Death Guard 8th Edition

Codex Death Guard 8th edition was released on 09-09-17

Unit points throughout Time

Death Guard

Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018Vigilus DefiantErrata 2019
Beasts of NurgleElite--38--34--
Biologus PutrifierElite--74--60--
Blightlord TerminatorsHQ--38--34--
Chaos DecimatorElite-90------
Chaos Hell BladeFlyer-110---90--
Chaos Hell TalonFlyer-200---90--
Chaos Land RaiderHeavy Support239-239--200--
Chaos LordHQ74-74-----
Chaos Lord in Terminator ArmourHQ122-105--95--
Chaos Lord on Palanquin of NurgleHQ99-------
Chaos PredatorHeavy Support102-90-----
Chaos RhinoDedicated Transport70-70-----
Chaos Sokar Pattern
Stormbird Gunship
Lord of War-651-2000-2000--
Chaos SpawnFast Attack33-33--25--
Chaos Storm Eagle
Assault Gunship
Flyer-210------
Chaos Thunderhawk
Assault Gunship
Lord of War-650-1330-1330--
Chaos Xiphon InterceptorFlyer-80-110-110--
Cor’bax UtterblightHQ-230------
Daemon PrinceHQ146-146-----
Daemon Prince with WingsHQ170-170--170--
Deathshroud TerminatorsElite--5035-35--
DefilerHeavy Support216-152140-120--
Foetid Bloat-droneFast Attack--99-----
Foul BlightspawnElite--77-----
Greater Blight DroneFast Attack-139-170----
HelbruteElite72-72-----
Hellforged Cerberus Heavy DestroyerLord of War-470-650-650--
Hellforged Contemptor DreadnoughtElite-116-103-88--
Hellforged Deredeo DreadnoughtHeavy Support-135---120--
Hellforged Dreadclaw Drop PodFast Attack-200-130-115--
Hellforged FalchionLord of War-600-840-840--
Hellforged FellbladeLord of War-520-740-740--
Hellforged Kharybdis
Assault Claw
Fast Attack-300-375-325--
Hellforged Land Raider AchillesHeavy Support-255---230--
Hellforged Land Raider ProteusHeavy Support-245---225--
Hellforged Leviathan DreadnoughtHeavy Support-175------
Hellforged MastodonLord of War-704-934-934--
Hellforged PredatorElite-110-95-95--
Hellforged ScorpiusHeavy Support-175------
Hellforged SicaranElite-160---150--
Hellforged Sicaran VenatorHeavy Support-160-175-150--
Hellforged Spartan Assault TankLord of War-300------
Hellforged Typhon Heavy Siege TankLord of War-500-700-700--
Lord of ContagionHQ139-131100-95--
Malignant PlaguecasterHQ110-110-----
Mamon TransfiguredHQ-180---200--
MortarionLord of War--470-----
Myphitic Blight-haulersFast Attack--85--75--
Necrosius the UndyingHQ-120---135--
Noxious BlightbringerElite73-63--50--
NurglingsTroops--18-----
Plague DronesFast Attack44-34--40--
Plague MarinesTroops21-1917-16--
Plague SurgeonElite--59--54--
Plague ToadFast Attack-40-58-58--
PlaguebearersTroops--7-----
Plagueburst CrawlerHeavy Support--110100-100--
PossessedElite22-22--20--
Pox RiderFast Attack-55-63-63--
PoxwalkersTroops6-6-----
ScabeiathraxLord of War-610-777-777--
SorcererHQ90-90--90--
Sorcerer in Terminator ArmourHQ140-140120-102--
TallymanElite--6055-50--
TyphusHQ164-175-----
Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018Vigilus DefiantErrata 2019

 

Death Guard Special Rules

Inexorable Advance: If your army is Battle-forged, all INFANTRY and Helbrute units in DEATH GUARD Detachments gain this ability. Such units do not suffer a penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons. In addition, 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 weapon’s maximum range

Plague Host: If your army is Battle-forged, all Troops units in DEATH GUARD Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal

Death to False Emperor: Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attack

Disgustingly Resilient: Each time a model with this ability loses a wound, roll a dice; on a 5+, the model does not lose that wound.

Plague Weapon: You can re-roll wound rolls of 1 for a weapon with this ability.

Deamonic Ritual: Instead of moving in their Movement phase, any DEATH GUARD CHARACTER can, at the end of their Movement phase, attempt to summon a NURGLE DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn). Roll up to 3 dice this is your summoning roll. You can summon one new NURGLE DAEMON unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12″ of the character and is more than 9″ from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned. If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds

Death Guard Stratagems

As of 09-29-2017 Death Guard Stratagems groups are…

  • Universal Stratagems
  • Death Guard Stratagems

(See tabs for details)

 

 

 

As of 08-18-2017 Universal Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

 

 

As of 09-29-2017 Death Guard Stratagems are…

Nurgle’s Rot: 3 CP

Use once per battle, in the Shooting phase. Select a friendly Death Guard Character and roll a D6 for every unit within 7″ of them. On a 4+, the unit being rolled for suffers D3 mortal wounds. Nurgle models cannot suffer wounds from Nurgle’s Rot.

Gifts of Decay: 1/ 3 CP

Use before the battle. Your army can have one extra Relic of Decay for 1 CP, or two extra Relic of Decay for 3 CPs. All the Relic of Decay that you include must be different and be given to different Death Guard Characters.

Blasphemous Machines: 1 CP

Use this Stratagem just before a Death Guard Vehicle attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing Heavy Weapons, or for Advancing and firing Assault weapons.

Chaos Boon: 1 CP

Use at the the end of a Fight phase in which one of your Characters (not a Daemon Prince) slays an enemy Character, Vehicle, or Monster. Roll 2D6 on the Chaos Boom table and apply the effects.

Veterans of the Long War: 1 CP

Use this when a Death Guard Infantry or Biker unit is selected to attack in a Shooting or Fight phase. (excluding units from Renegade Chapters). You can add 1 to all wound rolls made for the unit until the end of the phase.

Cloud of Flies: 1  CP

Use during the Movement phase. Select a Death Guard Infantry unit. Until the start of your next Movememnt phase, enemy models can only shoot this unit if it is the closest visible target.

Killshot: 1 CP

Use in your Shooting phase if a Death Guard Chaos Predator is within 6″ of 2 other friendly Death Guard Chaos Predator. If you do so, you can add 1 to the wound rolls and damage for all the Predators’ attacks that target Monsters or Vehicles this phase.

Grandfathers’s Blessings: 2 CP

Use at the end of your Movement phase. Select a Death Guard Infantry unit. One model in this unit regains D3 lost wounds. If there are no wounded models in the unit, a single model in the unit slain earlier in the battle is returned to the unit with a single wound remaining.

Chaos Familiar of Nurgle: 1 CP

Use this at the start of your Psychic phase. Select a friendly Death Guard Psyker. That model can replace any of its psychic powers with a power of your choice from the Contagion discipline.

Fire Frenzy: 1 CP

Use this in your Shooting phase. just before a Helbrute shoots. If that Helbrute did not move in its Movement phase, it can fire all of its weapons twice but all of its attacks must target the nearest visible enemy unit.

Putid Detonation: 1 CP

Use when one of your Death Guard Vehicles is destroyed; do not roll a dice, that vehicle automatically explodes.

The Dead Walk Again: 1 CP

Use this at te beginning of your Movement phase. Select a unit of Poxwalkers. Unit the start of your next Movement phase, replace that unit’s Curse of teh Walking Pox ability with the following: Each time a non-Poxwalker Infantry model, friend or foe, is slain within 7″ of this unit, add one model to the unit.

Plague Pact: 1 CP

Use when a Death Guard Character attempts to summon a unit of Nurgle Daemons using a Daemonic Ritual. You can roll up to 4 dice rather than 3 for summoning roll, and your character will not suffer any mortal wounds for rolling doubles or triples.

Blight Bombardment: 1 CP

Use just before a friendly Death Guard unit shoots or fires Overwatch: when resolving that unit’s shots, every model in the unit that is equipped with a blight grenade can throw one, instead of only one model in the entire unit being able to do so.

 

Death Guard Unique Items

As of 09-29-2017 Death Guard Unique Item groups are…

  • Relics of Decay

(See tabs for details)

 

If your army is led by a Death Guard Warlord, you may give one Relics of Decay to a Death Guard Character in your army. Named characters cannot be given relics. Some Relics of Decay replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Plaguebringer

Models with plague knife, balesword, or power sword only. Replace the bearer’s weapon with the following profile: Melee, S user, AP -2, D3. Plague Weapon. Each time you make a wound roll of 6+ with this weapon, the target suffers a mortal wound in addition to any other damage.

The Suppurating Plate

The bearer has a Save characteristic of 2+. In addition, roll a dice each time this model passes a saving throw in the Fight phase. On a 4+, the unit that inflicts that wound suffers a mortal wound after all of its own attacks have been resolved.

The Pandemic Staff

Psyker Only. The bearer of the Pandemic Staff adds 1 to their Psychic test when attempting to manifest the Smith power.

Dolorous Knell

Noxious Blightbringer only. Roll a D6 for each enemy unit wthin 7″ of the bearer at the start of each Morale phase. On a 6, that unit suffers a mortal wound. In addition, 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.

Fugaris’ Helm

The wearer of the Fugaris’ Helm increawses the range of any aura abilities on a its datasheet by 3″

The Plague Skull of Glothila

Following profile: Range 7″, Type Grenade 1, S -, AP -, D -. You can only use this weapon once per battle. It 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.

 

Death Guard Psychic Powers

As of 06-12-2019 Death Guard Psychic power groups are…

  • Contagion Discipline

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Contagion discipline by selecting the psychic powers you wish the psyker to have.

Miasma of Pestilence: WC 6

If manifested, select a visible friendly DEATH GUARD unit within 18″ of the psyker. Until the start of your next psychic phase, your opponent must subtract 1 from all hit rolls that target that unit.

Gift of Contagion: WC 7

If manifested, select a visible enemy unit within 18″ of the psyker and roll a D3. Roll of 1 -1 Attack, Roll of 2 -1 Strength, 3 -1 Toughness characteristic penalty all models in that unit suffer until the start of your next psychic phase (this cannot reduce a characteristic to less than 1)

Plague Wind: WC 5

If manifested, select a visible enemy unit within 18″ of the psyker. Roll one dice for each model in that unit the unit suffers a mortal wound for each roll of 6

Blades of Putrefaction: WC 5

If manifested, select a visible friendly DEATH GUARD unit within 18″ of the psyker. Until the start of your next psychic phase, add 1 to all wound rolls made by that unit in the Fight phase. Furthermore, any wound rolls of 7+ made for that unit in the Fight phase with a melee plague weapon (i.e. a plaguesword or any weapon with the Plague Weapon ability) inflict a mortal wound on the target in addition to any other damage

Putrescent Vitality: WC 6

If manifested, 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 characteristics

Curse of the Leper: WC 7

If manifested, 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

Death Guard Warlord Traits

 

As of 09-29-2017 Death Guard Warlord Traits are…

  • Universal Warlord Traits
  • Death Guard Warlord Traits

(See tabs for details)

 

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If the Warlord of your army is an Death Guard Character, you can pick the Warlord Trait from the Death Guard Table.

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.

Living Plague

Roll a dice for each enemy unit that is within 3″ of your Warlord at the start of any Fight phase. One a Roll of 4+ that unit suffers a mortal wound.

Tainted Regeneration

Your Warlord regains one lost wound at the start of each player’s turn.

Hulking Physique

Add 1 to your Warlord’s Toughness characteristic.

Rotten Constitution

Reduce all damage inflicted on your Warlord by 1 to a minimum of 1.

Arch-Contaminator

Re-roll all failed wound rolls when resolving attacks made with a plague weapon for any friendly Death Guard unit with 7″ of your Warlord.

Add 1 to your Warlord’s Attacks for each wound he suffers to ax of +3. If your Warlord heals any wounds, he loses the associated bonus attacks.

Iron Warriors: Cold and Bitter

Friendly Iron Warriors units within 6″ of your Warlord automatically pass Morale tests.

Night Lords: Night Haunter’s Curse

Once per battle round, you can re-roll a single hit roll, wound roll, damage roll, advance roll, charge roll, or saving throw made for you Warlord

World Eaters: Slaughterborn

Add 1 to your Warlord’s Attacks and Strength each time he slays an enemy Character, Monster, or Titanic model.

Word Bearers: The Voice of Lorgar

Increase the range of any aura abilities on your Warlord’s datasheet by 3″