Death Guard 8th Edition Codex: Leak Compilation
Time for another leak and rumor compilation, this time for Warhammer 40k 8th edition Death Guard codex rumors and leaks. As with the other compilations the Warhammer 40k 8th edition Death Guard codex will feature both Games Workshop community info and any other Internet leaks and rumors as they come!
Check back everyday as new leaks and rumors for Warhammer 40k 8th edition Death Guard Codex will be added, without notification.
Pre-orders Sept. 9th Release Date Sept. 16th:
- Death Guard Codex: $40
- Death Guard Dice: $20
- Mortarion: $140
- Datacards: $15
Army Wide Rules & Wargear:
- Inexorable Advance: Battle-Forged, all Infantry and Hellbrute units in Death Guard Detachments. Units do not suffer a penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons. A unit with this ability can fire twice with Rapid Fire weapons at a range of 18″ instead of only being able to fire twice with them up to half the max range.
- Disgustingly Resilient: Each time a model with this ability loses a wound, roll a dice, on a 5+ the model doesn’t lose a wound.
- Access to all Nurgle Deamons except for heralds of Nurgle
- 9 Unique units to the Death Guard codex
- Plagueburst Crawler (110 base) T8, 12 wounds, 3 attacks, LD8, 3+ save, S7 Plagueburst Mortar – 12 inch to 48 inch range, Heavy D6, S8 AP-2 D3 Damage, can hit units that are not visible to the model Heavy Slugger 2x Plaguespitters (can be replaced with 2x entropy cannons, 36 inch range, Heavy 1 S8 -4 AP D6 damage)
- Myphitic Blight-hauler FA Slot (85 points a unit) S6 base, T7, 8 wounds, moves 10 inches, does not degrade, 3 attacks, 3+ save Has DR, 5+ invul save (daemonic), +1 to hit rolls when 3 or more in a unit Does not suffer penalty for moving and firing heavy weapons
- Foul stench (enemy units must subtract 1 from hit rolls when targeting him in the fight phase)
- Putrescent Fog (friendly DG infantry units that are entirely within 7 inches gain the benefit of cover when making cover saves) – Missile launcher – Multi melta Bile spurt – 12 inches, assault D3, S6 AP-1, D1, plague weapon Gnashing maw (melee) -2 AP, S user, D1, plague weapon
- New Drone options: Heavy blight launcher, Fleshmower – S+2 (S8 at full wounds), AP-2, D2, plague weapon: each time a drone fights, it can make 6 additional attacks with this weapon (so 7-9 total)
- Blightlord Terminators – 5-10 38 points a model
- Aura of Rust – every time you make a wound roll of 6+ for this units melee weapons, increase AP by 1
- Toughness 5 4+ invulnerable save
- Deathshroud: 1-3 75 pts a model
- Plaguesplurt gauntlet – D6 hits, S3, AP0, D1 -Manreaper – +3 str, -3 AP, 3D Strength and Toughness 5 2 Wounds each 3 Attacks (4 attacks on Champion) might have misheard this but cannot stand listening to them again DG Characters within 3 inches of Deathshroud add 1 to their attacks characteristic
- Silent Bodyguard: roll a dice every time a friendly DG character is hit by a range/melee attack when within 3 inches. On a 2+ the Deathshroud take the hit.
- Tallyman: 67 pts
- Festering Zealot: can re-roll hit rolls for friendly DG within 7 inches in the fight phase
- Seven fold Chant: if army is battleforged, roll 2D6 every time you spent a a stratagem, and if you get a 7 on those 2D6 you get the command points you spent on a stratagem refunded
- Typhus Rules: Living Plague
- Mortaron Rules: WS:2 BS:2 S:8 T:7 W:18 A:6 LD:10 Sv: 3+ Invluerable +4
- Toxic Presence: Enemy Units within 7″ must subtract 1 from their toughness characteristic.
- Host of Plagues: Roll a dice for each enemy unit that is within 7″ of Mortarion at the start of the fight phase roll on chart and units suffer D3 Mortal Wounds
- Silence: Does more damage to units of 10+ size.
- Living Plague: Roll a Dice for each enemy unit that is within 3″ of your Warlord at the start of any Fight phase. On a roll of 4+ that unit suffers a mortal wound.
- Revoltingly Resilient: You can add 1 to any Disgustingly Resilient rolls you make for your Warlord unless the wound you are rolling for is a mortal wound.
- Arch-Contaminator: Re-roll all failed wound rolls when attacks are made with a plague weapon for any friendly Death Guard unit within 7″ of your Warlord.
- Tainted Regeneration: Regain 1 lost wound each player turn.
- Hunking Physique: +1 Toughness.
- Rotting Constitution: Reduce all damage by 1 to a minimum 1.
- Cloud of Flies 1CP: Use during your Movement Phase. Select a Death Guard Infantry unit. Until the start of your next movement phase, enemy models can only shot at this unit if it is the closest visible target.
- Nurgle’s Rot 3CP: This can be used once per battle in the shooting phase. Select a friendly Death Guard Character and roll D6 for every unit within 7″ of them. On 4+ the unit suffers D3 Mortal Wounds. On Nurgle models it has no effect.
- Putrid Detonation 1CP: Use this when one of your Death Guard Vehicles is destroyed: do not roll a dice that vehicle auto explodes.
- Grandfathers’s Blessings 2CP: Same as CSM codex
- Blasphemous Machines 1CP: Same as CSM codex
- Gifts of Decay 1/3 CP: Bonus Relics
- Chaos Familiar of Nurgle 1CP: Same as CSM Codex, but for Contagion Discipline.
- Kill Shot 1CP: Same as CSM Codex
- Veterans of the Long War 1CP: Same as CSM codex
- Chaos Boon 1CP: Same as CSM codex
- The Dead Walk Again 1CP: Use at the beginning of your Movement Phase. Select a unit of Poxwalkers and replace Curse of the Walking Pox with each time an Infantry (Non-Poxwalker units) model friend or foe is slain within 7″ of this unit add one model to the unit.
- Plague Pact 1CP: Use when a Death Guard Character attempts to summon a unit of Nurgle Daemons using a Deamonic Ritual. You can roll up to 4 dice rather than 3 and not suffer any mortal wounds for rolling doubles or triples.
- Blight Bombardment: Use just before a Friendly Death Guard unit shoots or fires overwatch; when shooting every model in that unit that is equipped with a blight grenade can throw one, instead of just only one.
- Blades of Putrefaction WC 5: Select a visible friendly Death Guard unit within 18″ of the psyker. Until the start of your next psychic phase, add 1 wound to all wound rolls made by that unit in the fight phase. Any wound rolls of 7+ made with plague weapons inflict a mortal wound on the target in addition to any other damage.
- Putrescent Vitality WC6: Select a visible friendly Death Guard Infantry unit within 18″ of the psyker. Until the start of your next Psychic phase, add 1 to that unit’s Strength and Toughness.
- Curse of the Leper WC7: Roll 7 dice. The closest visible enemy unit within 14″ of the psyker suffers a mortal wound for each roll that exceeds its Toughness characteristic.
- Miasma of Pestilence: Same as Chaos Index
- Gift of Contagion: Same as Chaos Index
- Plague Wind: Same as Chaos Index
- The Suppurating Plate: The bearer has a 2+ armour save. Roll a dice each time this model passes a saving throw in the fight phase. On a 4+ the unit that inflicted that wound suffers a mortal wound after all of its own attacks have been resolved.
- Pandemic Staff: Psyker only. Add 1 to Psychic tests when attempting to manifest the Smith power.
- Dolorous Knell: Noxious Blightbringer Only. Roll a D6 for each enemy unit within 7″ of the bearer at the start of each Morale phase. On a 6 that unit suffers a mortal wound. If an enemy unit takes a Morale test whilst they are within 7″ of the bearer, your opponent must roll two dice and discard the lowest result.
- Plaguebringer: Model with plague weapons, Power swords, balesword. S: User AP: -3 D: D3 Ability: Plague weapon. Each time you make a wound roll with this weapon the target suffers a mortal wound in addition to any other damage.
- Fugaris Helm: Increase the range of any aura by 3″
- Plague Skull of Glothila: 7″ Grenade. Abilities: One use. If it hits roll one dice for each model in the enemy unit, re-rolling any results of 1 that unit suffers a mortal wound for each roll of a 6.
Warhammer Community Sneak Peaks
Mortarion is, of course, the plague-ridden star of this army release, whether as the leader of a Death Guard force on the battlefield, as an incredible miniature to add to your collection, a painting project, or just for what his return means for the galaxy of the 41st Millennium – he’s sort of a big deal.
As one of THE major players in the Warhammer 40,000 universe, you’d expect Mortarion to be a powerful force in the game, and you would not be disappointed.
With 18 Wounds and Toughness 7, Mortarion is unbelievably durable – anyone who’s played against his Brother Magnus, who has a similar statline, can attest to that. This is further augmented with a 4+ Invulnerable Save and your Death-Guard-standard Disgustingly Resilient rule, making the Death Lord one of the hardest models in the entire game to kill. Offensively, Mortarion is very different from his brother Primarchs. While Guilliman is a talented commander and Magnus a master of the magic, Mortarion is an altogether more sinister figure. Toxic Presence reduces the Toughness of anyone foolish enough to stand close to him by 1, while Host of Plagues allows him to stack up a growing tally of Mortal Wounds on nearby enemies.
Once Mortarion has closed the gap on his enemies, their demise is all but assured, winnowed away slowly both by his attacks and the supporting fire from his army. We haven’t even got into the deadliness of his scythe, Silence!
Inexorable Advance is the Death Guard equivalent to the Chapter Tactics and Legion Traits we’ve seen so far. If you’re using a Death Guard Detachment, your units won’t suffer any penalties for moving and firing Heavy weapons, or Advancing and firing Assault weapons, as well as being able to use your Rapid Fire weapons at a longer range.
In practice, this means you’ll be able to keep your Death Guard bearing down on the foe without blunting your offensive capabilities. This is of particular use to Helbrutes, who possess a range of Heavy weapons, while Plague Marines with Assault weapons like a meltagun or blight launcher will make for a surprisingly mobile fire-support unit.
While it’s not an army special rule as such, it’s worth noting that nearly every new Death Guard unit has Disgustingly Resilient. This includes all the new Daemon Engines serving alongside the Death Guard, as well as both their unique Terminator units (rest assured we’ll be taking a closer look at these soon!). Disgustingly Resilient is an incredibly useful ability, helping your units cope with high AP weapons and even Mortal Wounds that can be deadly for heavily armoured infantry. Older units like Possessed and Helbrutes lack Disgustingly Resilient but will benefit from your Stratagems significantly, meaning they still very much have a role to play in your army.
Talking of older units, you may be wondering which units the Death Guard can still use – particularly if you’re a long standing fan looking to revamp your army with a new codex! The Death Guard will be keeping access to everything they could use in Index: Chaos – so Chaos Lords, Sorcerers, Chaos Cultists, Helbrutes, Possessed, Chaos Spawn, Chaos Land Raiders, Defilers, Chaos Predators and Chaos Rhinos. In addition, there are 9 completely new units in the codex, datasheets for the 4 new units from Dark Imperium, and an updated datasheet for Plague Marines that gives them some powerful new options – we’ll be previewing these closer to release.
That’s not all – the codex also contains rules for a range of Nurgle Daemons – perfect for summoning into your army if you’re in need of some Nurglings or need some fast-moving Plague Drones in a hurry.
The new Death Guard codex also brings an expanded Contagion discipline to the army. As well as the powers from Index: Chaos, there are three new powers to complement them. Blades of Putrefaction makes Death Guard units deadly in close combat and allows you to stack up mortal wounds with your Plague weapons.
Putrescent Vitality is a superb support ability that can easily bring Plague Marines up to Toughness 6, or provide a Lord of Contagion with a handy bump to strength.
Death Guard armies can be played in loads of ways, but a few of our favourites are swarming your enemies with Poxwalkers supported by Typhus, commanding a deadly armoured column of Daemon Engines, and enhancing Plague Marines with powerful aura abilities from characters like the Tallyman. However you build your army, you’ll want to make use of your unique kit in the codex; with careful choices of Stratagems, Warlord Traits and Relics, you’ll be able to build a powerful Vectorium of your own and dominate the battlefields of the 41st Millenium for the Plague God.
The Death Guard have a range of powerful Stratagems available to their army, all of which complement their relentless way of war. Cloud of Flies, for instance, can be used to shield a key Death Guard Infantry unit from enemy fire:
Meanwhile, Nurgle’s Rot can turn a key Death Guard character into a lethal plague bomb – combined with Mortarion’s Host of Plagues, this has the potential to cripple an army in a single turn, or slay characters like Commissars that try and hide behind their underlings!
Our favourite Death Guard Stratagem is Putrid Detonation. Here at Warhammer Community, a popular (if unreliable) strategy is to spitefully spend a key command re-roll to try and make a tank explode. With the Death Guard, things are much simpler – spend a command point on Putrid Detonation and punish your foes for daring to kill your Land Raider!
The Relics of Decay owned by the Death Guard have a range of fun (and deadly) in game effects. The Suppurating Plate is particularly deadly on a Death Guard Daemon Prince. A 2+ Save is superb on a Toughness 6 model with 8 Wounds and Disgustingly Resilient, while the secondary effect of the armour is punishing on melee units with a high volume of low AP attacks. A unit of Ork Boyz with 80 Attacks, for example, would only be able to deal 2 Wounds to this Daemon Prince, and would suffer around 5 mortal wounds in return!
The Pandemic Staff is a simple relic that helps your Chaos Sorcerers and Malignant Plaguecasters maximise the effectiveness of Smite. It also increases the chances of triggering Pestilential Fallout, another ability that helps your Malignant Plaguecasters stack up Mortal Wounds on the enemy.
The Dolorous Knell is yet another source of mortal wounds (are you spotting a theme here?) and a great way to rack up additional casualties from failed Morale tests
While Mortarion and Typhus make for great leaders in a Death Guard army, if you’d rather lead your force with a character of your own creation, there are a host of powerful Warlord Traits to help you do so. Living Plague provides EVEN MORE mortal wounds for anyone foolish enough to stand in the presence of your Warlord
Revoltingly Resilient means that a Death Guard character will ignore half the wounds he receives – combined with a Daemon Prince wearing the Suppurating Plate, or a Lord of Contagion, your characters are going to be all but unstoppable.
Arch Contaminator is a support-focused ability that helps your Death Guard threaten higher Toughness characters with their plague weapons:
The Death Guard are the army for you if you want to take your enemies apart slowly and methodically, forcing them to watch their army dwindle as yours fights on unabated.
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