Death Guard 9th Edition

Codex Death Guard 8th edition was released on 01-23-21

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020Imperial Armour CompendiumMunitorum Field Manual 2021 MK1Codex 2021Chapter Approved 2021Munitorum Field Manual 2022 MK1
Death Guard Chaos cultistsTroops6--5---
Plague MarinesTroops18--21---
PoxwalkerTroops7--5--6
Chaos Land RaiderHeavy Support175-265--265-
Chaos Predator AnnihilatorHeavy Support90-130--130-
Chaos Predator DestructorHeavy Support90-140--140-
Death Guard DefilerHeavy Support120-165160-165-
Plagueburst CrawlerHeavy Support130--165--150
Chaos spawnFast Attack23------
Foetid Bloat DroneFast Attack115-130--130-
Myphitic Blight-haulerFast Attack55-140--140130
Biologus PutrifierElites65------
Blightlord TerminatorsElites35--40--42
Deathshroud TerminatorsElites32-50--5055
Foul blightspawnElites85--75--90
HelbruteElites70-115--115-
Plague SurgeonElites60--75---
Death Guard PossessedElites20--24---
TallymanElites55-7060-70-
Chaos RhinoDedicated Transport75-80--80-
Miasmic MalignifierFortification75-75--75-
Lord of VirulenceHQ---120---
Acidic MaladyUpgrade----20--
Explosive OutbreakUpgrade----20--
Virulent FeverUpgrade----20--
Befouling RunoffUpgrade----20--
Unstable SicknessUpgrade----20--
Corrosive FilthUpgrade----20--
Viscous DeathUpgrade----20--
Chaos Sokar Pattern Stormbird GunshipFlyer-2100-----
Chaos Thunderhawk GunshipLords of War-1350900----
Chaos MastodonLords of War-915800----
Chaos FalchionLords of War-790600----
Chaos TyphonLords of War-720350----
Chaos FellbladeLords of War-690600----
Chaos CerberusLords of War-680400----
Chaos SpartanLords of War-320460----
Kharybdis Assault ClawLords of War--400----
Chaos Fire Raptor GunshipFlyer-280340----
Hell BladeFlyer-280135----
Hell TalonFlyer-280210----
Chaos Storm Eagle GunshipFlyer-230325----
Greater Blight DroneFast Attack-225125----
Chaos Leviathan DreadnoughtElites-220140----
Chaos Land Raider ProteusHeavy Support-210255--235-
Mamon TransfiguredHQ-200130----
Chaos Sicaran VenatorHeavy Support-200170----
Chaos Whirlwind ScropiusHeavy Support-195170----
Chaos Land Raider AchillesHeavy Support-190320--300-
Chgaos Sicaran Battle TankHeavy Support-180165----
Chaos Deredeo DreadnoughtElites-150190----
Terrax-pattern Termite Assault DrillDedicated Transport-130180----
Dreadclaw Drop PodFast Attack-130115---
Chaos Xiphon InterceptorFlyer-110235----
Hellforged Contemptor DreadnoughtElites-105140----
DecimatorElites-100160----
Hellforged PredatorHeavy Support-90-----
MortarionLords of War490-----
Death Guard Chaos LordHQ80--85---
Death Guard Chaos Lord in TerminatorHQ95--105-110-
Deaht Guard Daemon Prince of NurgleHQ150--140---
Death Guard Daemon Prince of Nurgle with WingsHQ185--175---
Lord of ContagionHQ100----120-
Malignant PlaguecasterHQ100----95-
Noxious BlightbringerElites55----60-
SorcererHQ90------
Death Guard Sorcerer in Terminator ArmourHQ100--110---
TyphusHQ165----165-
Chaos Rapier CarrierHeavy Support--75--75-
NameBattlefield RoleChapter Approved 2020Forgeworld 2020Imperial Armour CompendiumMunitorum Field Manual 2021 MK1Codex 2021Chapter Approved 2021Munitorum Field Manual 2022 MK1

 

Death Guard Special Rules

A Death Guard Detachment is one that only includes models with the Death Guard keyword.

Inexorable Advance: This unit counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase. If this unit has the VEHICLE keyword, it does not suffer the penalty incurred to its hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of it. If this unit has the INFANTRY keyword, it can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls.

Diseased Minions: You cannot include more Plague Follower units that Bubonic Astartes Core Infantry units in each Death Guard Detachment in your army. You cannot include more Poxwalker units that Bubonic Astartes Core Infantry units in each Death Guard Detachment in your army.

Infernal Jealousy: You can include a maximum of one Lord of the Death Guard unit in each Death Guard Detachment in your army. You can include a maximum of one Deamon Prince unit in each Death Guard Detachment in your army.

Foetid Viron: You can include up to three Foetid VIrion units in a Death Guard Detachment while only taking up one Elites Battlefield Role slot. Each of these units must be from a different datasheet.

Plague Companies: If your army is Battle-forged, <PLAGUE COMPANY> units in Death Guard Detachments gain access to Plague company rules PRovided every model in that Detachment is drawn from a plague company is drawn from the same plague company. Such a Detachment is referred to as a Plague Company Detachment 

Abilities

A unit’s Datasheet will describe all the abilities it has. Certain abilities that are common to many units or weapons are instead referenced on the datasheets themselves. 

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

Contagions of Nurgle: If every unit from your army has the DEATH GUARD keyword (excluding UNALIGNED units), this unit gains the following ability: Nurgle’s Gift (Contagion): While an enemy unit is within Contagion Range of this unit, subtract 1 from the Toughness characteristic of models in that unit. Range by Round: 1″, 3″, 6″, 9″,9″

Remorseless: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

Malicious Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply: The firing model’s target is within half the weapon’s maximum range. The firing model is INFANTRY and every model in its unit Remained Stationary in your previous Movement phase. The firing model is a TERMINATOR.

Disgustingly Resilient: Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack to a minimum of 1.

Secondary Objectives 

If every model in your army has the Death Guard keyword, and your Warlord has the Death Guard keyword you can select secondary objectives or select one of them to be from the Death Guard secondary objectives. Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives. 

Shadow Operations

Secondary Objective – Spread the Sickness:
If you select this objective, then Death Guard Infantry units in your army can perform the following action:

  • Spread the Sickness (Action): One unit from your army can start to preform this action at the end of your Movement phase if it is within 3″ of an objective marker that has not been contaminated. A unit cannot start this action while there are any enemy units within 3″ of the same objective marker. The action is completed at the end of your turn. When this action is completed you can choose one of the following:
    • Roll one D6: on a 4+, that objective marker is said to have been contaminated.
    • The unit performing this action suffers D3 mortal wounds and that objective marker is said to have been contaminated.
  • Score 3 victory points at the end of the battle for each objective marker on the battlefield that has been contaminated by a unit from your army.

No Mercy, No Respite

Secondary Objective – Fleeing Vectors:
Score 3 victory points at the end of the battle round if any enemy units failed MOrale tests this battle round and had one or more destroyed by attacks made with plague weapons this battle round.

Battlefield Supremacy

Secondary Objective – Despoiled Ground:
If you select this objective, you score victory points as follows:

  • Score 4 victory points at the end of the battle if you have one or more Bubonic Astartes units wholly within your opponent’s deployment zone and one or more Bubonic Astartes units wholly within your deployment zone.
  • Score 4 victory points at the end of the battle if you have one more Bubonic Astartes units from your army wholly within three different table quarters and more than 6″ from the centre of the battlefield. Score 6 victory points instead of you have Bubonic Astartes in all four quarters of the table and more than 6″ from the centre.
  • Score 4 victory points at the end of the battle if you control more than half the total number of objectives markers on the battlefield and there are Bubonic Astartes units from your army within 3″ of each of those objective markers.
  • Score 4 victory points at the end of the battle if every objective marker on the battlefield is within Contagion range of a Contagion abilities that units from your army have.
Armies of Renown

An Army of Renown must first adhere to all restrictions laid out for that Army of Renown, it must be Battle-forged and it must not include any Specialist Detachments.

Terminus Est Assault Force

Restrictions:

  • Your army cannot include any units with the VEHICLE keyword
  • Your army cannot include MORTARION
  • All units in your army must be DEATH GUARD and, if they are from a <PLAGUE COMPANY>, they must be drawn from the HARBINGERS.
  • If your army includes TYPHUS, that model must be your WARLORD. If TYPHUS is your WARLORD, he gains the Harbinger of Death Warlord Trait in addition to any other Warlord Traits he knows.

Benefits:

  • All units in your army gain the TERMINUS EST ASSAULT FORCE keyword.
  • You have access to the Terminus Est Assault Force Warlord Traits and Stratagems.
  • Units from your army with the MONSTER keyword gain the Shielded by the Hive Mind ability.
  • DEATH GUARD PSYKERS in your army can generate their Psychic Powers from the Fester Discipline.
  • TERMINUS EST ASSAULT FORCE units in your army gain the Outbreak Assault ability.

Outbreak Assault

When placing TERMINUS EST ASSAULT FORCE units into Strategic Reserves do not use the table in the Core Rule book to determine how many Command points it costs. Instead, the Command pints required to place TERMINUS EST ASSAULT FORCE units into Strategic Reserves is as follows: 1-9 PL = 2, 10-19 PL = 3, 20-29 = 4, 30-39 PL = 5 If a TERMINUS EST ASSAULT FORCE unit is placed into Strategic Reserves, then in the Reinforcement step of one of your Movement phases, instead of arriving from Strategic Reserves as described in the Core Rule book, you can set up that unit anywhere on the battlefield that is more than 9″ away from any enemy models. 

Deadly Pathogens

If your army is Battle-forged and includes Death Guard Detachments, then when you are mustering your army, you can upgrade any of the following models in your army by giving them a Deadly Pathogen. Death Guard Character models. Bubonic Astartes models that have the word ‘Champion” in their profile. Each time you give a model a Deadly Pathogen select one plague weapon to upgrade. In addition to the effects listed , add 1 to the Strength characteristic of that weapon. Each model can only have one Deadly Pathogen. An army cannot include the same Deadly Pathogen more than once. Character model can be equipped with both a Relic and a Deadly Pathogen.

Acidic Malady: 20 points

Improve the Armour Penetration characteristic of this weapon by 1.

Befouling Runoff: 10 points

Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.

Corrosive Filth: 20 points

Each time an attack is made with this weapon against a VEHICLE unit, add 1 to the Damage characteristic of that attack.

Explosive Outbreak: 20 points

Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit. This is not cumulative with the Tollkeeper ability.

Unstable Sickness: 15 points

Each time an attack is made with this weapon, if any enemy models are destroyed by that attack, roll one D6: on a 4+, that model’s unit suffers 1 mortal wound (to a maximum of 3 mortal wounds per turn). The bearer cannot be selected for the Befouled Incubators stratagem.

Virulent Fever: 20 points

Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

Viscous Death: 10 points

Each time you roll to determine the number of attacks made with this weapon, you can re-roll the result.

Death Guard Stratagems

As of 01-16-2022 Death Guard Stratagems groups are…

  • Core Stratagems
  • Death Guard Stratagems
  • Plague Company Stratagems
  • Army of Renown Stratagems

(See tabs for details)    

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

If your army is Battle-forged and includes any DEATH GUARD Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the forces of the Death Guard on the battlefield.

Trench Fighters: 1 CP

Use this in the Fight phase, when a Death Guard Plague Marines unit from your army is selected to fight. Until the end of the phase, each time a model in that unit fights, if it is equipped with any plague knives, it makes 1 additional attack with one of its knives.

Creeping Blight: 1 CP

Use this in the Fight phase, when a Death Guard unit from your is selected to fight. UNtil the end of the phase each time a model in that unit makes an attack with a plague weapon, on a unmodified wound roll of 6, that attack has an Armour Penetration characteristic of -4

Fire Fever: 1 CP

USe this in your Shooting phase, when a Death Guard Helbrute model from your army is selected to shoot. Until the end of the phase, that model can only target a single eligible enemy unit and each time an attack is made by that model, add 1 to that attack’s hit roll and add 1 to that attack’s wound roll.

Vermid Whispers: 1 CP

Use this in your Shooting phase, when a Death Guard Terminator unit from your army is selected to shoot, or in the Fight phase, when a Death Guard Terminator unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s hot roll. 

Haze of Corruption: 2 CP

Use this in the Fight phase, when a Death Guard Core unit from your army is selected to fight. Until the end of the phase, each time an enemy model is destroyed by an attack made by a model in that unit, any excess damage inflicted by that attack is not lost and is instead  suffered by another model in that unit. This continues until there is no excess damage remaining.

Eternal Hatred: 2  CP

Use this in your Shooting phase, when a Bubonic Astartes Infantry unit from your army is selected to shoot, or in the Fight phase, when a Bubonic AStartes Infantry unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s wound roll.

Mutant Stain: 1 CP

Use this in the Fight phase, when a Poxwalkers unit from your army is selected to fight. until the end of the pahse, each tiem an attack is made by a model in that unit. An unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. An unmodified hit roll of 1 inflicts 1 mortal wound on that Poxwalkers unit after that fight is resolved. 

Diseased Effluents: 1 CP

Use this in your Command phase. Select one Death Guard Character model from your army excluding Daemon models and one enemy unit within Engagement Range of that model. That model suffers 1 mortal wound and you then roll one D6: on a 2+, that enemy 1 mortal wound and you then roll one D6: on a 2+, that enemy unit suffers 2D3 mortal wounds. If that enemy unit has the Character keyword excluding Vehicle units, if suffers D3 mortal wounds instead.

Unclean Machine Spirit: 1 CP

Use this in your Command phase. Select one Death Guard Machine Spirit model from your army. Until the start of your next Command phase, that model is considered to have its wounds remaining for the purposes of determining what characteristics on its profile to use. 

Befouled Incubators: 1 CP

Use this in the Fight phase, when a Death Guard Character model from your army is selected to fight. Until the end of the phase, each time an enemy model is destroyed by an attack made by that model, roll one D6: on a 3+. that enemy model’s unit suffers 1 mortal wound after your model has resolved all of its attacks. A maximum of 3 mortal wounds can be inflicted per phase via this Stratagem

Release the Toxins: 2 CP

Use this in your Command phase. Select one Death Guard Character model from your army that was equipped with a Relic of Decay at the start of the battle. Roll one D6 for each enemy unit within 7″ of that model: on 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds. A model can only selected for this Stratagem once per battle.

Eruption of Filth: 1 CP

USe this in any phase, when a Death Guard Character model from your army is destroyed instead of using any other rules that are triggered when a model is destroyed. Before removing that model from play, roll one D6 for each other unit within 3″ excluding Nurgle units: on 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds. 

Champion of Disease: 1 CP

Use this before the battle, when you are mustering your army. Select one Bubonic Astartes model from your army that has the word ‘Champion’ in their profile and give them one of the following Relics of Decay: Reaper of Glorious Entropy, PLague Skull of Glothila, Plaguebringer, Suppurating Plate. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two relics. You can only sue this Stratagem once, unless you are playing a Strike Force battle which you can use it twice or three times in an Onslaught battle. 

Gifts of Decay: 1 CP

Use this before the battle, when you are mustering your army, in your Warlord has the Death Guard keyword. Select one Death Guard Character model from your army and give them one Relic of Decay. Each Relic in your must be unique, and you cannot use this Stratagem once, unless you are playing a Strike Force battle you can use it twice or three times in an Onslaught battle. 

Plague-Chosen: 1 CP

Use this before the battle, when you are mustering your army, in your Warlord has the Death Guard keyword. Select one Death Guard Character model in your army and determine one Warlord Trait for that model; that model is only regard as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique and you cannot use this Stratagem to give a model two Warlord Traits. You can use this Stratagem twice in a Strike Force battle or three times in an Onslaught battle. 

Grandfatherly Influence: 1/2 CP

Use this before the battle, when you are mustering your army. Select one Death Guard Chaos Spawn unit from your army. Add 1 to the Toughness characteristic of models in that unit. That unit has the Disgustingly Resilient ability. If that unit contains 3 or fewer models this Stratagem costs 1CP, otherwise it costs 2CP.

Sickly Corrosion: 2 CP

Use this in either the fight phase or your Shooting phase, when a Death Guard model from your army makes an attack with plague weapon that scores a hit against an enemy unit. Until the end of the turn, each time an attack is made by the Death Guard model against that enemy unit, re-roll a wound roll of 1.

Belching Fumes: 1/2 CP

Use this at the start of your opponent’s Shooting phase. Select one Myphitic Blight-Haulers unit from your army. UNtil the end of the phase, each time an enemy models makes an attack with a ranged weapon against that unit, reduce the number of attacks made with that weapon by 1. If that unit contains 2 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.

Belching Fumes: 2/3 CP

Use this in your Command phase, if a Death Guard Warlord from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6″ of the centre of that market, adding 1 if the unit being rolled for is an Infantry unit and subtracting 1 if the unit being rolled for is an Infantry unit and subtracting 1 if the unit being rolled for is a Character: on a 2-6, that unit suffers D3 mortal wounds on a 7+, that unit suffers D6 mortal wounds. The marker is then removed. If your Warlord has the Lord of Virulence keyword the Stratagem costs 2CP; otherwise it costs 3CP. You can only use this Stratagem once.

The Dead Walk Again: 1 CP

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

Could of Flies: 2/4 CP

Use this at the start of your opponent’s Shooting phase. Select one Bubonic Astartes Infantry unit from your army. Until the end of the phase, each time an enemy model shoots, if that unit is not the closest eligible target or within 12″ cannot target that unit. In addition, until the end of the phase, if the selected unit has the Bodyguard ability, it loses that ability. If the selected unit has the Terminator keyword, this Stratagem costs 4CP otherwise it costs 2CP.

Break their Spirits: 1 CP

Use this in the Fight phase, when a Death Guard Terminator model from your army destroys a model in an enemy Infantry, Beasts or Swarm unit. Until the end of the turn, subtract 4 from the Leadership characteristic of models in that unit. 

Dark Carvings: 1 CP

Use this in your opponent’s Charge phase. Select one Foetid Bloat-Done unit from your army. Until the end of the phase, if that unit is within 6″ horizontally and 5″ vertically of any enemy units, it is eligible to perform Heroic Interventions as if it was a Character. When doing so, it can move up to 6″ instead of 3″. All other rules for Heroic Interventions still apply. 

Daemonic Gluttony: 1 CP

Use this in the Fight phase, when a Death Guard Daemon Engine model from your army is selected to fight. Until by an attack made by the model, that Daemon Engine model regains 1 lost wound to a maximum of 3 wounds per phase. 

Flash Outbreak: 2 CP

Use this in your Command phase. Select one <Plague Company> until from your army. If there are any other <Plague Company> units from your army on the battlefield that have any Contagion abilities that the selected unit does not have, then until the start of your next Command phase, the selected unit has all of the same Contagion abilities. Until the start of your next Command phase, units from your army count the battle round number for the purposes of determining the Contagion range of any Contagion abilities they have. 

Putrid Detonation: 1/2 CP

Use this in any phase, when a Death Guard Vehicle model from your army is destoryed. Do not roll to see if that model explodes: it does so automatically. If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.

Foul Smokescreen: 1 CP

Use this in your opponent’s Shooting phase, when a Death Guard Smokescreen unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.

The Blightening: 1 CP

Use this in your SHooting phase. Select up to three Death Guard models from your army. Until the end of the phase, plague weapons with Grenade type that those models are equipped with lose the Blast ability, have a Type characteristic of Pistol 6, and each time that model makes an attack with one of those weapons against an enemy unit within Engagement Range that attack automatically hits the target. 

Overwhelming Generosity: 1 CP

Use this in your Shooting phase, when a Death Guard unit from your army is selected to shoot. Until the end of the phase, add 6″ to the Range characteristic of plague weapons models in that unit are equipped with.

Virulent Rounds: 1 CP

Use this in your Shooting phase, when a Death Guard Core unit from your army is selected to shoot. Until the end of the phase, bolt weapons models in that unit are equipped with have the Plague Weapon ability. 

Disgusting Force: 1 CP

Use this in your shooting phase, when a Plagueburst Crawler model from your army is selected to shoot. Until the end of the phase. Each time that model makes an attack with a Plagueburst mortar, that attack has a Damage characteristic of 3. After that model has shot, select one enemy unit that has hit by one or more attacks made with a Plagueburst mortar by that model this turn. Roll one D6 for each other unit within 3″ excluding Nurgle units of the selected unit: on 4+, that unit suffers 1 mortal wound. 

You have access to the relevant <PLAGUE COMPANY> Stratagems, and can spend Command Points to activate them.

The Harbingers

The Wrathful Dead: 1CP

Use this Stratagem in the Fight phase, when a Harbingers Poxwalkers unit is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the hit roll.

The Inexorable

Ferric Miasma: 1 CP

Use this Stratagem at in your opponent’s Charge phase, when an Inexorable unit from your army is selected as a target of a charge. Until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against that Inexorable unit. 

Mortarion’s Anvil

Relaptic Assault: 1 CP

Use this Stratagem in your opponent’s Charge phase, when an enemy unit finishes a charge move. Select any number of Mortarion’s Anvil units from your army within 3″ of that enemy unit. Until the end of the phase, the selected units are eligible to perform Heroic Interventions as fi they were Characters.

The Wretched

Sevenfold Blessings: 1 CP

Use this Stratagem before the battle. Select one WRETCHED PSYKER model from your army. That model knows one additional psychic power from their chosen discipline. Once per Psychic phase, you can re-roll one Psychic test taken for that model. You can only use this Stratagem once.

The Poxmongers

Bilious Blood-rush: 1 CP

Use this Stratagem in your Shooting phase. Select one POXMONGERS DAEMON ENGINE unit from your army. Until the end of that phase, models in that unit can make attacks with Blast weapons against units within Engagement Range of their unit. Each time a ranged attack is made by a model in that unit against an enemy unit that is within Engagement Range of their unit, add 1 to that attack’s hit roll.

The Ferrymen

On Droning Wings: 1 CP

Use this Stratagem in your Command phase, Select one Ferrymen Foetid Virion model from your army, then select on of that model’s aura abilities. Until the start of your next Command phase, add 6″ to the range of that model’s selected aura ability to a maximum of 12″

Mortarions’s Chosen Sons

Plague Brewers: 1 CP

Use this Stratagem in your Shooting phase when a MORTARION’S CHOSEN SONS unit from your army is chosen to shoot with. Until the end of that phase, plague belchers, plaguespurt gauntlets and plague spewers that models in that unit are equipped with have a Damage characteristic of 2.

If your army is a Army of Renown, you have access to these Stratagems, you can spend CPs to use them.

Terminus Est Assault Force Rotting Tide: 2/3 CP

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

Terminus Est Assault Force Unleash the Horde: 2 CP

Use this in your Movement phase, when a TERMINUS EST ASSAULT FORCE POXWALKERS unit from your army is selected to move, or in the Fight phase, when a TERMINUS EST ASSAULT FORCE POXWALKERS unit from your army is selected to fight. Until the end of the turn, add 3″ to the Move characteristic of all TERMINUS EST ASSAULT FORCE POXWALKER models in your army, and each time those models Pile in, they can move an additional 3″  

Terminus Est Assault Force Pestilential Drop: 2 CP

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

Terminus Est Assault Force Callous Disregard: 2 CP

Use this in your Shooting phase. Select one BUBONIC ASTARTES TERMINUS EST ASSAULT FORCE unit from your army that is eligible to shoot. Until the end of the turn, models in that unit can target enemy units within Engagement Range of friendly POXWALKERS or PLAGUE FOLLOWERS units from your army. Each time a model in that unit makes an attack against an enemy unit within ENGAGEMENT RANGE of a friendly POXWALKERS or PLAUGE FOLLOWERS unit, subtract 1 from the hit roll, and if the hit roll is not successful that attack scores hit against that POXWALKERS or PLAGUE FOLLOWERS unit instead.

Death Guard Unique Items

As of 01-16-2022 Death Guard Unique Item groups are…

  • Relics of Decay
  • Plague Company Relics
  • Army of Renown Relics

(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.

Reaper of Glorious Entropy

Models with a manreaper or plaguereaper only. Replace the bearer’s weapon with the following profile: Melee, S x2, AP -3, D3. Plague Weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound of the target in addition to any normal damage.

Plaguebringer

Models with a balesword, daemonic plague blade, plague knife, or power sword only. Replace the bearer’s weapon with the following profile: Melee, S +2, AP -3, D2. Plague Weapon. Each time a model is destroyed as a result of an attack made with this weapon, that model counts as two destroyed models for the purposes of Morale tests this turn.

The Suppurating Plate

The bearer has a Save characteristic of 2+. Each time an enemy unit fights, after it makes its attacks, if the bearer lost any wounds as a result of those attacks, roll one D6; on a 2+, that unit suffers 1 mortal wound.

Daemon’s Toll

Noxious Blightbring only. Once per battle, at the start of your opponent’s Movement phase, the bearer can use this Relic. If it does, select one enemy unit within 6″. Until the end of the phase, each time that unit is selected to Fall Back, roll one D6: on a 2+, that unit cannot Fall Back and must remain Stationary instead.

Putrid Periapt

Malignant Plaguecaster or Terminator Sorcerer only. The bearer knows one additional power from any discipline it has access to. Once per battle, after successfully manifesting a psychic power, the bearer can regain up to D3 lost wounds.

Fugaris’ Helm

Add 3″ to the range of the bearer’s aura abilities (to a maximum of 12″).

The Plague Skull of Glothila

Once per battle, at the end of your Movement phase, the bearer can use this Relic. If it does, select one enemy unit within 6″ of the bearer and roll seven D6s; for each 4-5, that unit suffers 1 mortal wound; for each 6, that unit suffers D3 mortal wounds.

TollKeeper

Tallyman model only. While a friendly <PLAGUE COMPANY> CORE unit is within 6″ of the bearer, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.

Revolting Stench-Vats

Foul Blightspawn only. While an enemy unit is within 6″ of the bearer, that unit cannot make use of any rules that allow it to fight first and never counts as having made a charge move this turn, irrespective of any abilities that unit may have.

Each Plague Company has an associated Plague Company Relic of Decay. If you army is led by Mortarion or a Death Guard <PLAGUE COMPANY> Warlord, you can give the relevant Plague Company Relic of Decay to  Death Guard <PLAGUE COMPANY> Character model from your army instead of giving them a Relic of Decay.

The Harbingers: Infected Remains

Once per battle, at the end of your Movement phase, you can select one objective marker within 3″ of the bearer. While the bearer is on the battlefield, that objective marker has the Contagions of Nurgle ability and is considered to have all the same Contagion abilities the bearer has.

The Inexorable: The Leechspore Casket

Each time an enemy model is destroyed as a result of a melee attack made by the bearer, select one friendly INEXORABLE VEHICLE model within 18″ of the bearer. That model regains 1 lost wound. No more than 3 wounds can be regained per turn due to this Relic.

Mortarion’s Anvil: Warp Insect Hive

Each time the bearer makes a melee attack, you can re-roll the hit roll and you can re-roll the wound roll.

The Wretched: The Daemons’s Favor

Wretched Malignant Plaguecaster only. The bearer’s Pestilential Fallout ability is replaced with the following ability. Each time this model successfully manifests a psychic power, if the result of the Psychic test was 7 or more, the closest enemy unit within 12″ suffers D3 mortal wounds. Otherwise, the closest enemy unit within 12″ suffers 1 mortal wound.

The Poxmongers: Ironclot Furnace

In your Command phase, you can select one friendly POXMONGERS DAEMON ENGINE unit within 6″ of the bearer. Until the start of your next Command phase, models in that unit have a 4+ invulnerable save.

 The Ferrymen: Ferryman’s Scythe

Ferrymen model equipped with a manreaper only. This Relic replaces a manreaper and has the following profile: Ferryman’s Scythe Melee S+3 AP-3 D2 Abilities: Plague Weapon. Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll or Ferryman’s Scythe Melee S+1 AP-1 D1 Abilities: Plague Weapon. Each time an attack is made with this weapon, make 3 hit rolls instead of 1.

Mortarion’s Chosen Sons: Vomitryx

Mortarion’s Chosen Sons model equipped with a plague sprayer only. This Relic replaces a manreaper and has the following profile: Vomitryx Assault 7 S7 AP-3 D2 Abilities: Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.

If your army is led by a TERMINUS EST ASSAULT FORCE WARLORD, you can, when mustering your army, give one of the following Relics of Decay to a TERMINUS EST ASSAULT FORCE CHARACTER model from your army.

Terminus Est Assault Force: Filth Censers

Add 6″ to the range of Psychic powers manifested by the bearer (if a psychic power specifies two ranges, e.g. Noxious Discharge, add 6″ to the first range specified in that power).

Terminus Est Assault Force: Mark of the Terminus Est

Add 1 to the bearer’s Strength characteristic. Each time an attack is made against the bearer, your opponent cannot re-roll the wound roll. Once per battle, when a saving throw is failed for the bearer, you can use this ability. If you do, that saving throw is passed instead.

Terminus Est Assault Force: Vomix’s Virulent Blight

Model equipped with a plague weapon only. During deployment, select one plague weapon the bearer is equipped with. That weapon gains the following ability: Each time the bearer shoots or fights, after making its attacks, select one enemy unit that lost any wounds as a result of an attack made with this weapon, then select one Contagion of Nurgle ability the bearer has. Until the end of the battle, that enemy unit is always considered to be within Contagion Range of that ability.

Terminus Est Assault Force: Canker

Model equipped with a plasma pistol only. This Relic replaces a plasma pistol with the following profile: Canker Range 18″ Pistol 1, S9, AP-4, D3 Abilities: Plague Weapon.

Terminus Est Assault Force: Rotgrip

Model equipped with a power fist or plague claw only. This Relic replaces a power fist or plague claw with the following profile: Rotgrip Melee, Sx3, AP-3, D2 Abilities: Plague Weapon.

Terminus Est Assault Force: Reaper of Misery

Model equipped with a manreaper or plaguereaper only. This Relic replaces a manreaper or plaguereaper with the following profile: Reaper of Miser Melee, S+2, AP-3, D1 Abilities: Plague Weapon. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

Terminus Est Assault Force: Raiment of Atrophy

For the purposes of determining the Contagion Range of this model’s Contagion of Nurgle abilities, treat the current battle round as one higher than it actually is. This is not cumulative with any other rule that allows the bearer to treat the current battle round higher than it is.

Death Guard Psychic Powers

As of 01-16-2022 Death Guard Psychic power groups are…

  • Contagion Discipline
  • Army of Renown Psychic Powers

(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

Blessing: If manifested, select one friendly DEATH GUARD unit within 18″ of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.

Gift of Contagion: WC 5

Malediction: If manifested, select one enemy unit within 18″ of this PSYKER. Until the start of your next Psychic phase, subtract 1 from the Strength characteristic of models in that unit. If the result of the Psychic test was 8+, subtract 1 from the Strength and Attacks characteristics of models in that unit instead.

Plague Wind: WC 6

Witchfire: If manifested, select one enemy unit within 18″ of and visible to this PSYKER. Roll one D6 for each model in that unit. For each 6, that unit suffers 1 mortal wound. If the result of the Psychic test was 9+, that unit suffers 1 mortal wound for each 5+ instead.

Gift of Plagues: WC 6

Blessing: If manifested, select one friendly DEATH GUARD unit within 18″ of this PSYKER. Until the start of your next Psychic phase, add 6″ to the range of any Contagion abilities that uit has (to a maximum of 12″).

Putrescent Vitality: WC 7

Blessing: If manifested, select one friendly DEATH GUARD INFANTRY unit within 18″ of this PSYKER. Until the start of your next Psychic phase, add 1 to the Strength and Toughness characteristics of models in that unit

Curse of the Leper: WC 6

If manifested, roll 7 dice. The closest visible enemy unit within 14″ of the psyker suffers a mortal wound for each roll that Witchfire: If manifested, select the closest enemy unit that is within 18″ of and visible to this PSYKER. Roll seven D6s: for each dice result that exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.

Before the battle, if every unit in your army has the TERMINUS EST ASSAULT FORCE keyword you can generate the psychic powers from any DEATH GUARD PSYKER units from your army from the Fester discipline instead of from the Contagion discipline, by selecting the psychic powers you wish the psyker to have.

Accelerated Entropy: WC 7

Witchfire: If manifested, select one enemy model within 12″ of and visible to this PSYKER. Both players then roll one D6 and add their model’s Toughness characteristic. If your result is higher than your opponent’s, that enemy model suffers 3 mortal wounds. if your result is double your opponent’s, or more than double your opponent’s, that model’s unit suffers D3+3 mortal wounds.

Gift of Infection: WC 7

Malediction: If manifested, select one enemy unit within 18″ of this PSYKER. Until the start of your next Psychic phase, subtract 1 from the Toughness characteristic of models in that unit (this is not cumulative with any Toughness penalties incurred from any Contagion of Nurgle abilities.

Lungrot: WC 7

Malediction: If manifested, select one enemy unit within 18″ of this PSYKER. Until the start of your next Psychic phase: That unit cannot Advance. Each time that unit is selected to charge, only eligible units within 6″ can be selected as the target of its charge. Each time a charge roll is made for that unit, it cannot be re-rolled.

Noxious Discharge: WC 6

Witchfire: If manifested, select one enemy unit that is within 12″ of and visible to this PSYKER: That unit suffers 1 mortal wound. All units within 3″ of that unit suffer 1 mortal wound (excluding NURGLE units).

Pernicious Dose: WC 7

Blessing: If manifested, select one friendly unit within 6″ of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack with a plague weapon, you can re-roll the hit roll.

Rotwind: WC 7

Malediction: If manifested, select one enemy unit within 18″ of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack, reduce the Armour Penetration characteristic of that attack by 2 (to a minimum of AP 0).

Death Guard Warlord Traits

 

As of 01-16-2022 Death Guard Warlord Traits are…

  • Death Guard Warlord Traits
  • Plague Companies Warlord Traits
  • Army of Renown Warlord Traits

(See tabs for details)

 

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

Revoltingly Resilient

– Add 1 to the Toughness characteristic of this WARLORD.
– Each time an attack with an Armour Penetration characteristic of -1 or -2 is allocated to this WARLORD, that attack has an Armour Penetration characteristic of 0 instead.

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.

Foul Effluents

While an enemy unit is within 6″ of this WARLORD, at the end of your Movement phase, roll one D6 for that unit: on a 4+, that unit suffers 1 mortal wound.

Hulking Physique

– Add 1 to the Wounds characteristic of this WARLORD.
– Each time an attack is made against this WARLORD, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.

Rotten Constitution

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

Arch-Contaminator

While a friendly <PLAGUE COMPANY> CORE unit is within 6″ of this WARLORD:
– Each time a model in that unit makes a melee attack with a plague weapon, you can re-roll the wound roll.
– Each time a model in that unit makes a ranged attack with a Plague Weapon that targets a unit within 12″, you can re-roll the wound roll.

If a DEATH GUARD <PLAGUE COMPANY> CHARACTER model is your Warlord, they can have the relevant <PLAGUE COMPANY> Warlord Trait instead of a Warlord Trait from Codex: Death Guard. All of these are Contagion Abilities

The Harbingers: Shamblerot Contagion

While an enemy unit (excluding VEHICLE units) is within Contagion Range of this unit, at the start of your opponent’s Movement phase, roll one D6, subtracting 1 if that enemy unit has the CHARACTER keyword: on a 4+, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds.

The Inexorable: Ferric Blight Contagion

While an enemy unit is within Contagion Range of this unit, each time an attack is made by a friendly INEXORABLE model, improve the Armour Penetration characteristic of that attack by 1.

Mortarions’s Anvil: Gloaming Bloat Contagion

While an enemy unit is within Contagion Range of this unit: That enemy unit cannot fire Overwatch or Set to Defend. Each time a model in that enemy unit makes an attack, the hit roll and the wound roll cannot be re-rolled.

The Wretched: Eater Plague Contagion

While an enemy unit is within Contagion Range of this unit, each time an attack is made by a friendly WRETCHED model against that enemy unit, an unmodified hit roll of 6 automatically wounds the target.

The Poxmongers: Sanguous Flux Contagion

While an enemy unit is within Contagion Range of this unit: Subtract 1 from the Leadership characteristic of models in that unit. Subtract 1 from Combat Attrition tests taken for that enemy unit.

The Ferrymen: The Droning Contagion

While an enemy unit is within Contagion Range of this unit, at the start of your opponent’s Movement phase, halve that enemy unit’s Move characteristic until the end of the phase.

Mortarion’s Chosen Sons: Nurgle’s Fruit Contagion

While an enemy unit is within Contagion Range of this unit, each time an attack is made by a friendly MORTARION’S CHOSENS SONS model against that unit, the target does not receive the benefits of cover against that attack.

If the Warlord of your army is an TERMINUS EST ASSAULT FORCE character, you can pick the Warlord Trait from the TERMINUS EST ASSAULT FORCE Warlord Traits Table.

Terminus Est Assault Force: Harbinger of Death

While an enemy model with a Leadership characteristic of 7 or less is within 3″ of this WARLORD: That model’s unit cannot make use of the Objective Secured or any similar abilities. That model’s unit cannot perform any actions.
In addition, while one or more enemy models are in range of this aura, add 1 to this WARLORD’s Attacks characteristic.

Death Guard Resources

FAQs

Winning Death Guard Lists of 9th edition

2020 Death Guard Lists

  1. Charles Velazquez 3rd Place Flying Monkey Con 2020 – Death Guard
  2. Alex Petford 2nd Place Vanguard Tactics Series 2020 – Death Guard
  3. Josiaha Cook 1st Place San Antonio Shootout 2020 – Death Guard
  4. Charles Craig 3rd Place YHP Labor Day GT 2020 – Death Guard – Chaos Space Marines
  5. Keven Leonard 2nd Place Renegade Mini GT 2020 – Death Guard – Chaos Daemons

2021 Death Guard Lists

  1. Jamie Beaton 1st Place Over the Top GT 2021 – Death Guard
  2. Courtney Thomson 2nd Place Over the Top GT 2021 – Death Guard
  3. Tanner Hebert 2nd Place T’au Tipping GT 2021 – Death Guard – Chaos Knights – Thousand Sons
  4. Courtney Thompson 1st Place Equinox 40k 2021 – Death Guard
  5. Finn Decker 3rd Place Equinox 40k 2021 – Death Guard
  6. Liam Spires 3rd Place QGG Brisbane Open 2021 – Chaos Daemons – Thousand Sons – Death Guard
  7. Mark Perry 1st Place Dakka Kon 2021 – Chaos Space Marines – Death Guard
  8. Logan Tillman 3rd Place Spring Up GT – Renegade Wargaming Event 2021 – Death Guard
  9. Finn Decker 2nd Place Total War 2021 – Death Guard
  10. BamBam Hunter 2nd Place War for the Wooden Spoon GT 2021 – Chaos Knights – Death Guard – Chaos Space Marines
  11. Tj Lanigan 3rd Place Fabricators Forge 5 2021 – Chaos Space Marines – Death Guard
  12. Jason Rogers 1st Place Hero Complex Games 40k GT 2021 – Death Guard
  13. BamBam Hunter 2nd Place Hero Complex Games 40k GT 2021 – Death Guard – Chaos Knights – Chaos Space Marines
  14. Jony Velazquez 2nd Place The Alamo GT 2021 – Death Guard
  15. Nicolas Wenker 2nd Place Salty Alliance GT 2021 – Death Guard
  16. Sune Krarup 3rd Place Copenhammer GT 2021 – Death Guard – Chaos Space Marines
  17. Daniel Sansone 3rd Place Red River GT 2021 – Chaos Daemons – Death Guard – Thousand Sons
  18. Jesse Melvin 2nd Place Tables & Towers Summer GT 2021 – Death Guard
  19. Greg Chamberlain 1st Place Imps Gaming July GT 2021 – Death Guard
  20. Joshua Terry 2nd Place Summer Meltdown GT 2021 – Death Guard
  21. Scott Toebe 1st Place Badger Brawl GT 2021 – Death Guard
  22. Innes Wilson 2nd Place Common Ground Games GT 2021 – Chaos Daemons – Death Guard
  23. TJ Lanigan 2nd Place Your Hobby Place GT 2021 – Death Guard – Chaos Daemons
  24. John Miller 3rd Place W4 GT 2021 – Death Guard
  25. Brenden Chrustie 3rd Place IWTS Open 2021 – Death Guard
  26. Scott Sasser 2nd Place Gateway Open 2021 – Death Guard
  27. Euan Bedford-Cooper 2nd Place Kent Wargames GT 2021 – Death Guard – Chaos Space Marines
  28. Michael Fox 1st Place Wars on the Shore 2021 – Death Guard
  29. Tj Lanigan 3rd Place Wars on the Shore 2021 – Chaos Daemons – Death Guard
  30. Adam Weinstein 3rd Place The Portal Fall GT 2021 – Chaos Daemons – Death Guard
  31. Jason Jones 3rd Place South Georgia Havoc GT- The Sequel 2021 – Death Guard
  32. Joshua Minnich 2nd Place CAGBASH XIV 40K GT 2021 – Chaos Daemons – Death Guard Jesse Melvin
  33. 3rd Place Flames of Autumn 40k Major at Tables & Towers 2021 – Death Guard
  34. Bryan Taylor 1st Place Kippers’ Melee 40K 2021 – Death Guard
  35. Stephen Platten 2nd Place Imps Gaming October GT 2021 – Death Guard
  36. Franco McDonnell 2nd Place Twisted onslaught Oblivion 2021 – Chaos Daemons – Death Guard
  37. Liam Callebout 3rd Place FactoruM Warhammer 40k GT – November 2021 – Chaos Daemons – Death Guard
  38. Charles Jones 3rd Place Warhammer 40k November GT @ Hammerhead Games 2021 – Death Guard