Death Guard
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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.

Books

BookKindEditionVersionLast update
  Death Guard
  Death GuardCodex101.1June 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion102.7June 2025
  Balance Dataslate
  Balance DataslateRulebook10June 2025June 2025
  Grotmas Calendar: Death Guard - Flyblown Host
  Grotmas Calendar: Death Guard - Flyblown HostExpansion10May 2025
  Legends Field Manual
  Legends Field ManualExpansion102.1March 2025
  Boarding Actions
  Boarding ActionsExpansion101.0October 2024
  Horus Heresy Legends: Adeptus Astartes
  Horus Heresy Legends: Adeptus AstartesDatasheet10September 2024
  Legends: Heretic Astartes
  Legends: Heretic AstartesDatasheet10September 2024
  Horus Heresy Legends: Heretic Astartes
  Horus Heresy Legends: Heretic AstartesDatasheet10September 2024
  Legends: Death Guard
  Legends: Death GuardDatasheet10September 2024

FAQ

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.

Introduction

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:

1
DETACHMENT RULE
The 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.

2
ENHANCEMENTS
When 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.

3
STRATAGEMS
Your 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.

Army Rules

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 RANGE
Contagion Range changes over the course of the battle:





AFFLICTED
During 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.

Virulent Vectorium

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.

Detachment Rule


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.

  • Arch Contaminator 25 pts

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
1CP
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
2CP
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
2CP
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
1CP
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
1CP
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
1CP
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.

Mortarion’s Hammer

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.

Detachment Rule


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 SIZEUNITS
Incursion1
Strike Force2
Onslaught3

Enhancements

  • Eye of Affliction 20 pts

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.

  • Bilemaw Blight 10 pts

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
2CP
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
1CP
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
1CP
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
1CP
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
1CP
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
1CP
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).

Champions of Contagion

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.

Detachment Rule


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

  • Final Ingredient 20 pts

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.

  • Needle of Nurgle 25 pts

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).

  • Cornucophagus 35 pts

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
1CP
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
2CP
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
1CP
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
1CP
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
1CP
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
1CP
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).

Tallyband Summoners

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.

Detachment Rule


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 LEGIONS
You 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

  • Beckoning Blight 20 pts

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".

  • Fell Harvester 10 pts

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.

  • Entropic Knell 15 pts

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
1CP
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
1CP
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
1CP
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
1CP
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
1CP
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
1CP
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.

Shamblerot Vectorium

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.

Detachment Rule


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 SIZEBATTLE ROUNDS
Incursion2,3
Strike Force2, 3, 4
Onslaught2, 3, 4, 5

KEYWORDS
POXWALKERS units from your army gain the BATTLELINE keyword.

Enhancements

  • Witherbone Pipes 25 pts

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.

  • Sorrowsyphon 10 pts

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
1CP
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
1CP
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
1CP
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
1CP
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
1CP
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
1CP
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.

Death Lord’s Chosen

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.

Detachment Rule


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

  • Face of Death 10 pts

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.

  • Vile Vigour 15 pts

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.

  • Warprot Talisman 30 pts

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
1CP
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
1CP
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
1CP
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
1CP
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
1CP
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
1CP
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).

Flyblown Host

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

  • Droning Chorus 15 pts

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.

  • Plagueveil 25 pts

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
1CP
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
1CP
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
1CP
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
1CP
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
1CP
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
1CP
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.

Crusade Rules

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 NURGLE
Here 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 PLAGUE
The 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 PATHOGENS
In 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.

AGENDAS
DEATH 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.

REQUISITIONS
DEATH GUARD armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As 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 RELICS
In addition to the Crusade Relics presented in other publications, DEATH GUARD CHARACTER units can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here 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.

PLAGUE LEGIONS AND POXWALKERS
When mustering your Crusade army, if you are using the Tallyband Summoners Detachment, you will be able to include PLAGUE LEGIONS units from your Crusade force in your Crusade army.

PLAGUE LEGIONS and POXWALKERS units can never gain Experience points or Battle Honours. However, they automatically pass any Out of Action tests they are required to take, so never gain Battle Scars. You can mark the Experience points section of such units’ Crusade cards with ‘N/A’ to remind you.

Boons of Nurgle

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 NURGLED33
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

A Grand Plague

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.

Outbreak
When 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.

Hive World
Fecundity:
Population Density:
Vulnerability:
Suitability Score:10

Agri World
Fecundity:
Population Density:
Vulnerability:
Suitability Score:10

Forge World
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.

Path of Contagion


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).

Suitability Score
15-18
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.

Suitability Score
11-14
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).

Suitability Score
7-10
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.

Suitability Score
3-6
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 Nurgle

Each 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.


Alchemical Pathogens

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.

Durations
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).

Properties
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.

Drawbacks
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.

Battle Traits

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
D6

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.
SPATTERFILTH

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.
CHOKING MIST

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.
BONE HORNS

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.
STOLID BULK

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.
CACKLING PLAGUE MITES

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.
QUIVERING CILIA

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
D6

INFECTIOUS BUBOES

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.
SPOREBELCH

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.
LAMBENT TAINT

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
D6

PLATED GROWTHS

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.
MASTERWORK MALADIES

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.
SKITTERING LIMBS

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.

Agendas

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.
UNWITTING VECTORS

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.
VIRAL HARVEST

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.
VILE RESEARCH

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.

Requisitions

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.

Crusade Relics

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.

Crusade Badges

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.

Boarding Actions

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 FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some 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 RULE
Due 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 RULE
Each 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.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancements), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Vectors of Decay

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:

Forming Boarding Squads

POXWALKERS and DEATH GUARD CULTISTS units do not split into separate units in the Form Boarding Squads step.

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.

Army Rule

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 ROUNDCONTAGION RANGE
11"
23"
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
1CP
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
1CP
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
1CP
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
1CP
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.

Unclean Uprising

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)

Forming Boarding Squads


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.

Army Rule

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 ROUNDCONTAGION RANGE
11"
23"
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
1CP
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
1CP
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
1CP
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
1CP
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.

Arch-Contaminators

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.

Army Rule

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 ROUNDCONTAGION RANGE
11"
23"
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
1CP
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
1CP
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
1CP
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
1CP
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.

Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while %000015069performing actions%.
Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.

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

Battleline
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
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 , while an enemy unit is within Contagion Range of one or more models from your army, it is Afflicted (see below).

CONTAGION RANGE
Contagion Range changes over the course of the battle:





AFFLICTED
During 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).

Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
LONE OPERATIVE

Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.

Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
FIGHTS FIRST

Some warriors attack with blinding speed, landing their blows before their foes can react.

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.

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

The PLAGUE LEGIONS and MONSTER keywords are used in the following Death Guard datasheets:

Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.

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

Heavy

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
Blast

High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
Pistol

Pistols can be wielded even at point-blank range.

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).
Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
D33
Some of the rules will ask you to roll a D33. To do so, roll two D3s one after the other: the first dice result determines your ‘tens’ and the second your ‘units’. For example, if you rolled two D3s and the first result was a 2 and the second was a 1, then the D33 result is a 21.
INCREASE SUPPLY LIMIT1RP

Information uncovered by your forces has revealed the growing importance of this war zone and the increasing threat posed by enemies. In response, high command has acceded to your urgent request for reinforcements.

Purchase this Requisition at any time. Increase your Crusade force’s Supply Limit by 200 points.
Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.
PUTRID DETONATION
1CP
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 VEHICLE or 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.
GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, roll off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.
Unit Coherency
A unit that contains more than one model must be set up and end any kind of move as a single group, with all of its models within 2" horizontally and 5" vertically of at least one other model from that unit. While a unit has seven or more models, all of its models must instead be set up and end any kind of move within 2" horizontally and 5" vertically of at least two other models from that unit. This is called Unit Coherency.

If for any reason a model cannot be set up in Unit Coherency, or cannot be set up following any restrictions stated by other rules (e.g. while setting up using the Deep Strike ability), that unit cannot be set up. If a unit cannot end a move in Unit Coherency, it cannot make that move and its models are returned to their previous positions.

At the end of every turn, each player must remove models, one at a time, from any of the units from their armies that are no longer in Unit Coherency, until only a single group of models from each of those units remains in play and in Unit Coherency. Models removed in this way count as having been destroyed, but they never trigger any rules that apply when a model is destroyed.

  • Unit Coherency: Within 2" horizontally and 5" vertically of:
    • One other model from the same unit (in units of 2-6 models).
    • Two other models from the same unit (in units of 7+ models).
  • At the end of every turn, if a unit is not in Unit Coherency, the controlling player must remove models until that unit is in Unit Coherency again.

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