Death Guard 9th Edition

Codex Death Guard 8th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020
Biologus PutrifierElites65
Blightlord TerminatorsElites35
Chaos cultistsTroops6
Chaos Land RaiderHeavy Support175
Chaos LordHQ80
Chaos Lord in TerminatorHQ95
Chaos PredatorHeavy Support90
Chaos RhinoDedicated Transport75
Chaos spawnFast Attack23
Daemon Prince of NurgleHQ150
Daemon Prince of Nurgle with WingsHQ185
Deathshroud TerminatorsElites32
DefilerHeavy Support120
Foetid Bloat DroneFast Attack115
Foul blightspawnElites85
HelbruteElites70
Lord of ContagionHQ100
Malignant PlaguecasterHQ100
Myphitic Blight-haulerFast Attack55
Noxious BlightbringerHQ55
Plague MarinesTroops18
Plague SurgeonElites60
Plagueburst CrawlerHeavy Support130
PossessedElites20
PoxwalkerTroops7
SorcererHQ90
Sorcerer in TerminatorHQ100
TallymanElites55
MortarionLord of War490
TyphusHQ165
autogunRanged0
autopistolRanged0
battle cannonRanged0
bile spurtRanged0
blight grenadesRanged0
blight launcherRanged10
bolt pistolRanged0
boltgunRanged0
combi-bolterRanged3
combi-flamerRanged10
combi-meltaRanged10
combi-plasmaRanged10
entropy cannonRanged15
flamerRanged5
havoc launcherRanged5
heavy blight launcherRanged25
heavy bolterRanged10
heavy flamerRanged10
heavy sluggerRanged0
heavy stubberRanged5
helbrute plasma cannonRanged20
hyper blight grenadesRanged0
injector pistolRanged0
krak grenadesRanged0
lascannonRanged20
meltagunRanged10
missile launcherRanged20
multi-meltaRanged25
plague belcherRanged5
plagueburst mortarRanged0
plague spewerRanged10
plaguespitterRanged20
plague sprayerRanged0
plaguespurt gauntletRanged0
plasma gunRanged10
plasma pistolRanged5
predator autocannonRanged40
reaper autocannonRanged10
rothail volley gunRanged5
shotgunRanged0
twin heavy bolterRanged30
twin heavy flamerRanged30
twin lascannonRanged40
BaleswordMelee5
Brutal assault weaponMelee0
bubotic axeMelee5
chainaxeMelee1
chainfistMelee10
chainswordMelee0
corrupted staffMelee0
cursed plague bellMelee0
daemonic axeMelee10
defiler clawsMelee0
defiler scourgeMelee10
flail of corruptionMelee15
fleshmowerMelee10
force axeMelee0
force staveMelee0
force swordMelee0
gnashing mawMelee0
great plague cleaverMelee15
helbrute fist singleMelee20
helbrute fist pairMelee30
helbrute hammerMelee30
hellforged swordMelee10
hideous mutationsMelee0
horrifying mutationsMelee0
improvised weaponMelee0
lightning claw singleMelee5
lightning claw pairMelee10
mace of contagionMelee5
malefic talon one setMelee0
malefic talon two setsMelee15
manreaperMelee15
plague knifeMelee0
plague probeMelee0
plagueswordMelee0
plaguereaperMelee20
power axeMelee5
power fistMelee10
power maulMelee5
power scourgeMelee25
power swordMelee5
Daemonic IconWargear15
Icon of DespairWargear10
Instrument of ChaosWargear10
Hellforged Contemptor DreadnoughtElites105
Hellforged Deredeo DreadnoughtHeavy Support150
Hellforged Land Raider AchillesHeavy Support190
Hellforged Land Raider ProteusHeavy Support210
Hellforged Leviathan DreadnoughtHeavy Support220
Hellforged PredatorHeavy Support90
Hellforged ScropiusHeavy Support195
Hellforged SicaranHeavy Support180
Hellforged Sicaran VenatorHeavy Support200
Terrax-pattern Termite Assault DrillDedicated Transport130
Hellforged Dreadclaw Drop PodDedicated Transport130
Hellforged Cerberus Heavy DestroyerLords of War680
Hellforged FalchionLords of War790
Hellforged FellbladeLords of War690
Hellforged MastodonLords of War915
Hellforged Spartan Assault TankLords of War320
Hellforged Typhon Heavy Siege TankLords of War720
Chaos DecimatorElites100
Greater Blight DroneFast Attack225
Necrosius the UndyingHQ135
Chaos Fire Raptor Assault GunshipFlyer280
Chaos Hell BladeFlyer280
Chaos Hell TalonFlyer280
Chaos Storm Eagle Assault GunshipFlyer230
Chaos Xiphon InterceptorFlyer110
Chaos Sokar Pattern Stormbird GunshipFlyer2100
Chaos Thunderhawk Assault GunshipFlyer1350
Mamon TransfiguredHQ200
Bile MawRanged0
Blightreaper cannonRanged0
Butcher cannonRanged35
C-beam cannonRanged30
Decimator storm laserRanged25
HellfamerRanged20
Impaler harpoonRanged0
Soulburner petardRanged60
Soulshatter bombardRanged0
Twin hellmaw blasterRanged0
Decimator siege claw (single/pair)Melee30/40
Great cleaver of KhorneMelee0
Hellcrusher clawsMelee0
Plague probeMelee0
Blade strutsMelee0
Eternal hungerMelee0
Hellforged chainclaw (single/pair)Melee30/40
Hellforged death claw (single/pair)Melee20/30
Hellforged siege claw (single/pair)Melee20/30
Hellforged siege drill (single/pair)Melee30/40
Infernal hungerMelee0
Termite DrillMelee0
Butcher cannon arrayRanged75
Dreadhammer siege cannonRanged0
Dual malignatas sakerRanged40
Ectoplasma batteryRanged50
Ectoplasma blasterRanged10
Ectoplasma cannonRanged20
Fellblade accelerator cannonRanged0
Greater havoc launcherRanged20
Grav-flux bombardRanged65
Infernal flamestorm cannonRanged30
Kharybdis storm launchersRanged0
Kheres assault cannonRanged25
Laser destroyerRanged60
Magna-melta cannonRanged40
Malignatas Beam CannonRanged0
Malignatas beam laserRanged0
Plasma destroyerRanged40
Quad Heavy bolterRanged60
Quad lascannonRanged80
Scorpius multi-launcherRanged0
Skyreaper BatteryRanged45
SoulburnerRanged30
Soulburner bombardRanged90
Soulburner ribaudkinRanged70
Thermal jetsRanged0
Thermal jets arrayRanged0
Twin Thermal volcano cannonRanged0
Twin accelerator autocannonRanged0
Twin Volkite chargerRanged10
Hellfire veilWargear40
Balefire missilesRanged30
Baletalon shatter chargesRanged0
Deadstrike missilesRanged0
Hellstrike batteryRanged60
Hellstrike missilesRanged50
Helstorm cannonRanged25
Pyrax incendiary bombsRanged0
Reaper batteryRanged30
Soulstalker missile launcherRanged50
Thunderhawk cluster bombsRanged60
Thunderhawk heavy cannonRanged0
Turbo-laser destructorRanged0
Warp-pulse bombsRanged0
NameBattlefield RoleChapter Approved 2020Forgeworld 2020

 

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

Hateful Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

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 or HELBRUTE. For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.

Death Guard Stratagems

As of 07-25-2020 Death Guard Stratagems groups are…

  • Core Stratagems
  • Death Guard Stratagems
  • War of the Spider 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.

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.

 

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.

Plaguechosen: 1 CP

Use this Stratagem before the battle, after nominating your Warlord. Select one DEATH GUARD CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).

Harbinger of Nurgle: 1 CP

Use this Stratagem before the battle. Select one LORD OF CONTAGION unit from your army. Until the end of the battle, that unit has the following ability: ‘Harbinger of Nurgle: Re-roll hit rolls of 1 for attacks made by models in friendly DEATH GUARD units whilst their unit is within 6″ of this model.’

Virulent Rounds: 1 CP

Use this Stratagem in your Shooting phase when a PLAGUE MARINES unit from your army is chosen to shoot with. Until the end of that phase, bolt weapons models in that unit are equipped with gain the following abilities: ‘Plague Weapon (see Codex: Death Guard). When resolving an attack made with this weapon against an INFANTRY unit, on an unmodified wound roll of 6 the Armour Penetration characteristic of this weapon is -4 for that attack. ’

Soul Harvest: 1 CP

Use this Stratagem in the Fight phase when a DEATH GUARD DAEMON PRINCE model from your army that is equipped with a daemonic axe or hellforged sword is chosen to fight with. Until the end of that phase, add 3 to that model’s Attacks characteristic, and only INFANTRY units can be chosen as the target of its attacks.

Foulgush: 1 CP

Use this Stratagem in your Shooting phase when a FOUL BLIGHTSPAWN model from your army is chosen to shoot with. Until the end of that phase, when rolling to determine the number of attacks made with a plague sprayer by that model, roll one additional D6 and discard one of the dice. In addition, until the end of that phase, when rolling to determine the Strength characteristic of that weapon, roll one additional D6 and discard one of the dice.

Relentless Volleys: 1/2  CP

Use this Stratagem in your Shooting phase when a DEATH GUARD INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, boltguns and the boltgun profile of combi-weapons (see Codex: Death Guard) models in that unit are equipped with have a Type characteristic of Rapid Fire 2. In addition, until the end of that phase, combi-bolters models in that unit are equipped with have a Type characteristic of Rapid Fire 3. If that unit contains 6 or more models, this Stratagem costs 2CP.

Putrid Fecundity: 2/3 CP

Use this Stratagem in your opponent’s Shooting phase or the Fight phase when a PLAGUE MARINES unit from your army is chosen as the target for an attack. If that unit contains 10 or fewer models then this Stratagem costs 2 Command Points; otherwise it costs 3 Command Points. Until the end of that phase, when making a Disgustingly Resilient roll (see Codex: Death Guard) for a model in that unit, add 1 to that roll.

Trench-Fighters: 1 CP

Use this Stratagem in the Fight phase when a PLAGUE MARINES unit from your army is chosen to fight with. Until the end of that phase, when a model in that unit fights, if it is equipped with one or more plague knives, it can make one additional attack with one plague knife.

Creeping Blight: 1 CP

Use this Stratagem in the Fight phase when a DEATH GUARD unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a weapon by a model in that unit, add 1 to any damage roll made for that attack, and on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is -4 for that attack.

Warp Toll: 1 CP

Use this Stratagem at the start of the Morale phase. Select one NOXIOUS BLIGHTBRINGER model from your army. Until the end of that phase, when taking a Morale test for an enemy unit within 7″ of that model, add 1 to the roll. In addition, if that Morale test is failed, double the number of models that flee.

Hypertoxic Tinctures: 1 CP

Use this Stratagem before the battle. Select one PLAGUE SURGEON model from your army. Until the end of the battle, that model has the following ability: ‘Hypertoxic Tinctures: Re-roll wound rolls of 1 or 2 for attacks made with plague weapons by models in friendly DEATH GUARD units whilst their unit is within 6″ of this model.’

Noxious Rupture: 1 CP

Use this Stratagem in any phase other than the Morale phase when the last model in a DEATH GUARD unit from your army is destroyed, before removing that model from play. Select one enemy unit within 3″ of that model. Until the end of your opponent’s next turn, when resolving an attack made by a model from the selected unit, subtract 1 from the hit roll.

Eruption of Filth: 1 CP

Use this Stratagem when a DEATH GUARD TERMINATOR model from your army is destroyed, before removing that model from play. Roll one D6 for each unit within 7″ that does not have the NURGLE keyword. On a 4+ the unit being rolled for suffers 1 mortal wound.

Mutant Strain: 1 CP

Use this Stratagem in the Fight phase when a POXWALKERS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an INFANTRY unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target and the attack sequence ends, and on an unmodified hit roll of 1, that model’s unit suffers 1 mortal wound.

Miasmal Affliections: 2 CP

Use this Stratagem at the start of the Fight phase. Select one enemy unit within 1″ of a PLAGUE MARINES unit from your army. Until the end of that phase, subtract 1 from the Toughness characteristic of models in that enemy unit whilst it is not within range of MORTARION ’s Toxic Presence ability.

Overwhelming Generosity: 1 CP

Use this Stratagem in your Shooting phase when a DEATH GUARD unit from your army (excluding CHAOS CULTISTS or POXWALKERS units) is chosen to shoot with. Until the end of that phase, add 6″ to the range of Plague Weapons (see Codex: Death Guard), excluding melee weapons, models in that unit are equipped with.

Fire Fever: 1 CP

Use this Stratagem in your Shooting phase after you have declared how you will split the shots of a HELBRUTE model from your army that is equipped with two ranged weapons. Until the end of that phase, if that model shoots all of its weapons at the same target, when resolving an attack made by that model, you can re-roll the hit roll.

Parasitic Fumes: 1 CP

Use this Stratagem at the end of your Movement phase. Select one MYPHITIC BLIGHT-HAULERS unit from your army. Until the end of the turn, when an attack is allocated to an enemy model within 7″ of that unit, improve the Armour Penetration characteristic of the weapon that attack is being made with by 1 for that attack (e.g. AP 0 becomes AP -1).

Life-Eater: 1 CP

Use this Stratagem in the Fight phase when a DEATH GUARD unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a plague weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).

Accelerated Entropy: 1 CP

Use this Stratagem before the battle. Select one PLAGUEBURST CRAWLER model from your army. Until the end of the battle, entropy cannons that model, and all friendly PLAGUEBURST CRAWLER models within 7″ of that model, are equipped with have the following abilities: ‘Plague Weapon (see Codex: Death Guard). When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.’

Contaminated Monstrosity: 1 CP

Use this Stratagem before the battle. Select one DEATH GUARD unit (excluding CHAOS CULTISTS and TITANIC units) from your army with a Wounds characteristic of 12 or less for 1CP, or 13 or more for 2CP. Until the end of the battle, if that unit does not have the Disgustingly Resilient ability (see Codex: Death Guard), it gains the Disgustingly Resilient ability.

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

The Harbingers

From the Carrion Heaps: 1/3 CP

Use this Stratagem before the battle. Select one HARBINGERS POXWALKERS unit from your army for 1 Command Point, or two HARBINGERS POXWALKERS units from your army for 3 Command Points. You can set up the selected units under the ground instead of setting them up on the battlefield. At the end of your Movement phase, for each of the units that are under the ground, you can set up that unit anywhere on the battlefield that is wholly within 9″ of a battlefield edge and more than 9″ away from any enemy models. You can only use this Stratagem once per battle.

Life Beyond Death: 1 CP

Use this Stratagem in the Fight Phase when the last model in a HARBINGERS unit from your army is destroyed as the result of an attack. The unit containing the model that made that attack suffers D3 mortal wounds.

The Inexorable

Unholy Essence: 1/3 CP

Use this Stratagem at the start of your Shooting phase. Select up to three INEXORABLE VEHICLE units from your army. Until the end of that phase, those units gain the Inexorable Advance ability (see Codex: Death Guard).

Ferric Miasma: 1 CP

Use this Stratagem in your opponent’s Charge phase when a INEXORABLE unit from your army is chosen as a target of a charge declared for an INFANTRY unit. Subtract 2 from the charge roll made for that charge.

Mortarions Anvil

Futility made Flesh: 2/3 CP

Use this Stratagem in your opponent’s Shooting phase when a MORTARION’S ANVIL TERMINATOR unit from your army is chosen as the target for an attack. Until the end of that phase, when resolving an attack made with a weapon against that unit, reduce the Damage characteristic of that weapon by 1, to a minimum of 1, for that attack. If that unit contains 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP.

Relaptic Assault: 1 CP

Use this Stratagem in your opponent’s Charge phase. Select one MORTARION’S ANVIL INFANTRY unit from your army. Until the end of that phase, that unit can perform a Heroic Intervention as if it were a CHARACTER.

The Wretched

The Rotted Veil: 1 CP

Use this Stratagem at the end of your Movement phase. Select one WRETCHED CHARACTER unit from your army that has not performed a Daemonic Ritual this turn. That unit can perform a Daemonic Ritual (see Codex: Death Guard) as if it were your Movement phase and that model had not moved, regardless of whether or not it arrived as reinforcements this turn. In addition, until the end of the turn, when that unit performs a Daemonic Ritual, only roll one D6 for the summoning roll, and add 7 to the result.

Sevenfold Blessings: 1 CP

Use this Stratagem before the battle. Select one WRETCHED PSYKER model from your army. Until the end of the battle, when a Psychic test is taken for that model, you can re-roll one of the dice. You can only use this Stratagem once per battle.

The Poxmongers

Bilious Bloodrush: 1 CP

Use this Stratagem in your Shooting phase. Select one POXMONGERS DAEMON ENGINE unit from your army. Until the end of that phase, that unit can shoot in a turn in which it Fell Back.

The Flux Abated: 1 CP

Use this Stratagem in the Fight phase when an enemy model is destroyed as the result of an attack made by a model in a POXMONGERS DAEMON ENGINE unit from your army. One model in that unit can regain up to D3 lost wounds.

The Ferrymen

Vermid Whispers: 1 CP

Use this Stratagem in your Shooting phase when a FERRYMEN BLIGHTLORD TERMINATORS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.

On Droning Wings: 2 CP

Use this Stratagem at the start of the Movement phase. Select one FERRYMEN unit from your army. Until the end of the turn, the range of that unit’s aura abilities is increased by 7″ (note that the Nurgle’s Gift ability still only affects enemy units within 1″ of an affected friendly unit).

Mortarions’s Chosen Sons

Alembichal Marthecium: 1 CP

Use this Stratagem before the battle. Select one MORTARION’S CHOSEN SONS PLAGUE SURGEON model from your army. Until the end of the battle, replace that model’s Tainted Narthecium ability with the following: ‘Alembichal Narthecium: When making a Disgustingly Resilient roll for a friendly MORTARION’S CHOSEN SONS INFANTRY model whilst its unit is within 3″ of this model, you can re-roll a roll of 1 or 2.’

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 07-25-2020 Death Guard Unique Item groups are…

  • Relics of Decay
  • War of the Spider Relics
  • Putrescent 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.

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.

 

If your army is led by a DEATH GUARD Warlord, you can give one of the following Relics of Decay to a DEATH GUARD CHARACTER model from your army instead of giving them a Relic from Codex: Death Guard. Named characters (such as TYPHUS) cannot be given the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

The Ague Stone

LORD OF CONTAGION model only. Subtract 1 from the Strength characteristic of enemy models whilst their unit is within 3″ of a model from your army with this Relic.

Allwyther

Model equipped with a balesword only. This Relic replaces a balesword and has the following profile: Allwyther Melee S+1 AP-3 D2 Abilities: Plague Weapon (see Codex: Death Guard). When resolving an attack made with this weapon, an invulnerable saving throw cannot be made.

The Daemon’s Toll

NOXIOUS BLIGHTBRINGER model only. Models in friendly DEATH GUARD units (excluding CHAOS CULTISTS and POXWALKERS units) have a 5+ invulnerable save whilst their unit is within 7″ of a model from your army with this Relic.

The Epidemicyst Blade

Model equipped with a hellforged sword only. This Relic replaces a hellforged sword and has the following profile: The Epidemicyst Blade Melee S+1 AP-2 D3 Abilities: Plague Weapon (see Codex: Death Guard). When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.

The Putrid Periapt

PSYKER model only. A model with this Relic knows one additional psychic power. Once in each of your Psychic phases, after a psychic power is resolved that was manifested by a model with this Relic, that model can regain up to D3 lost wounds.

Wormspitter

Model equipped with a bolt pistol only. This Relic replaces a bolt pistol and has the following profile: Wormspitter 15″ Pistol 1 S5 AP-2 D1 Abilities: Plague Weapon (see Codex: Death Guard). When resolving an attack made with this weapon, if a hit is scored, the target is corroded until the end of the turn. When resolving an attack made with a weapon by a friendly DEATH GUARD model against a corroded unit, that weapon gains the Plague Weapon ability for that attack.

If your army is led by a DEATH GUARD <PLAGUE COMPANY> Warlord, you can give the relevant <PLAGUE COMPANY> Putrescent Relic to a DEATH GUARD <PLAGUE COMPANY> CHARACTER model from your army instead of giving them a Relic of Decay from Codex: Death Guard or elsewhere in this publication. Named characters (such as TYPHUS) cannot be given a Putrescent Relic. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

The Harbingers: Rotskull Bomb

Model equipped with a blight grenade only. This Relic replaces a blight grenade and has the following profile: Rotskull Bomb 6″ Grenade 2D3 S5 AP-2 D2 Abilities: Plague Weapon (see Codex: Death Guard). When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.

The Inexorable: The Leechspore Casket

When a model is destroyed as a result of an attack made with a melee weapon by a model from your army with this Relic, one friendly INEXORABLE VEHICLE model within 18″ regains up to one lost wound. Each model from your army can regain up to three lost wounds per turn as a result of this ability.

Mortarion’s Anvil: Tollkeeper

TALLYMAN model only. When resolving an attack made with a melee weapon by a model in a MORTARION’S ANVIL unit from your army within 7″ of a friendly model with this Relic, an unmodified hit roll of 6 scores one additional hit.

The Wretched: The Daemon’s Favour

MALIGNANT PLAGUECASTER model only. A model from your army with this Relic replaces its Pestilential Fallout ability with the following: ‘Torrent of Putrefaction: After resolving a psychic power manifested by this model, if the result of the Psychic test for that power was less than 7, the nearest enemy unit within 7″ of this model suffers 1 mortal wound. In addition, if the result of the Psychic test for that power was 7 or more, select one enemy unit within 7″ of this model. That unit suffers D3 mortal wounds.’

The Poxmongers: Ironclot Furnace

Models in POXMONGERS DAEMON ENGINE units from your army have a 4+ invulnerable save whilst their unit is within 7″ of a friendly model with this Relic.

The Ferrymen: The Ferryman’s Scythe

Model equipped with a plaguereaper only. This Relic replaces a plaguereaper and has the following profile: The Ferryman’s Scythe Melee S+4 AP-3 D3 Abilities: Plague Weapon (see Codex: Death Guard). When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

Mortarions’s Chosen Sons: Vomitryx

Model equipped with a plague sprayer only. This Relic replaces a plague sprayer and has the following profile: Vomitryx 9″ Assault 7 S7 AP-3 D2 Abilities: Plague Weapon (see Codex: Death Guard). When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.

Death Guard Psychic Powers

As of 07-25-2020 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

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 07-25-2020 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

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.

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.

The Harbingers: Shamblerot

When an enemy INFANTRY model is destroyed as the result of an attack made with a melee weapon by this Warlord, add one model to a friendly HARBINGERS POXWALKERS unit within 7″ of this Warlord. You must pay reinforcement points for each model that you add to that unit that would increase that unit above its starting strength.

The Inexorable: Ferric Blight

When resolving an attack made with a weapon by a friendly INEXORABLE model against an enemy VEHICLE unit within 7″ of this Warlord, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).

Mortarions’s Anvil: Gloaming Bloat

When resolving an attack made against this Warlord, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack has.

The Wretched: Eater Plague

When an enemy model is destroyed as the result of an attack made with a melee weapon by this Warlord, this Warlord regains up to one lost wound (to a maximum of 3 wounds per phase).

The Poxmongers: Sanguous Flux

When resolving an attack made with a melee weapon by a friendly POXMONGERS model against an enemy INFANTRY unit whilst that model’s unit is within 7″ of this Warlord, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).

The Ferrymen: The Droning

When a Morale test is taken for an enemy unit within 12″ of this Warlord, add 2 to the result.

Mortarion’s Chosen Sons: Crawling Pustulance

When resolving an attack made with a melee weapon against this Warlord, subtract 1 from the hit roll. When an enemy unit (excluding units that can FLY) within 1″ of this Warlord Falls Back, roll one D6; on a 2+ that unit suffers D3 mortal wounds.

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