Death Guard 9th Edition

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

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020Munitorum Field Manual 2021 MK1Codex 2021
Death Guard Chaos cultistsTroops6-5-
Plague MarinesTroops18-21-
PoxwalkerTroops7-5-
Hellforged Cerberus Heavy DestroyerLords of War-680--
Hellforged FalchionLords of War-790--
Hellforged FellbladeLords of War-690--
Hellforged MastodonLords of War-915--
Hellforged Spartan Assault TankLords of War-320--
Hellforged Typhon Heavy Siege TankLords of War-720--
MortarionLords of War490-
Death Guard Chaos LordHQ8085-
Death Guard Chaos Lord in TerminatorHQ95105-
Deaht Guard Daemon Prince of NurgleHQ150140-
Death Guard Daemon Prince of Nurgle with WingsHQ185175-
Lord of ContagionHQ100--
Malignant PlaguecasterHQ100--
Noxious BlightbringerHQ55--
SorcererHQ90--
Death Guard Sorcerer in Terminator ArmourHQ100110-
TyphusHQ165--
Necrosius the UndyingHQ-135--
Mamon TransfiguredHQ-200--
Chaos Land RaiderHeavy Support175---
Chaos PredatorHeavy Support90---
Death Guard DefilerHeavy Support120-160-
Plagueburst CrawlerHeavy Support130-165-
Hellforged Deredeo DreadnoughtHeavy Support-150--
Hellforged Land Raider AchillesHeavy Support-190--
Hellforged Land Raider ProteusHeavy Support-210--
Hellforged Leviathan DreadnoughtHeavy Support-220--
Hellforged PredatorHeavy Support-90--
Hellforged ScropiusHeavy Support-195--
Hellforged SicaranHeavy Support-180--
Hellforged Sicaran VenatorHeavy Support-200--
Chaos Fire Raptor Assault GunshipFlyer-280--
Chaos Hell BladeFlyer-280--
Chaos Hell TalonFlyer-280--
Chaos Storm Eagle Assault GunshipFlyer-230--
Chaos Xiphon InterceptorFlyer-110--
Chaos Sokar Pattern Stormbird GunshipFlyer-2100--
Chaos Thunderhawk Assault GunshipFlyer-1350--
Chaos spawnFast Attack23---
Foetid Bloat DroneFast Attack115---
Myphitic Blight-haulerFast Attack55---
Greater Blight DroneFast Attack-225--
Biologus PutrifierElites65---
Blightlord TerminatorsElites35-40-
Deathshroud TerminatorsElites32---
Foul blightspawnElites85-75-
HelbruteElites70---
Plague SurgeonElites60-75-
Death Guard PossessedElites20-24-
TallymanElites55-60-
Hellforged Contemptor DreadnoughtElites-105--
Chaos DecimatorElites-100--
Chaos RhinoDedicated Transport75---
Terrax-pattern Termite Assault DrillDedicated Transport-130--
Lord of VirulenceHQ--120-
Acidic MaladyUpgrade--20-
Explosive OutbreakUpgrade--20-
Virulent FeverUpgrade--20-
Befouling RunoffUpgrade--10-
Unstable SicknessUpgrade--15-
Corrosive FilthUpgrade--20-
Viscous DeathUpgrade--10-
Hellforged Dreadclaw Drop PodDedicated Transport-130-
NameBattlefield RoleChapter Approved 2020Forgeworld 2020Munitorum Field Manual 2021 MK1Codex 2021

 

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.

Death Guard Stratagems

As of 01-23-2021 Death Guard Stratagems groups are…

  • Core Stratagems
  • Death Guard Stratagems
  • Plague Company 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.

Death Guard Unique Items

As of 01-23-2023 Death Guard Unique Item groups are…

  • Relics of Decay
  • Plague Company Relics
  • Deadly Pathogens

(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 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 Psychic Powers

As of 01-23-2020 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

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.

Death Guard Warlord Traits

 

As of 01-23-2020 Death Guard Warlord Traits are…

  • Death Guard Warlord Traits
  • Plague Companies 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.