1 to the Objective Control characteristic of models in that unit, and each time that unit takes a Battle-shock or Leadership test, add 1 to that test. |
- Lord of the Walking Pox 15 pts
Gifted by Nurgle to be forever surrounded by shambling packs of Poxwalkers, this champion has become adept at leading their festering hordes into battle. DEATH GUARD model only. If the bearer is leading a POXWALKER unit, and is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round as the third battle round. |
Parasitising the miserable scraps of soul within nearby Poxwalkers allows this sorcerer to belch even more malignant clouds of murderous foulness. MALIGNANT PLAGUECASTER only. While the bearer is leading a POXWALKERS unit, add 1 to the Damage characteristic of the bearer’s Plague Wind weapon. Each time the bearer makes one or more attacks with a Plague Wind weapon, after the bearer’s unit has resolved its attacks, D3 Bodyguard models from the bearer’s unit are destroyed. |
- Talisman of Burgeoning 25 pts
This mould-furred talisman is studded with teeth torn from Poxwalkers’ jaws. It bolsters the creatures’ putrid vitality, forcing them to stagger and fight even through grotesque wounds. DEATH GUARD model only. While the bearer is leading a unit, add 1 to the Toughness characteristic of POXWALKERS models in that unit. |
Stratagems
GRIP OF THE WALKING POX
Shamblerot Vectorium – Strategic Ploy Stratagem
Those infected by walking pox may fall as though fatally wounded, but they soon rise again.
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One
POXWALKERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: After the attacking unit has fought, roll one D6 for each model from your unit that was destroyed as a result of those attacks: on a 6, the attacking unit suffers 1
mortal wound. If your unit is not destroyed after the attacking unit has fought, enemy models destroyed as a result of this Stratagem count as enemy models destroyed by an attack made by a model in your unit for the purposes of the Curse of the Walking Pox ability.
SMEARED WITH FILTH
Shamblerot Vectorium – Strategic Ploy Stratagem
Hacking a path through a horde of Poxwalkers leaves aggressors coated in infectious matter.
WHEN: Fight phase.
TARGET: One
POXWALKERS unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.
EFFECT: Select one enemy unit that made one or more attacks that targeted your unit this phase. Until the end of the battle, that enemy unit is
Afflicted.
GNAWING HUNGER
Shamblerot Vectorium – Battle Tactic Stratagem
Gripped by a sudden, monstrous hunger, the Poxwalkers surge forward in a ravenous mass.
WHEN: Your
Command phase.
TARGET: One
POXWALKERS unit from your army.
EFFECT: Until the end of the turn, add 1 to the Move characteristic of models in your unit, and add 1 to the Attacks and Strength characteristics of melee weapons equipped by models in your unit.
HIDDEN AMONGST THE DEAD
Shamblerot Vectorium – Strategic Ploy Stratagem
Another wave of Poxwalkers rises from the battlefield’s carrion heaps.
WHEN: The
Reinforcements step of your
Movement phase.
TARGET: One
POXWALKERS unit from your army that is in
Strategic Reserves and that is not an
Attached unit.
EFFECT: Until the end of the phase, models in that unit have the
Deep Strike ability.
SHOCK AND HORROR
Shamblerot Vectorium – Strategic Ploy Stratagem
Already dismayed by this living nightmare, the enemy falters before another sudden onslaught.
WHEN: Your
Charge phase, just after a
DEATH GUARD unit from your army ends a
Charge move.
TARGET: That
DEATH GUARD unit.
EFFECT: Each enemy unit within
Engagement Range of your unit must take a
Battle-shock test, subtracting 1 from that test.
SHAMBLING WALL
Shamblerot Vectorium – Strategic Ploy Stratagem
Lacking even basic self-preservation instincts, Poxwalkers make excellent walking shields.
WHEN: Your opponent’s
Shooting phase, just after an enemy unit has selected its targets.
TARGET: One
DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly
POXWALKERS unit within 3" of your unit and
visible to both your unit and the attacking unit.
EFFECT: Until the end of the phase, each time you would allocate an attack to a model in your
DEATH GUARD unit, if your
POXWALKERS unit is visible to the attacking model and is an eligible target for that attack, no
saving throw is made for that attack; instead a number of
POXWALKERS from your
POXWALKERS unit equal to the Damage characteristic of that attack are destroyed.
The mightiest champions of the Death Guard are as formidable in battle as they are bloated with the infectious blessings of Nurgle. When they congeal into a unified fighting force, these dread warriors become the grim and relentless will of Mortarion made manifest. Such a vectorium is quite capable of conquering an enemy flagship or command fortress, launching assassination strikes against crucial enemy personnel or breaking into the most heavily defended sacred sites. It is not unusual for Mortarion’s champions to turn the course of an entire war with a single shock onslaught or immovable defensive action; this is most likely when the Daemon Primarch leads in person. With their gene-sire’s jaundiced gaze weighing heavy upon them, bands of Deathshroud and Blightlord Terminators tear an unstoppable path through the foe. Supported by hand-picked squads of Plague Marines, bellowing Helbrutes and twisted champions, they sweep aside all who stand in their path.
Deadly Vectors
The plagues and parasites to which these elite warriors play host are amongst the most lethal in the galaxy. Moment by moment, even the most resilient foes sicken and wither in their presence until all that remains is rotted matter deliquescing sloppily from mouldering bones.
In your opponent’s
Command phase, roll 2D6 for each
Afflicted enemy unit, subtracting 1 from the result if that unit is
Below Half-strength. If the result is 6 or less, that enemy unit suffers D3
mortal wounds.
Enhancements
So grotesque and monstrous is this champion’s aspect that it fills the enemy with unreasoning dread simply to look upon him. TERMINATOR model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer’s unit must take a Battle-shock test. |
A fanatical worshipper of Nurgle and a talented orator, this champion can infect their followers with the urgent need to forge into battle and spread the Plague God’s blessings to all. TERMINATOR model only. While the bearer is leading a unit, add 1" to the Movement characteristic of models in that unit and you can re-roll Advance rolls made for that unit. |
By invoking the power of this ancient talisman, the bearer can rot a sagging rent in reality and step through the Warp to burst forth elsewhere amidst a gushing sluice of foul fluids. TERMINATOR model only. Once per battle, at the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. |
- Helm of the Fly King 20 pts
This armoured helm was crafted by the Daemon Prince Vermifulgus the Pestilent and carries his squirming enchantments. It manifests its wearer's will as roaring swarms of plump flies that whirl about their creator like an occluding shroud or descend on the foe to blind eyes, clog sensors and spread revolted panic. TERMINATOR model only. While the bearer is leading a unit, models in that unit cannot be targeted by ranged attacks unless the attacking model is within 18". |
Stratagems
BLOOMING PESTILENCE
Death Lord’s Chosen – Epic Deed Stratagem
Death Guard warriors know to chant the sevenfold prayers to unleash Nurgle's bounty on the foe.
WHEN: Start of any phase.
TARGET: One TERMINATOR unit from your army.
EFFECT: Until the end of the phase, add 3" to the Contagion Range of models in your unit.
GRIM REAPERS
Death Lord’s Chosen – Battle Tactic Stratagem
Swollen with bitter arrogance, these warriors carve a path through their perceived lessers and leave them as worm food.
WHEN: Fight phase.
TARGET: One
TERMINATOR unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit (excluding
MONSTERS and
VEHICLES) you can re-roll the
Hit roll.
UNDYING SPITE
Death Lord’s Chosen – Strategic Ploy Stratagem
Driven by bitterness and the putrid vitality of Nurgle's gifts, these warriors fight on for several moments, even after death.
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One
TERMINATOR unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
SIGNAL POX
Death Lord’s Chosen – Epic Deed Stratagem
Guided in by rasping jets of fumes sent up by this Lord of Virulence, plague-ridden artillery fire and airbursting spore-shells saturate the target zone.
WHEN: Your
Command phase.
TARGET: One
LORD OF VIRULENCE model from your army.
EFFECT: Select one
objective marker within 30" of and
visible to your model. Until the start of your next turn, while an enemy unit is within range of that objective marker, that unit is
Afflicted.
MORTARION'S TEACHINGS
Death Lord’s Chosen – Strategic Ploy Stratagem
Exemplifying the Daemon Primarch's doctrines on versatile heavy infantry tactics, these warriors position themselves and let fly.
WHEN: Your
Shooting phase.
TARGET: One
TERMINATOR unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the
[ASSAULT] and
[HEAVY] abilities.
SICKENING IMPACT
Death Lord’s Chosen – Strategic Ploy Stratagem
Employing their crushing bulk and contagious gifts, these Terminators slam into their victims and grind them into putrefying mulch.
WHEN: Your
Charge phase, just after a
TERMINATOR unit from your army ends a
Charge move.
TARGET: That
TERMINATOR unit.
EFFECT: Select one enemy unit within
Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 2+, that enemy unit suffers 1
mortal wound (to a maximum of 6 mortal wounds).
As the Death Guard stride inexorably towards their foes, the battlefield thrums and buzzes with the wingbeats of a trillion swollen flies. Bloated and mutated Plague Marines march beneath a pathogenic haze, striding forward slowly and purposefully, unleashing precise salvoes of diseased projectiles. The obscuring swarms foul the foe’s return fire, and whatever clots of contagion their desperate shots manage to clear away are filled moments later by yet more hovering vermin. Amidst the droning miasma, the Death Guard stride on, at one with the crawling and buzzing horror surrounding them. As the horrifying cloud washes over the enemy, their warriors retch and claw at their skin. The Plague Marines exploit the distraction ruthlessly, cutting down their stricken foes and leaving nothing but rotting corpses in their wake.
Detachment Rule
Verminous Haze
A cloud of winged insects descends over Mortarion’s pathogenic sons, obscuring their malodorous ranks and shielding them from the eyes and augurs of the enemy. Beneath thrumming storms of fat-bodied flies, Plague Marines stride towards their wavering foes until they are close enough to unleash punishing volleys of killing fire.
DEATH GUARD INFANTRY units (excluding
POXWALKERS units) from your army that are not
embarked within a
TRANSPORT have the
Scouts 5" and
Stealth abilities.
Enhancements
Festering swarms follow this champion to battle, and the drone of a billion flies invigorates his warriors’ rotting bodies, lending them fresh focus. DEATH GUARD INFANTRY model only. Ranged weapons equipped by models in the bearer’s unit have the [ASSAULT] ability. |
- Insectile Murmuration 20 pts
The buzzing swarms respond to this champion’s will, sweeping down upon his chosen target, their crawling, biting and droning enfeebling the horrified foe. DEATH GUARD INFANTRY model only. Each time a model in the bearer’s unit makes an attack that targets a unit that is within Contagion Range of one or more DEATH GUARD units from your army, re-roll a Wound roll of 1. |
- Rejuvenating Swarm 10 pts
With a hacking prayer to Nurgle, this warrior calls upon the swarm. Buzzing clumps of plague‑bearing flies settle upon his bloated form and vomit streams of rejuvenating contagion into festering wounds. DEATH GUARD INFANTRY model only. At the end of each phase, the bearer regains all of its lost wounds. |
When this diseased pilgrim marches to sites of festering putrescence, Nurgle’s blessings manifest in a buzzing clot of darkness that falls like an enshrouding fog over them and their disciples. DEATH GUARD INFANTRY model only. While the bearer’s unit is within range of one or more objective markers that you control, that unit can only be selected as the target of a ranged attack if the attacking model is within 18". |
Stratagems
NAUSEATING PAROXYSMS
Flyblown Host – Strategic Ploy Stratagem
The contagion borne by the Death Guard and their attendant swarms of winged vermin triggers bouts of sickness and convulsion in those they encounter.
WHEN: Start of the
Fight phase.
TARGET: One
DEATH GUARD INFANTRY unit from your army that is within
Engagement Range of one or more enemy units.
EFFECT: Select one enemy unit within Engagement Range of your unit. That unit must take a
Battle-shock test, subtracting 1 from the result.
VERMIN CLOUD
Flyblown Host – Battle Tactic Stratagem
The storm of insectile contagion sweeps forward, dragging the Death Guard in its wake. None will escape the Plague God’s embrace.
WHEN: Fight phase.
TARGET: One
DEATH GUARD INFANTRY unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in this unit makes a
Pile-in or
Consolidation move, it can move up to 6" instead of up to 3".
EYE OF THE SWARM
Flyblown Host – Strategic Ploy Stratagem
The vermin swarms intensify as the Death Guard close in upon the enemy. As their foes clutch and tear their crawling skin, pitiless Plague Marines unleash volleys of point‑blank fire into their tormented foes.
WHEN: Your
Shooting phase.
TARGET: One
DEATH GUARD INFANTRY unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding
Blast weapons) have the
[PISTOL] ability.
DRONING HORROR
Flyblown Host – Battle Tactic Stratagem
Clouds of droning daemon flies sweep across the battlefield to envelop the enemies of the Death Guard. As their victims claw and scratch at the seething swarms, Mortarion’s sons pick off their targets at leisure.
WHEN: Your
Shooting phase.
TARGET: One
DEATH GUARD INFANTRY unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack, re-roll a
Hit roll of 1. If that attack targets a unit within half range, you can re-roll the Hit roll instead.
ENERVATING ONSLAUGHT
Flyblown Host – Strategic Ploy Stratagem
Swathed in a buzzing cloak of pathogenic decay, Nurgle’s chosen crash into the foe, disease dealing death as surely as fist, maul and blade.
WHEN: Your
Charge phase, just after a
DEATH GUARD INFANTRY unit from your army makes a
Charge move.
TARGET: That
DEATH GUARD INFANTRY unit.
EFFECT: Select one enemy unit within
Engagement Range of your unit (excluding
MONSTERS and
VEHICLES). Roll one D6 for each model in your unit that is within Engagement Range of that unit, adding 1 to the result if that model is not a
CULTIST or
POXWALKER model: for each 5+, the selected enemy unit suffers 1
mortal wound (to a maximum of 6 mortal wounds).
MYPHITIC INVIGORATION
Flyblown Host – Battle Tactic Stratagem
Daemon flies are drawn to and invigorated by the foul miasmas surrounding Myphitic Blight‑haulers. In the vicinity of these malodorous constructs, the swarms gather in densities great enough to form a living barrier to the foe’s attacks.
WHEN: Your opponent’s
Shooting phase, just after an enemy unit has selected its targets.
TARGET: One
DEATH GUARD INFANTRY unit from your army that is within 6" of one or more friendly
MYPHITIC BLIGHT-HAULER units and that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the
Wound roll.
In this section you’ll find additional rules for playing Crusade battles that are bespoke to the DEATH GUARD units. You can find out more about Crusade armies in the main Crusade rules.
This section contains the following rules:
BOONS OF NURGLEHere you will find uniquely potent Battle Honours for
DEATH GUARD CHARACTERS that run the risk of turning your powerful warriors into
Chaos Spawn.
A GRAND PLAGUEThe Death Guard are devoted in the service of Nurgle, and seek ever to increase his grip on the galaxy. The
rules presented in this section frame a particular campaign for your army, as they seek to weaponise a plague and use it to conquer a world.
ALCHEMICAL PATHOGENSIn
this section, you will find rules for tailoring the poisons and pathogens wielded by your army, allowing you to customise the way your units’
Lethal Hits weapons work in your battles.
AGENDASDEATH GUARD armies can attempt to achieve unique
Agendas in addition to those found in other publications. These represent the factions unique goals and their particular methods of waging war.
REQUISITIONSDEATH GUARD armies have access to a number of bespoke
Requisitions in addition to those found in other publications.
BATTLE TRAITSAs they gain experience and prowess,
DEATH GUARD units in your Crusade force can be given one of the
Battle Traits in this section instead of one presented elsewhere.
CRUSADE RELICSIn addition to the Crusade Relics presented in other publications,
DEATH GUARD CHARACTER units can claim one of the Crusade Relics found
here.
CRUSADE BADGESHere you will find three
Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.
Boons of Nurgle are a type of
Battle Honour that can be given to
DEATH GUARD CHARACTER models. Each time a
DEATH GUARD CHARACTER model from your army would gain a Battle Honour, you can choose for it to gain a Boon of Nurgle.
DAEMON PRINCE models cannot gain Boons of Nurgle, and no model from your
Crusade force can have more than three Boons of Nurgle.
Each time a model gains a Boon of Nurgle, roll a
D33 to randomly determine one from the table below. To do so, roll two D3 one after the other: the first result determines your ‘tens’ and the second your ‘units’. For example, if you roll two D3 and the first result is a 2 and the second is a 1, the D33 result is 21.
A model can have more than one Boon of Nurgle, but if you roll a result that duplicates a Boon of Nurgle a model already has, that model’s unit suffers Spawndom (see below). As with any
Battle Honour, make a note on a model’s
Crusade card when it gains a Boon of Nurgle, and increase its
Crusade points by 1.
Spawndom
There are significant risks to dedicating oneself to Nurgle and inviting the Plague Gods repulsive gifts. Many powerful champions have degenerated into swollen masses of rotting flesh, putrid muscle and screaming mouths, ending their Path to Glory as insane mutant aberrations. These mindless beasts are then herded together with other unfortunate Spawn and goaded towards the enemy to spread sickness in Nurgle’s name.
If a
DEATH GUARD unit from your Crusade force suffers Spawndom, remove that unit from your Crusade force, then add a new
DEATH GUARD CHAOS SPAWN unit to your Crusade force. The new unit has the same number of
Battle Honours,
Battle Scars and XP as the unit it replaced. If adding this unit would cause your
Crusade points total to exceed your Crusade forces
Supply Limit, you must first increase your Supply Limit (such as by using the
Increase Supply Limit requisition) or your unit is removed from your Crusade force and no new unit is added in its place.
BOONS OF NURGLE | D33 | Febrile Vitality: Add 1" to the Move characteristic of models in this model’s unit. | 11 | Slitherswift Limbs: Add 1 to Advance and Charge rolls made for this model’s unit. | 12 | Writhing Tentacles: Add 1 to the Attacks characteristic of melee weapons equipped by this model. | 13 | Grossly Swollen: Add 2 to this model’s Wounds characteristic. | 21 | Leprous Insensibility: This model has the Feel No Pain 5+ ability. | 22 | Veil of Flies: Models in this model’s unit have the Stealth ability. | 23 | Touch of Rot: Improve the Armour Penetration characteristic of melee weapons equipped by this model by 1. | 31 | Plaguesight: Each time this model makes an attack that targets an Afflicted unit, you can re-roll the Hit roll. | 32 | Billowing Miasma: Add 6" to this model’s Contagion Range. | 33 |
|
Some plague champions obsess over perfecting Nurgle’s supernatural plagues as a form of worship, leading their warbands into campaigns of military conquest to facilitate their ritualised experiments.
If your Crusade force includes a
DEATH GUARD CHARACTER unit, and is not attempting to Concoct a Plague, it can attempt to Concoct a Plague.
OutbreakWhen your Crusade force attempts to Concoct a Plague, you must first create the world your Crusade force will attempt to conquer. Each world has its own strengths and weaknesses for you to overcome, described by three characteristics: Fecundity, Population Density, and Vulnerability.
These characteristics are each measured on a scale of 1 to 6, and cannot be decreased or increased beyond these values, with the exception of Population Density, which can be decreased to 0. To create your world, you can either roll a D6 for each of these characteristics, or you can choose one of the example worlds (see below), which have fixed starting characteristics. Then add up your world’s characteristics to determine the world’s suitability score - this does not change during the attempt, and is just referred to if you succeed in your quest to Concoct a Plague.
Fecundity: | | Population Density: | | Vulnerability: | | Suitability Score: | 10 |
|
Fecundity: | | Population Density: | | Vulnerability: | | Suitability Score: | 10 |
|
Fecundity: | | Population Density: | | Vulnerability: | | Suitability Score: | 10 |
|
For example, if you chose a hive world, at the start of the campaign your Plague Totals would be:
Fecundity (3) + Rate of Reproduction (1) = 4
Population Density (5) + Survival Rate (1) = 6
Vulnerability (2) + Adaptability (1) = 3
After each battle, you will follow the Path of Contagion, where various factors will influence the characteristics of your world and your plague. You can also influence these characteristics using Agendas, Requisitions and even some Crusade Relics.
Your goal is to reach a total of precisely 7 for each of the three Plague Totals.
If you are attempting to Concoct a Plague, after each battle, use the following sequence.
Reap the Rewards: Apply any characteristic changes to your world and/or plague as described by any
Death Guard Agenda you used in the battle.
First Check for a Breakthrough: Check if you have managed to Concoct a Plague (see
Success).
Cultivation: Roll one D6, adding 2 to the result if you won the battle. On a 4+, you can choose one characteristic of your plague and add 1 to or subtract 1 from that characteristic.
Counteragents: Roll one D6: if the result is higher than the
Adaptability characteristic of your plague, reduce the
Vulnerability characteristic of your world by 1.
Death Toll: Roll one D6: if the result is higher than the
Survival Rate characteristic of your plague, reduce the
Population Density characteristic of your world by 1. Once you have done so, if your world’s Population Density characteristic is lowered to 0, your quest has failed (see
Failure).
Final Check for a Breakthrough: Check if you have managed to Concoct a Plague (see
Success).
Acceptable Offering: You can select one
DEATH GUARD CHARACTER unit from your Crusade force to gain 2XP. When you next create a world when you attempt to Concoct a Plague, each time you roll a D6 to determine a characteristic of that world, you can re-roll a result of 5 or 6.
Foul Bounty: You can select one
DEATH GUARD CHARACTER unit from your Crusade force to gain 2XP. In addition, you can select one unit from your Crusade force to gain one
Death Guard Battle Trait (it must be a Battle Trait that unit can have).
A Mighty Pestilence: You can select one
DEATH GUARD CHARACTER unit from your Crusade force to gain 3XP. In addition, you can claim a permanent
Blessings of Nurgle reward for your Crusade force from those listed below.
Malign Masterpiece: You can select one
DEATH GUARD CHARACTER unit from your Crusade force to gain 5XP. In addition, you can claim a permanent Blessings of Nurgle reward for your Crusade force from those listed below.
Failure
If your world’s
Population Density characteristic is lowered to 0, your quest to Concoct a Plague fails. Similarly, you can choose at any time to abandon your quest to Concoct a Plague. In either case, you are no longer attempting to Concoct a Plague, and are free to start concocting a new one.
Success
If, when you check for a breakthrough, your three Plague Totals each equal 7, you have managed to Concoct a Plague. You gain the reward associated with your world’s suitability score, as shown on the table (see above). You are no longer attempting to Concoct a Plague, and are free to start concocting a new one.
| | |
| Blessings of NurgleEach time you gain a Blessing of Nurgle, record it on your Crusade tracker. After mustering your Crusade army for each battle, for the purposes of determining Crusade Blessings, add 1 to your total Crusade points for that battle for each Blessing of Nurgle your Crusade army has. You cannot gain the same Blessing of Nurgle more than once.Burgeoning Fortitude After each Crusade battle, you can ignore your first failed Out of Action test. |
Eye of Nurgle After each Crusade battle, roll one D6, adding 1 to the result if you won the battle. On a 6+, select one additional unit to be Marked for Greatness. |
Fecund Fervour After each Crusade battle, each BATTLELINE unit that was part of your Crusade army and survived the battle gains 2XP. |
Seeping Poisons When a unit from your Crusade force gains the Weapon Modifications Battle Honour, you can choose for that weapon to gain [lethal hits] instead of randomly generating Weapon Modifications for that weapon. |
Endless Harvest After each Crusade battle, roll one D6: on a 4+, you gain 1 additional Requisition point. |
Vile Possession Each time you add a VEHICLE unit to your Crusade force, add the DAEMON keyword to that unit’s keyword: (if it does not already have it) and that unit gains 6XP (immediately gaining the Blooded Rank); select one Battle Honour for it as normal. |
| |
| | |
Many are the alchemical poisons and weaponised pathogens with which the DEATH GUARD anoint their weapons, the Biologus Putrifiers and Foul Blightspawn working constantly to refine them.
If your Crusade force includes any
DEATH GUARD units, then as you progress through your Crusade campaign, you will have the opportunity to tailor the alchemical pathogens transmitted by your warriors’ weaponry.
Each
DEATH GUARD model in your Crusade force equipped with one or more
Lethal Hits weapons can also gain abilities associated with your Crusade force’s Pathogen. When you create your Crusade force, your Pathogen has a Duration of 1 and no abilities, but after each battle you will have the opportunity to add to or change your Pathogens Duration and abilities using
Agendas and
Requisitions.
Brew Your Batch
Each time a rule tells you that you can Brew Your Batch, you can do one of the following:
- Add 1 to the Duration of your Pathogen (to a maximum of 5).
- Add a Property to your Pathogen, along with its associated Drawback (if any).
- Suppress a Drawback for a Property you have added to your Pathogen.
Each time you do one of these, keep a note of the current Duration of your Pathogen, which Property you have added to your Pathogen, or which Drawback you have chosen to suppress by marking the relevant sections on the
Crusade tracker.
Pathogen Potency
Each time you Brew Your Batch, add up the number of marks in the Duration, Property and Drawback sections of your
Crusade tracker; this is your current Pathogen Potency. Your Pathogen Potency can never exceed 7 - if your Pathogen Potency is 7, you cannot Brew Your Batch. In this instance, you can instead Tailor the Toxins (see below).
Tailor The Toxins
When a rule allows you to Tailor the Toxins, reduce your Pathogen’s Duration by 1, remove a Property from your Pathogen or remove suppression of a Drawback. Each time you Tailor the Toxins, you can then Brew Your Batch.
In your
Command phase, you can declare that you will use your Pathogen. If you do, your Pathogen is active until you have reached the start of your Command phase a number of times equal to its Duration (or until you reach the start of your next Command phase, if your Pathogen has a Duration of 1).
While your Pathogen is active, each
DEATH GUARD model in your Crusade army equipped with one or more
Lethal Hits weapons also has the abilities of each Property you have added to your Pathogen.
Some Properties have associated Drawbacks. While your Pathogen is active, each
DEATH GUARD model in your Crusade army equipped with one or more Lethal Hits weapons also has the Drawback of each Property you have added to your Pathogen, unless you have suppressed that Drawback.
When a DEATH GUARD unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.
INFANTRY UNITS
When randomly generating a Battle Trait from this table, if your unit has no ranged weapons, or no ranged weapons other than Torrent weapons, if you roll a 4+, roll again until you roll a 1-3.
Infectious slop erupts from the bodies and weapons of these warriors with every blow. Amidst such a rain of vileness, finesse counts for little.
Each time a model in this unit makes a melee attack, you can ignore any or all modifiers to the Hit roll, to the Wound roll and to the Armour Penetration characteristic.
A miasma swirls around these warriors, swirling outward at their unspoken bidding to leave foes temporarily blinded by gluey tears as they cough up putrid gore.
Once per battle, when this unit is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge it can use this Battle Trait. Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at this unit.
These lances and hooks of rotted bone jut from the Plague Marines' bodies to impale unlucky foes.
Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound.
Swollen into lumbering hulks of flesh and rancid muscle, these warriors absorb weapon recoil effortlessly.
Add 1 to the Ballistic Skill characteristic of ranged weapons equipped by models in this unit.
Capering and jabbering, an infestation of Nurgle's plague mites tortures these warriors'foes and reveals their positions no matter how they try to hide.
Ranged weapons equipped by models in this unit have the [IGNORES COVER] ability.
These foul, frond-like growths help Nurgle's servants to sense and anticipate enemy movements.
Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.
DAEMON UNITS
When punctured, these foul swellings spray warp-pus so infectious it can rot living flesh in seconds.
Each time a melee attack is allocated to this unit, after the attacking unit has finished making its attacks, roll one D6 (to a maximum of six D6 per attacking unit): for each 5+, the attacking unit suffers 1 mortal wound.
As these daemons slouch back from combat, they retch up great clouds of infectious spores that choke, bloat and suffocate pursuing foes.
Each time this unit ends a Fall Back move, select one enemy unit that was within Engagement Range of this unit at the start of the phase. Roll three D6: for each 4+, that enemy unit suffers 1 mortal wound.
These daemons splatter their targets with leprously glowing soul-filth that marks the prey in the perceptions of other Nurglesque entities.
In your
Shooting phase, after this unit has shot, select one
visible enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly
NURGLE DAEMON model makes an attack that targets that unit, re-roll a
Hit roll of 1.
VEHICLE UNITS
The hull of this vehicle has built up layers of encrusted filth and scabbed matter that soak up impacts.
Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic, subtract 1 from the Wound roll.
This vehicle ammunition is so virulent that even a near miss is enough to sicken and kill victims.
Add 6’tothe Range characteristic of ranged Lethal Hits weapons equipped by models in this unit. Roll again if your unit has no ranged Lethal Hits weapons.
These repulsive insectile limbs remain within the vehicle’s body until needed, at which point they slide forth from dripping burrows to hoist it high and bear it across the battlefield with a skittering gait.
Each time a model in this unit makes a Normal, Advance or Fall Back move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
If your Crusade army includes any DEATH GUARD units, you can select Agendas from those presented here.
SOW THE SEEDS OF CORRUPTION This region is rendered a more fertile bed where plagues can grow by liberally spreading infectious foulness and spore-thick slop across the battlefield.
At the start of the battle, select one
objective marker in your deployment zone, No Man’s Land, and your opponent’s deployment zone. At the end of your turn, for each of those objective markers, if one or more
DEATH GUARD INFANTRY units from your army are within range of that objective marker, no enemy units are within range of that objective marker, and that objective marker is not seeded, that objective marker becomes seeded and you select one of those units to gain 2XP.
At the end of the battle, if units from your army seeded two objective markers, roll one D6: on a 4+, add 1 to the
Fecundity characteristic of your world. If units from your army seeded three objective markers, add 1 to the Fecundity characteristic of your world instead.
Even as the foe fights your warriors, they do not realise they participate in a field test of your latest brewed plagues. Those enemies that survive against the odds are judged hard enough to unknowingly bear the infection back to their comrades elsewhere in the war zone.
At the end of the battle, roll one D6 for each enemy unit on the battlefield, adding 2 to the result if that unit is below its
Starting Strength. If there are one or more results of 6+, add 1 to the
Survival Rate characteristic of your plague, and select one
DEATH GUARD unit from your army that was not destroyed. That unit gains 3XP.
The field of war is a veritable cornucopia of ingredients for the biochemical arts of the Death Guard. By reaping this feculent harvest, they refine their supernatural maladies further.
At the start of the battle, each
objective marker in No Man’s Land represents a Vector Target.
At the start of your
Shooting phase, select one
DEATH GUARD INFANTRY unit from your Crusade army (excluding
Battle-shocked units) that is eligible to shoot and is within range of one or more Vector Targets; that unit can attempt to exhume one of those Vector Targets. If attempted, until the end of your turn, that unit is not eligible to shoot or
declare a charge. If that unit is within range of the selected Vector Target and no enemy units are within range of that Vector Target (excluding
AIRCRAFT) at the end of your turn, that unit gains 1XP (to a maximum of 3XP per unit).
At the end of the battle, roll one D6, adding 1 to the result for each successful exhumation attempt: on a 7+, add 1 to the
Adaptability characteristic of your plague.
The great work of perfecting toxins and refining weaponised alchemy never ends for the twisted scientific minds of the Death Guard. With every gruesome observation scratched on mouldering parchment in a spidery hand, another step is taken towards malevolent perfection.
Each time a
DEATH GUARD unit from your army destroys an
Afflicted enemy unit, add 1 to your research tally, and that unit gains 1XP (to a maximum of 3XP per unit).
At the end of the battle, if your research tally is 1-3, you can
Tailor the Toxins. If your research tally is 4+, you can Tailor the Toxins twice.
If your Crusade army includes any DEATH GUARD units, you can spend Requisition points (RP) on any of the following Requisitions.
TAINTED TINKERING1RP
Amidst grime-smeared surgical slabs and alembics bubbling with clotted poisons, twisted minds have made a vile breakthrough.
Purchase this Requisition at the end of a battle, if you won that battle. You can
Brew Your Batch.
FRUITS OF THE CAULDRON1RP
Just as Nurgle is said to hunch over his cauldron of poxes, endlessly inventing and perfecting his contagious brews, so too do his worshippers follow his divine example.
Purchase this Requisition at the end of a battle. You can
Tailor the Toxins.
REMISSIVE RUSE1RP
Many warp-spawned plagues are in and of themselves daemonic, possessing enough rudimentary intelligence to know when to allow populations - and hope - to temporarily recover before striking anew.
Purchase this Requisition at the end of a battle, if you won that battle. Add 1 to the
Population Density characteristic of your world.
CAREFUL CULTIVATION2RP
Fevered activity fills the laboratoria of your plague champions as they sense pestilent perfection is almost within their grasp.
Purchase this Requisition at the end of a battle, before following the
Path of Contagion. When you next follow the Path of Contagion, resolve the Cultivation step twice.
PUTRID ASCENSION2RP
For a chosen few, the Path to Glory ends in apotheosis into a mighty and malevolent Daemon Prince of Nurgle.
Purchase this Requisition when a
DEATH GUARD CHARACTER unit from your Crusade force (excluding
DAEMON units) that has three
Boons of Nurgle reaches the Heroic or Legendary
rank. Remove that unit from your Crusade force and replace it with one
DEATH GUARD DAEMON PRINCE or
DEATH GUARD DAEMON PRINCE WITH WINGS.
In either case, the new unit has the same number of
Battle Honours and XP as the unit it replaced. The new model can keep any Boons of Nurgle the unit it replaced had, even though Daemon models cannot normally have Boons of Nurgle. Any
Battle Scars the replaced unit had are not retained. You cannot purchase this Requisition if doing so would cause you to exceed your Crusade force’s
Supply Limit.
WRETCHED MIGHT2RP
Even the most accursed and unworthy ofNurgle’s servants may know their god’s blessings for a time; their foul might increased before their unworthy bodies burn out in the grip of such supernatural malignancy.
Purchase this Requisition before a battle. Select one
POXWALKERS unit from your Crusade army. Generate a
Battle Trait for that unit, even though
POXWALKERS units cannot normally have Battle Traits. Until the end of the battle, that
POXWALKERS unit has that Battle Trait.
When a DEATH GUARD CHARACTER model gains a Crusade Relic, you can select one of the Relics presented here.
Artificer Relics
BOUNTIFUL CENSER
Said to use the ever-regenerating heart of a Great Unclean One as its fuel, this smog-wreathed censer emits roiling clouds of sorcerous fumes. These cause grotesque bloating and swelling within the mightiest warriors and war engines of the Death Guard, an overabundance of blessed foulness leaving them ever on the verge of violently bursting.
Each time a friendly model with the
Deadly Demise ability within 9" of the bearer is destroyed, the bearer can use this Crusade Relic. If it does, add 2 to the roll to determine whether
mortal wounds are inflicted by that model’s Deadly Demise ability. You cannot target that model with the
Putrid Detonation Stratagem.
GNAWING TOME
This malevolent book is bound in flayed maggots’ hides and penned in the blood of famine-starved mutants. It drinks in cruelty, hatred, despair and pain from the battlefield, and, as it does, new passages crawl across its pages to reveal daemonic plague lore to its bearer.
Each time an enemy unit within 9" of the bearer’s unit fails a
Battle-shock test, roll one D6: on a 4+, you gain 1
Requisition point.
FOULFORGED ARMOUR
Fashioned by witchsmiths in an unclean forge borne upon the back of a colossal plague toad, this armour is said to embody the timeless resilience of the Plague Planet itself.
The bearer has a Save characteristic of 2+.
Antiquity Relics
ORB OF DECAY
Scores of terrible maladies are stored in this orb, collected from battlefields and conquered worlds the galaxy over. Its carrier can unleash them all at the right moment to overwhelm their enemies.
Once per battle, when you target the bearer’s unit with the
Grenade Stratagem, the bearer can use this Crusade Relic. If they do, until that Stratagem has been resolved, add 2 to the result of each dice you roll for that Stratagem.
CASKET OF CORRUPTION
No larger than an Imperial nobleman’s snuff box, this nightmarish artefact contains a pale green pearl said to have congealed in Nurgle’s own cauldron. The hyper-contagious energies it emits can wither forests, curdle oceans and rot entire worlds if concealed in the right place and given time to work.
The bearer has the
Deadly Demise D3 ability. In addition, at the end of the battle, if the bearer’s unit is wholly within your opponent’s deployment zone, when you next follow the
Path of Contagion, you can skip the Counteragents step.
Legendary Relics
PUTRID HEART
This parasitic daemon-organ squirms into its host’s body and melds with its biology before pumping corruption through every cell. One so blessed becomes an avatar of contagion made manifest, a seething nexus of infectious foulness whose presence few can long survive.
The bearer has the
Feel No Pain 5+ ability. In addition, add 6" to the
Contagion Range of models in the bearer’s unit.
When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.
Plague Champion
Your rancid star is on the rise. Champions of order and purity have fallen beneath your putrid blade, their armies scattered in despair before your inexorable advance. The plagues of Nurgle spread all the faster wherever you take to the battlefield, encouraged by the dark alchemy of your followers, lent virulence by the horror of your victories. Your feet are set firmly on the Path to Glory. Your future is one of glorious apotheosis or a descent into festering spawndom.
Chosen of Nurgle
Sevenfold are your blessings, for you serve Grandfather Nurgle and the Death Lord Mortarion well. Entire worlds have been transformed into putrid plague beds by your efforts. Planetary systems have soured in the grip of disease and misery, crushed beneath your armoured tread. With every victory, you court the mightiest blessings of the Plague God and draw closer to final triumph or utter damnation.
- You have concocted one or more Plagues.
- You have won four or more battles.
- One or more CHARACTER units from your Crusade force have reached the Heroic rank.
Diseased Daemon Lord
Ultimate glory is yours, for great Nurgle has rewarded you with daemonic immortality. Your name has become a byword for sickness and suffering across entire galactic sectors. Yet even now, there is more to do, for the war will not be won until the stars themselves rot and fall, spoiled from the heavens. With your newfound supernatural power, of course, even this mighty goal does not seem beyond your reach.
- You have concocted two or more Plagues.
- You have a Pathogen Potency Score of seven.
- You have won ten or more battles.
- One or more CHARACTER units from your Crusade force have reached the Legendary rank.
Introduction
Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.ARMY FACTIONA keyword that will be shared by all units in your army.
MUSTERING RULESWhich units you are allowed to include in your army.
FORMING BOARDING SQUADSAny additional rules that will apply in the missions
Form Boarding Squads step. Note that not all Detachments will have these.
RULES ADAPTATIONSSome units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.
ARMY RULEDue to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.
DETACHMENT RULEEach faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.
ENHANCEMENTSFurther Enhancements that you can give to
CHARACTER models from your army, beyond those(
Boarding Actions Enhancements), will be found here.
STRATAGEMSAdditional Stratagems that you can use, in addition to those (
Boarding Actions Stratagems), will be found here.
The Death Guard are well-practised in shipboard warfare and punishing boarding actions. Spearing deep in the enemy vessel like the tendrils of some nightmare parasite, they spread corruption and entropy through foes and mechanical systems alike.
Mustering a Boarding Patrol
You can include up to one of the following units:
You can include up to one of the following units:
You can include up to three of each of the following units:
*The combined total number of all of these units cannot be more than the total number of PLAGUE MARINES units.You can include up to one of each of the following units:
Rules Adaptations
- The BIOLOGUS PUTRIFIER model loses the Explosive Maladies ability.
- The DEATH GUARD CHAOS LORD model loses the Desiccation Conduit ability.
- The
DEATH GUARD CHAOS SPAWN unit loses the Regenerating Monstrosities ability. - The
DEATH GUARD TERMINATOR SORCERER model loses the Pestilent Familiar ability. - The LORD OF CONTAGION model loses the Abundance of Sickness ability.
- The PLAGUE SURGEON model loses the Tainted Narthecium ability.
- The TALLYMAN model loses the The Seven-fold Chant ability.
- The TYPHUS model loses the Tire Eater Plague ability.
Slow Decay
Steady and inexorable, the dark gifts of the Plague God seep from the Death Guard to corrupt all.
Units from your army with the Nurgle’s Gift ability retain that ability and gain this one.
When measuring your units’ Contagion Range,
Walls and closed
Hatchways are ignored. In addition, Contagion Range changes over the course of the battle as shown below, instead of as specified in the Nurgle’s Gift ability.
BATTLE ROUND | CONTAGION RANGE | 1 | 1" | 2 | 3" | 3+ | 6" |
|
Detachment Rule
Sevenfold Offerings
Seven by seven the enemy fall, reaped like blighted crops or rotted from within. Seven by seven their souls are offered up to the Lord of Pestilence.
For every seven enemy models that have been
destroyed, add 2" to the
Contagion Range of units from your army. Note that any increase to the Contagion Range of units from your army as a result of this rule does not take place while a unit from your army is attacking. In such an event, the increase will take effect after such a unit has finished making its attacks.
Enhancements
Foul Constitution Rancid with might, feverish with unclean power, this warrior’s diseased body is as unnaturally resilient as it is unfeeling of pain. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. |
Fountaining Filth Bloated fit to burst with noxious corruption, this champion’s straining body is like an overfilled pressure vessel ready to explode like a diseased warhead. When the bearer is destroyed, before removing it from the battlefield, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers 2 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. |
Stratagems
CHINKS IN THE ARMOUR
Vectors of Decay – Battle Tactic Stratagem
Even the slightest weakness is enough for the foulness of the Death Guard to find a way in.
WHEN: Your
Shooting phase or the
Fight phase.
TARGET: One
DEATH GUARD unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within
Contagion Range of one or more units from your army, a
Critical Hit is scored on an unmodified
Hit roll of 5+, instead of only a 6.
GROTESQUE DEMISE
Vectors of Decay – Strategic Ploy Stratagem
Many of the plague weapons and revolting diseases unleashed by the Death Guard inflict endings so hideous that the mere sight of them is enough to send unharmed enemies fleeing in horror.
WHEN: Your
Shooting phase or the
Fight phase, just after a
DEATH GUARD unit from your army (excluding
CULTISTS and
POXWALKERS units) has shot or fought.
TARGET: That
DEATH GUARD unit.
EFFECT: Select one enemy unit that had one or more models
destroyed as a result of those attacks. That enemy unit must take a
Battle-shock test.
INFESTATION
Embarked Regiment – Strategic Ploy Stratagem
The taint left by the servants of Nurgle is not easily scoured from the stuff of realspace.
WHEN: Start or end of any turn, when an enemy unit attempts to Seize an
objective marker you have
Secured.
TARGET: One
DEATH GUARD unit from your army (excluding
CULTISTS and
POXWALKERS units) within
Contagion Range of that objective marker.
EFFECT: Roll one D6: on a 5+, until the end of your next turn, that objective marker remains Secured by your army and you are considered to control it, regardless of how many enemy models are within range of it.
RESTRICTIONS: You can only use this Stratagem once per
battle round.
SEEPING CORROSION
Vectors of Decay – Strategic Ploy Stratagem
Crawling tendrils of foulness spread through the voidship at the touch of the Death Guard, poisoning and rotting luckless foes.
WHEN: Your
Movement phase, when a
DEATH GUARD unit from your army (excluding
CULTISTS and
POXWALKERS units) attempts to open a
Hatchway.
TARGET: That
DEATH GUARD unit.
EFFECT: Select one enemy unit within 1" of your unit and on the opposite side of that Hatchway from your unit, and roll one D6: on a 2-4, that enemy unit suffers 1
mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. Until the end of the phase, if an enemy unit attempts to prevent that Hatchway from being opened, when
rolling off, you can re-roll your result.
Under the corrupting influence of Nurgle’s worshippers, voidships can sicken just like living bodies. Corridors awash with chanting, diseased cultists, chambers and vital systems clogged by rancid entities and plague-spawned filth, even the most redoubtable warship can sicken and die.
Mustering a Boarding Patrol
You can include up to one of the following units:
You can include up to one of the following units:
You can include up to three of each of the following units:
DEATH GUARD CULTISTS (10 models)- POXWALKERS (10 models)
You can include up to one of the following unit:
DEATH GUARD CHAOS SPAWN (2 models)
Rules Adaptations
DEATH GUARD CULTISTS units can perform the Secure Site Tactical Manoeuvre as if they had the BATTLELINE keyword.- The BIOLOGUS PUTRIFIER model loses the Explosive Maladies ability.
- The DEATH GUARD CHAOS LORD model loses the Desiccation Conduit ability.
- The
DEATH GUARD CHAOS SPAWN unit loses the Regenerating Monstrosities ability. - The
DEATH GUARD TERMINATOR SORCERER model loses the Pestilent Familiar ability. - The LORD OF CONTAGION model loses the Abundance of Sickness ability.
- The PLAGUE SURGEON model loses the Tainted Narthecium ability.
- The TALLYMAN model loses the The Seven-fold Chant ability.
- The TYPHUS model loses the The Eater Plague ability.
Slow Decay
Steady and inexorable, the dark gifts of the Plague God seep from the Death Guard to corrupt all.
Units from your army with the Nurgle’s Gift ability retain that ability and gain this one.
When measuring your units’ Contagion Range,
Walls and closed
Hatchways are ignored. In addition, Contagion Range changes over the course of the battle as shown below, instead of as specified in the Nurgle’s Gift ability.
BATTLE ROUND | CONTAGION RANGE | 1 | 1" | 2 | 3" | 3+ | 6" |
|
Detachment Rule
Relentless Spread
Like a virus seeking fresh hosts, the unclean worshippers of the Plague God spill through the ship’s corridors on the hunt for untainted souls.
Each time a
DEATH GUARD unit from your army makes a
Consolidation move:
- It can move up to D3+3" instead of up to 3".
- If it cannot end that move within Engagement Range of one or more enemy units that are visible to it (and in Unit Coherency), it can still make that Consolidation move, and when doing so can move in any direction.
Enhancements
Pox-Bearer This foul champion is a living vector for the spread of the walking plague, a suppurating nexus of filthy unlife that cannot be cleansed. Once per battle, at the end of your Movement phase, the bearer can use this Enhancement. If it does, select one friendly POXWALKERS unit within 9" of and visible to the bearer; return up to D3+2 destroyed models to that unit. |
Hand of Nurgle Foul and foetid is the touch of this blessed being, seeping filth and rust-blooming fungi spilling from everything they lay their hands upon. In your Command phase, select one objective marker that you control and is within range of the bearer. Roll one D6: on a 2+, that objective marker is Secured by your army |
Stratagems
POX FLARE
Unclean Uprising – Battle Tactic Stratagem
Like fever heat bursting into unclean flame, the diseases infesting these Poxwalkers flare with sudden infectious vitality.
WHEN: Fight phase.
TARGET: One
POXWALKERS unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.
PATH OF PESTILENCE
Unclean Uprising – Strategic Ploy Stratagem
Long have lurking cultists planned the uprising and prepared the route for their plague-blessed masters to process to victory.
WHEN: Your
Movement phase.
TARGET: One
DEATH GUARD CULTISTS unit from your army that has not been selected to move this phase and is not within
Engagement Range of one or more enemy units.
EFFECT: Select one closed
Hatchway within 1” of your unit. Your unit can attempt to operate that Hatchway.
RESTRICTIONS: Until the end of the turn, your unit cannot attempt to
operate a Hatchway again.
THE DEAD RISE
Vectors of Decay – Strategic Ploy Stratagem
What appeared moments before to be a mere carrion heap suddenly lurches into foul and grinning unlife.
WHEN: Your
Movement phase, at the start of the
Reinforcements step.
TARGET: One
POXWALKERS unit from your army that is in
Reserves.
EFFECT: Until the end of the phase, your unit has the
Deep Strike ability.
RESTRICTIONS: You can only use this Stratagem once.
SHAMBLING ONSLAUGHT
Unclean Uprising – Strategic Ploy Stratagem
Relentless, untiring, the plague-rotted hordes press forward in a tide of grasping hands, stinking bodies and gnashing, splintered teeth.
WHEN: Your opponent's
Movement phase, just after an enemy unit is selected to
Fall Back.
TARGET: One
POXWALKERS unit from your army within
Engagement Range of that enemy unit.
EFFECT: After that enemy unit ends that
Fall Back move, if your unit is not within Engagement Range of one or more enemy units, your unit can make a
Normal move.
Spearheading assaults onto enemy voidships or digging in to defend the most vital of their own plague ships’ systems and chambers, these chosen of Mortarion are as indomitable as they are foul. No foe can long endure their feculent ferocity.
Mustering a Boarding Patrol
You can include up to two of the following units (duplicates are not allowed):
You can include up to one of each of the following units:
Rules Adaptations
- BLIGHTLORD TERMINATORS units can perform the Secure Site Tactical Manoeuvre as if they had the BATTLELINE keyword.
- The
DEATH GUARD CHAOS SPAWN unit loses the Regenerating Monstrosities ability. - The DEATH GUARD TERMINATOR SORCERER model loses the Pestilent Familiar ability.
- The LORD OF CONTAGION model loses the Abundance of Sickness ability.
- The TYPHUS model loses the The Eater Plague ability.
Slow Decay
Steady and inexorable, the dark gifts of the Plague God seep from the Death Guard to corrupt all.
Units from your army with the Nurgle’s Gift ability retain that ability and gain this one.
When measuring your units’ Contagion Range,
Walls and closed
Hatchways are ignored. In addition, Contagion Range changes over the course of the battle as shown below, instead of as specified in the Nurgle’s Gift ability.
BATTLE ROUND | CONTAGION RANGE | 1 | 1" | 2 | 3" | 3+ | 6" |
|
Detachment Rule
Inescapable Corruption
The combined plague blessings of so many champions of the Plague God is universally contagious, a dreadful omnirot that infests flesh, metal and even the minds and souls of its victims.
Each time an enemy unit is selected to perform a
Tactical Manoeuvre, if that unit is within
Contagion Range of one or more units from your army, that enemy unit must take a
Leadership test. If that test is failed, that Tactical Manoeuvre has no effect (that enemy unit is still eligible to shoot and
declare a charge this turn as
normal).
In addition, in your
Command phase, roll one D6 for each
objective marker that is within Contagion Range of one or more units from your army and is
Secured by your opponent’s army: on a 5+, that objective marker is no longer Secured by your opponent’s army.
Enhancements
Miasmic Odour An omnipresent reek of decay wreathes this dark champion, mingling with swarms of parasitic plague flies and turgid clouds of infectious spores. Add 3" to the Contagion Range of the bearer. |
Disgusting Reinvigoration Grotesque maws and stabbing probosces burst from this champion’s bloated form to consume and corrupt the very life essence of their victims. Each time the bearer destroys an enemy model with a melee attack, roll one D6: on a 5+, the bearer regains one lost wound (to a maximum of two lost wounds per phase). |
Stratagems
ALLIES OF ENTROPY
Arch-Contaminators – Strategic Ploy Stratagem
The foul vitality that flows through these warriors is slow to depart, even in extremis.
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One
DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is
destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
SEED OF CORRUPTION
Arch-Contaminators – Strategic Ploy Stratagem
Like infectious spores contaminating their victim, the warriors of the Death Guard teleport into battle then dig in as their foulness slowly spreads around them.
WHEN: Your
Shooting phase.
TARGET: One
DEATH GUARD TERMINATOR unit from your army that has not been selected to shoot this phase.
EFFECT: If your unit was
set up on the battlefield this turn, it can perform a
Tactical Manoeuvre this phase as if it was not set up on the battlefield this turn.
CORROSIVE CURSE
Arch-Contaminators – Strategic Ploy Stratagem
Mere proximity to these repulsive plague champions is enough to see vital systems rust and crumble as the taint of Chaos consumes them.
WHEN: Start of your
Shooting phase.
TARGET: One
DEATH GUARD TERMINATOR unit from your army that is not within
Engagement Range of one or more enemy units.
EFFECT: Select one
objective marker within
Contagion Range of and
visible to your unit. That objective marker is
Secured by your army.
RESTRICTIONS: You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to shoot or
declare a charge.
CLOUD OF FLIES
Arch-Contaminators – Battle Tactic Stratagem
Plague flies engulf these warriors in a storm of buzzing wings and pustulent bodies, soaking up incoming enemy fire and obscuring the Death Guard elite from the foe.
WHEN: Your opponent’s
Shooting phase, just after an enemy unit has selected its targets.
TARGET: One
DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit's attacks.
EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the
Hit roll.