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AUTHOR’S FOREWARD (REPRINTED FROM BOLTERANDCHAINSWORD FORUMS, AND YES, I REMOVED ALL THE SMILEYS):
FIRSTLY, I DID MY BEST TO FOLLOW THE METHODOLOGY OF THE NEW CODEX SYSTEM. UNFORTUNATELY, ALL THE NEW-STYLE CODEXES I OWN STILL
HAVE VARIABLE SQUAD SIZES (ORKS, ELDAR, CSM). WHAT I REALLY WANTED, THOUGH, WAS A DARK ANGELS STYLE SQUAD TYPE, I.E. THE SQUAD
IS X POINTS FOR Y MODELS WITHOUT DEVIATION. AND FOR THE ENTRIES THAT COULD HAVE LARGE NUMBERS, YOU CAN BUY ANOTHER Y MODELS
FOR ANOTHER X POINTS. THIS IS ON PURPOSE. THIS IS DEATH GUARD. NOT THE PURGE, OR THE LORDS OF DECAY, OR THE I-DON'T-WANT-
TO-BUY-METAL-MODELS-SO-I-AM-USING-PLASTIC-CSMS-AS-PLAGUE-MARINES MARINES (AND I HAVE NO PROBLEM WITH DOING THAT,
FYI, I'M POKING FUN AT A BUDDY OF MINE, HOPE YOU READ IT DUDE). THE DEATH GUARD ARE NURGLE'S CHOSEN SONS, AND IN ORDER TO HAVE
BECOME THE CHOSEN SONS YOU NEED TO HAVE DONE EVERYTHING IN YOUR POWER OVER THE LAST 10,000 YEARS TO ENDEAR YOURSELF TO THE
LORD OF FILTH. SO YOU MUST BE FAVOURED. YOU DON'T GET REWARDED FOR DOING WHAT YOU MUST DO. UNLESS OF COURSE YOU WANT TO
LOSE NURGLE'S BLESSING AND TRULY FEEL HOW ASTOUNDINGLY HORRIBLE THAT WONDERFUL CIRCUS OF DISEASE AND PESTILENCE FESTERING
IN YOUR GUT TRULY IS...
SECOND, OBVIOUSLY, NURGLESQUE DEMONS WILL BE INCLUDED. HOWEVER, THEY WILL NOT BE CUT-AND-PASTE COPIES DIRECTLY FROM
CODEX: DEMONS. OR MAYBE THEY WILL (AUTHOR’S NOTE: TO A GREAT EXTENT THEY WERE). I HAVEN'T REALLY DECIDED.
SECOND, PART B - I AM UNSURE OF WHAT THE POINTS COST OF DEMONS SHOULD BE, OR THE SUMMONING METHOD. OBVIOUSLY, C: DEMONS
TAKES INTO ACCOUNT THAT YOUR OPPONENT GETS, AT MINIMUM, 1 SHOOTING PHASE AT THE DEMONS BEFORE HE HAS TO REALLY WORRY ABOUT
THEM. BY MY FIGURING, I COULD EITHER A) GREATLY INCREASE THE COST OF THE DEMONS (MAYBE+50%...ISH) AND USE THE SUMMONING RULES
FROM C:CSM, OR USE THE POINTS COST IN C: DEMONS AND USE THAT BOOKS SUMMONING, I.E. STANDARD DEEP STRIKE. OPINIONS PLEASE.
(AUTHOR’S NOTE: I WENT WITH THE STANDARD DEEP STRIKE RULES FOR ALL DEMONS, INCLUDING THE GUO. THIS, HOPEFULLY, WILL ALLOW THE
POINTS COST TO STAY AT THE LEVEL OF CODEX: DEMONS AND NOT BE UNBALANCED WHEN BEING FIELDED WITH MARINES.
THIRDLY, I AM NOT TRYING TO RESSURECT C:CSM V3.5. AT ALL. EVER. IT WAS A GOOD BOOK, IN IT'S DAY, BUT SO IS THE NEW BOOK (SHOOSH
YOU DISAGREERS, I CAN HEAR YOU FROM HERE IN PHOENIX, NO NEED TO QUOTE ME AND DISAGREE, WE ALL KNOW HOW YOU FEEL). FURTHER
DOWN THE PROPSED RULES FORUM IS A 'DEX SOMEONE WROTE FOR THE EMPEROR'S CHILDREN, AND IT WAS LOADED WITH ALL SORTS OF
REDICULOUSLY POWERFUL GEAR, CREATED WEAPONS, NEW PSYCHIC POWERS, ETC. I AM SURE (IN FACT, I GUARANTEE) HE MEANT WELL WITH HIS
LIST, WANTING TO PLAY THE EMPEROR'S CHILDREN IN ALL THAT HE SAW THEIR GLORY TO BE. BUT I READ THAT LIST AND STARDED LOOKING FOR
MY FONDU SET, SO I COULD DIP SOME DELICIOUS HOMEMADE SOURDOUGH INTO ALL THAT CHEESE. THIS LIST IS MEANT TO BE AS CLOSE TO WHAT
WE WOULD ACTUALLY BE GIVEN SHOULD A DEATH GUARD CODEX BECOME A REALITY, NOT WHAT I WISH IT COULD BE BASED ON C:CSM
3.5.
FIFTHLY, I WELCOME ALL CRITICISM, CONSTRUCTIVE OR OTHERWISE. IF IT'S CONSTRUCTIVE, I'LL LOOK AT WHAT YOUR SAYING AND AMMEND MY
ENTRIES AS I SEE APPROPRIATE. THIS IS INTENDED TO BE A LIVING-STYLE DOCUMENT, AS BETTER IDEAS THAN MINE GET TO ME, I WILL GLADLY
INCLUDE THEM. IF YOUR COMMENTS FALL INTO THE "OTHERWISE" CATEGORY I'LL JUST IGNORE YOU, HOPEFULLY, BUT AT LEAST YOU'LL FEEL
BETTER.
DEATH GUARD HISTORY
DEATH GUARD LORDS ARE POWERFUL WARRIORS WHO COMMAND THE LOYALTY OF OTHER DEATH GUARD CHAOS
MARINESTHROUGH A COMBINATION OF FIDELITY AND FEAR. THEY ARE DISGUSTING MEN, IF MEN THEY CAN STILL BE CALLED. LIKE ALL THE
DEATH GUARD, AND TO A LESSER EXTENT ALL PLAGUE MARINES, THE DEATH GUARD LORDS HAVE BEEN BEQUEATHED WITH NURGLE’S FAVOR.
THEY ARE TREMENDOUSLY RESILIENT, THEIR BODIES ROTTEN AND DECOMPOSING, AND A HOST FOR ALL SORTS OF VIRULENTS AND PLAGUES.
THEY STRIDE ACROSS THE BATTLEFIELD, THE STENCH OF ROT AND VAST CLOUDS OF FLIES AND OTHER VERMIN CAST BEFORE THEM. WHERE THEY
STRIKE CORRUPTION FOLLOWS – WOUNDS PUTRIFY, METAL CORRODES, FLESH WASTES AWAY. EVEN MORE TERRIFYING IS THAT THE GREAT
LORDS OF THE DEATH GUARD SEEM NOT TO SUFFER FROM SOME OF THE DEBILITATING EFFECTS OF NURGLE’S GIFTS THAT ARE FELT BY THEIR
BRETHREN. A DEATH GUARD LORD LOSES NO POTENCY IN HIS COMBAT SKILLS. IN FACT, SUCH IS THE GREAT WILL COMMANDED BY THESE
MASTERS OF BATTLE THAT THEIR SKILLS HAVE INCREASED SINCE THE TIME OF THE HERESY, IN SPITE OF NURGLE’S MALIGNANT GIFTS. WHERE A
DEATH GUARD LORD HAS ONCE WALKED, A GREAT WAILING AND STRIFE CAN BE HEARD IN HIS WAKE, IF ANY OF NURGLE’S FOES WERE ALLOWED
TO SURVIVE.
SPECIAL RULES
INDEPENDENT CHARACTER, FEARLESS, 5+ INVULNERABLE SAVE, FEEL NO PAIN, MARK OF NURGLE (INCLUDED IN PROFILE)
BLIGHT GRENADES: THESE ARE DEFENSIVE GRENADES, WHICH MEANS THAT ENEMY UNITS DO NOT GAIN THEIR BONUS ATTACKS FOR CHARGING
IF THEY ARE ASSAULTING A UNIT WITH BLIGHT GRENADES.
PLAGUEBRINGER: AS MUCH A SYMBOL OF NURGLE’S FAVOR AS A WEAPON OF WAR, A PLAGUEBRINGER IS A POWEFUL DEMONIC WEAPON THAT
SEETHES WITH THE CORRUPTING FORCE OF NURGLE’S WILL. A PLAGUEBRINGER OBEYS THE FOLLOWING SPECIAL RULES:
A PLAGUEBRINGER REQUIRES 2 HANDS TO USE, AND IS A POWER WEAPON.
A PLAGUEBRINGER ADDS AN EXTRA D6 ATTACKS IN CLOSE COMBAT. IF A RESULT OF A 1 IS ROLLED, THE BOUND DEMON WITHIN
THE WEAPON REBELS – THE DEATH GUARD LORD MAKES NO ATTACKS THIS ROUND AND SUFFERS ONE WOUND WITH NO ARMOUR
SAVES ALLOWED. THIS ABILITY MUST BE USED EVERY TIME THE DEATH GUARD LORD MAKES ATTACKS
A MODEL WITH A PLAGUEBRINGER HAS POISONED ATTACKS THAT WOUND ON A 4+ (SEE THE WARHAMMER 40,000 RULEBOOK).
TERMINATOR ARMOR: A MODEL WEARING TERMINATOR ARMOR HAS A 2+ ARMOUR SAVE AND A 5+ INVULNERABLE SAVE. MODELS IN
TERMINATOR ARMOR ARE CAPABLE OF MOVING AND FIRING HEAVY WEAPONS AND MAY ASSAULT AFTER FIRING HEAVY AND RAPID FIRE
WEAPONS. HOWEVER, MODELS IN TERMINATOR ARMOR MAY NOT SWEEPING ADVANCE.
UNITS AND CHARACTERS IN TERMINATOR ARMOR CAN BE TELEPORTED ONTO THE BATTLEFIELD. THEY MAY ALWAYS START THE GAME IN RESERVE
AND ARRIVE USING THE DEEP STRIKE RULES, EVEN IF IT IS NOT A PART OF THE MISSION BEING PLAYED.
DEATH GUARD SORCERORS
THE DEATH GUARD HAVE NEVER BEEN KNOWN FOR THEIR PSYKERS. BEFORE THE HERESY, THEY HAD FEW LIBRARIANS – ALTHOUGH
THOSE THEY TENDED TO BE EXTRAORDINARILY POWERFUL WARRIORS, LIKE FIRST CAPTAIN CALUS TYPHON. AFTER THE HERESY, MORE AND
MORE DEATH GUARD HAVE EMERGED TO SHOW SORCEROUS APTITUDE, THOUGH BY NO MEANS DO THEY HAVE AS MANY SORCERORS AS THEIR
FELLOW TRAITOR LEGIONS. THE SORCERERS OF THE DEATH GUARD ARE PREDISPOSED TO MANIFEST POWERS THAT EPITOMIZE THE GLORY OF
NURGLE. WHERE A THOUSAND SONS SORCERER MIGHT SEND CORRUSCATING ENERGY SURGING FROM HIS OPEN FIST THAT BLASTS APART HIS
ENEMIES, A DEATH GUARD SORCERER WOULD SIMPLY LOCK WILL HIS ENEMY TO BEGIN TO DECOMPOSE BEFORE HIS EYES. MOST IMPORTANTLY,
A DEATH GUARD SORCERER IS MOST SUITED TO SPREADING NURGLE’S ROT THROUGHOUT THE WHOLE OF MORTAL SPACE.
DEATH GUARD SORCERERS, WHILE NOT AS SUPREMELY SKILLED AS A DEATH GUARD LORD, STILL HAS SKILL AND ABILITIES FAR
EXCEEDING THAT OF A NORMAL PLAGUE MARINE. THEY WARBANDS THAT GATHER AROUND A DEATH GUARD SORCERER ARE OFTEN MORE
FANATICAL THAN THOSE WHICH GATHER UNDER A LORD – WHERE A LORD WAGES WAR FOR HIS OWN ENDS, OR UNDER COMMANDS FROM
MORTARION HIMSELF, A SORCERER IS MORE ATTUNED TO NURGLE’S WILL, AND TYPICALLY WAGES WAR TO SATISFY HIS MASTER.
SPECIAL RULES
INDEPENDENT CHARACTER, FEARLESS, 5+ INVULNERABLE SAVE, FEEL NO PAIN, MARK OF NURGLE (INCLUDED IN PROFILE)
BLIGHT GRENADES: THESE ARE DEFENSIVE GRENADES, WHICH MEANS THAT ENEMY UNITS DO NOT GAIN THEIR BONUS ATTACKS FOR CHARGING
IF THEY ARE ASSAULTING A UNIT WITH BLIGHT GRENADES.
FAMILIAR: A FAMILIAR IS A SMALL BEING – A FORCE OF PSYCHIC ENERGY, A SMALL CREATURE, OR OFTEN A NURGLING – WHO HELPS HIS
MASTER BETTER ATTUNE HIMSELF TO THE TIDES OF THE WARP. A DEATH GUARD SORCERER WITH A FAMILIAR MAY TAKE A SECOND PSYCHIC
POWER AT THE LISTED POINTS COST. ADDITIONALLY, A DEATH GUARD SORCERER WITH A FAMILIAR MAY USE AN ADDITIONAL PSYCHIC POWER,
SO LONG AS ONE OF THE POWERS USED IS NURGLE’S ROT. A FAMILIAR IS ALWAYS ASSUMED TO SHARE THE SAME BASE AS IT’S MASTER. THE
FAMILIAR MAY BE MODELED ON A SECOND BASE FOR AESTHETIC REASONS, BUT DOES NOT AFFECT GAMEPLAY IN ANY WAY.
TERMINATOR ARMOR: A MODEL WEARING TERMINATOR ARMOR HAS A 2+ ARMOUR SAVE AND A 5+ INVULNERABLE SAVE. MODELS IN
TERMINATOR ARMOR ARE CAPABLE OF MOVING AND FIRING HEAVY WEAPONS AND MAY ASSAULT AFTER FIRING HEAVY AND RAPID FIRE
WEAPONS. HOWEVER, MODELS IN TERMINATOR ARMOR MAY NOT SWEEPING ADVANCE.
UNITS AND CHARACTERS IN TERMINATOR ARMOR CAN BE TELEPORTED ONTO THE BATTLEFIELD. THEY MAY ALWAYS START THE GAME IN RESERVE
AND ARRIVE USING THE DEEP STRIKE RULES, EVEN IF IT IS NOT A PART OF THE MISSION BEING PLAYED.
DEATH GUARD DEMON PRINCE
THE ULTIMATE AMBITION OF ANY MEMBER OF THE DEATH GUARD IS TO FOLLOW IN THE FOOTSTEPS OF HIS PRIMARCH AND ACHIEVE
ELEVATION TO DEMONHOOD. A DEATH GUARD LORD OR SORCERER RISKS DEATH, MUTATION AND OTHER UNSPEAKABLE HORRORS OVER
SEVERAL LIFETIMES OF WAR, AND BEING REBORN AS AN IMMORTAL DEMON PRINCE IS NURGLE’S GREATEST REWARD TO HIS MOST TRUSTED
SERVANTS. THE ELEVATION TO DEMON PRINCE IS BLISSFULLY AGONISING, AS BONES ELONGATE AND STRENGTHEN, MUSCLE AND SINEW
STRETCHES AND GROWS TO FAR SURPASS MORTAL CAPABILITIES. THE GIFTS OF NURGLE ARE MANY, AND OBVIOUS ON THE MASSIVE FORM OF A
DEMON PRINCE – INFECTED OPEN WOUNDS AND SORES ABOUND, PUS LEAKS FROM GAPING HOLES IN THE DEMON’S HIDE, AND
CONTAMINATED BONES AND ORGANS ARE PLAINLY VISIBLE IN THE HORRIFIC FORM OF A DEATH GUARD DEMON PRINCE.
THE DEMON PRINCES OF NURGLE ARE THE MOST ATTUNED WARRIORS TO THE WILL OF NURGLE, AND WAGE WAR IN HIS NAME
ACROSS THE MATERIAL REALM. THE MIGHT OF THIS LIVING ICON OF THEIR DEITY DRIVES THE DEATH GUARD TO EVEN GREATER FEATS OF
CORRUPTION AND DEATH, THE WILL TO SPREAD THE BLIGHT AND RUIN OF THEIR MASTER DISSEMINATED TO THE ENTIRE HOST OF DEATH GUARD
THROUGH THEIR DEMONIC COMMANDER
SPECIAL RULES
FEARLESS, 5+ INVULNERABLE SAVE, ETERNAL WARRIOR, MARK OF NURGLE (INCLUDED IN PROFILE)
ETERNAL WARRIOR: HAVING BEEN ELEVATED BY THE CHAOS GODS, A DEMON PRINCE HAS LITTLE TO FEAR FROM MORTAL WEAPONS. A DEMON
PRINCE IS IMMUNE TO THE INSTANT DEATH RULE.
WINGS: MANY DEMON PRINCES ARE GIFTED WITH GREAT LEATHERY WINGS WHICH SPREAD BEHIND THEM LIKE AN ALL-ENCOMPASSING
DARKNESS. OTHERS ARE GRANTED COPIES OF THE WINGS OF THE INSECT PESTS WHO CARRY NURGLE’S DISEASES. A DEMON PRINCE WITH
WINGS MOVE IN THE SAME WAY JUMP INFANTRY (SEE THE WARHAMMER 40,000 RULEBOOK). IN ADDITION, MODELS WITH WINGS MAY BE
DROPPED FROM LOW FLYING GUNSHIPS OR TRANSPORTS, AND MAY THEREFOR MAY BE KEPT IN RESERVES AND ARRIVE USING THE RULES FOR
DEEP STRIKE (SEE THE MISSION SPECIAL RULES IN THE WARHAMMER 40,000 RULEBOOK).
DEATH GUARD TERMINATORS
TERMINATOR FLUFF
SPECIAL RULES
FEARLESS, 5+ INVULNERABLE SAVE, FEEL NO PAIN, MARK OF NURGLE (INCLUDED IN PROFILE),
TERMINATOR ARMOR: A MODEL WEARING TERMINATOR ARMOR HAS A 2+ ARMOUR SAVE AND A 5+ INVULNERABLE SAVE. MODELS IN
TERMINATOR ARMOR ARE CAPABLE OF MOVING AND FIRING HEAVY WEAPONS AND MAY ASSAULT AFTER FIRING HEAVY AND RAPID FIRE
WEAPONS. HOWEVER, MODELS IN TERMINATOR ARMOR MAY NOT SWEEPING ADVANCE.
UNITS AND CHARACTERS IN TERMINATOR ARMOR CAN BE TELEPORTED ONTO THE BATTLEFIELD. THEY MAY ALWAYS START THE GAME IN RESERVE
AND ARRIVE USING THE DEEP STRIKE RULES, EVEN IF IT IS NOT A PART OF THE MISSION BEING PLAYED.
DEATH GUARD POSSESSED
POSSESSED FLUFF
SPECIAL RULES
FEARLESS, 5+ INVULNERABLE SAVE, FEEL NO PAIN, MARK OF NURGLE (INCLUDED IN PROFILE),
DEMONKIN: AT THE BEGINNING OF EACH GAME. AFTER DEPLOYMENT, ROLL A DICE ON THE FOLLOWING TABLE. THE POSSESSED UNIT WILL HAVE
THE SPECIAL RULE OR EXTRA EQUIPMENT INDICATED ON THE TABLE FOR THE ENTIRE GAME.
D6 RESULT
1 SCOUTS. FILLED WITH BLOODLUST, THE POSSESSED LEAP FORWARD ON THE HUNT FOR THEIR PREY.
2 FURIOUS CHARGE. THE POSSESSED CAN GOUGE AND GORE THEIR ENEMIES WITH THEIR HORNS AND SPINES.
3 POISONED CLAWS. THE ATTACKS OF THE POSSESSED COUNT AS POISONED AND WOUND ON A 4+.
4 RENDING. THE FANGS AND CLAWS OF THE POSSESSED ARE RAZOR-SHARP AND CAN CUT THROUGH THICK ARMOR.
5 WINGS. THE POSSESSED TAKE TO THE AIR ON GREAT LEATHERY WINGS, AND COUNT AS JUMP INFANTRY.
6 POWER WEAPONS. A SHIMMERING DEMONIC AURA SURROUNDS THE WEAPONS OF THE POSSESSED.
DEATH GUARD DREADNOUGHT
DREADNOUGHT FLUFF
DREADNOUGHT
WS BS S FRONT ARMOUR SIDE ARMOUR REAR ARMOUR I A
4 4 6 13 12 10 4 3
SPECIAL RULES
CRAZED!: AT THE START OF THE DEATH GUARD MOVEMENT PHASE, ROLL ON THE FOLLOWING TABLE FOR EACH UNENGAGED DREADNOUGHT:
D6 RESULT
1 FIRE FRENZY. THE DXEATH GUARD DREADNOUGHT MAY NOT MOVE OR ASSAULT THIS TURN. AT THE BEGINNING OF THE SHOOTING
PHASE IT MUST PIVOT ON THE SPOT TOWARDS THE CLOSEST VISIBLE UNIT (FRIEND OR FOE!) AND FIRE ALL OF ITS WEAPONS AGAINST
IT – TWICE! IF THE DEATH GUARD DREADNOUGHT CANNOT FIRE ANY RANGED WEAPONS, TREAT THIS RESULT AS A ‘2-5 SANE’
RESULT INSTEAD.
2-5 SANE. THE PLAYER CONTROLS THE MODEL NORMALLY.
6 BLOOD RAGE. IN THE MOVEMENT PHASE, THE DEATH GUARD DREADNOUGHT MUST MOVE AS FAR AS POSSIBLE TOWARDS THE
NEAREST ENEMY. IN THE SHOOTING PHASE THE CHAOS DREADNOUGHT MAY NOT SHOOT, BUT INSTEAD GAINS THE FLEET RULE, AND
MUST RUN TOWARDS THE NEAREST ENEMY, ENDING ITS MOVEMENT FACING TOWARDS THIS TARGET. THE DEATH GUARD
DREADNOUGHT MUST THEN ASSAULT THIS ENEMY IN THE ASSAULT PHASE, IF ABLE. IF THE DEATH GUARD DREADNOUGHT IS
IMMOBILISED, TREAT THE RESULT AS A ‘2-5 SANE’ RESULT INSTEAD.
CRSUTED GRIME: THE DEATH GUARD DREADNOUGHT HAS, THROUGHOUT THE MILLENNIA, GROWN MANY CANCEROUS ARMOR PLATES,
COLLECTED AGES WORTH OF DIRT, FILTH AND GRIME, ALL OF WHICH MAKING THE DEATH GUARD DREADNOUGHT’S HULL HARDER TO PENETRATE.
THE DEATH GUARD DREADNOUGHT INCREASES ITS FRONT ARMOR VALUE TO 13.
DEATH GUARD PLAGUE MARINES
PLAGUE MARINE FLUFF
CHOSEN FLUFF
HAVOC FLUFF
WS BS S T W I A LD SV
PLAGUE MARINE 4 4 4 4(5) 1 3 1 9 3+
CHOSEN PLAGUE MARINE 4 4 4 4(5) 1 3 1 9 3+
ASPIRING CHAMPION 4 4 4 4(5) 1 3 1 9 3+
SPECIAL RULES
FEARLESS, FEEL NO PAIN, MARK OF NURGLE (INCLUDED IN PROFILE)
BLIGHT GRENADES: THESE ARE DEFENSIVE GRENADES, WHICH MEANS THAT ENEMY UNITS DO NOT GAIN THEIR BONUS ATTACKS FOR CHARGING
IF THEY ARE ASSAULTING A UNIT WITH BLIGHT GRENADES.
DEATH GUARD HEAVY BOLTER: THE DEATH GUARD HAVE ALWAYS FAVORED ADVANCING UNDER THE SUPPORT OF THEIR OWN SMALL ARMS
FIRE, AND THEIR CHOICE OF WEAPONS REPRESENTS THIS. THE CLOSEST THING THE DEATH GUARD USE TO A SQUAD SUPPORT WEAPON IS
KNOWN AS THE DEATH GUARD HEAVY BOLTER. IMPERIAL STRATEGISTS AND TECHNICIANS ARE UNSURE WHETHER THIS IS A MODIFIED HEAVY
BOLTER, OR IF THE DEATH GUARD HAVE SIMPLY NEGLECTGED TO CLEAN AND UPKEEP THE WEAPON, BUT ITS RANGE IS SIGNIFICANTLY LESS THAN
ITS IMPERIAL COUNTERPART. LIKE SOME FORCES OF THE INQUISITION, THE DEATH GUARD ARE ABLE TO ADVANCE AND FIRE THEIR HEAVY
BOLTERS. INQUISITORIAL TROOPS MAKE USE OF ADVANCE SUSPENSORS TO NEAGATE THE WEAPONS RECOIL, BUT THE DEATH GUARD APPEAR TO
SIMPLY USE THEIR EXTENSIVE BULK. THE DEATH GUARD HEAVY BOLTER USES THE FOLLOWING PROFILE:
RANGE: 18” STRENGTH: 5 AP: 4 ASSAULT 3
DEATH GUARD PREDATOR
PREDATOR FLUFF
PREDATOR
BS FRONT ARMOUR SIDE ARMOUR REAR ARMOUR
4 13 11 10
SPECIAL RULES
CLOUD OF FILTH: THE VEHICLE EMITS VAST QUANTITIES OF NOXIOUS SMOKE AND FUMES, FLYS AND ALL SORTS OF INSECTS SWARM ABOUT IT,
AND IT IS SO REPULSIVE TO LOOK AT MANY GUNNERS CLOSE THEIR EYES TO SHOOT. THE VEHICLE COUNTS AS BEING IN COVER FOR THE
PURPOSES OF ALL SHOOTING DIRECTED AT IT.
VINDICATOR
BS FRONT ARMOUR SIDE ARMOUR REAR ARMOUR
4 13 11 10
SPECIAL RULES
CLOUD OF FILTH: THE VEHICLE EMITS VAST QUANTITIES OF NOXIOUS SMOKE AND FUMES, FLYS AND ALL SORTS OF INSECTS SWARM ABOUT IT,
AND IT IS SO REPULSIVE TO LOOK AT MANY GUNNERS CLOSE THEIR EYES TO SHOOT. THE VEHICLE COUNTS AS BEING IN COVER FOR THE
PURPOSES OF ALL SHOOTING DIRECTED AT IT.
DEATH GUARD LAND RAIDER
LAND RAIDER FLUFF
LAND RAIDER
BS FRONT ARMOUR SIDE ARMOUR REAR ARMOUR
4 14 14 14
TRANSPORT: TEN MODELS. MODELS IN TERMINATOR ARMOR COUNT AS TWO MODELS. NOTE THAT DEMONS, EVEN THOUGH THEY ARE
INFANTRY, CANNOT BE TRANSPORTED.
FIRE POINTS – 0: THE TOP HATCHES ARE FOR THE VEHICLES CREW, AND CANNOT BE USED BY PASSENGERS AS FIRE POINTS.
ACCESS POINTS – 3: THE DEATH GUARD LAND RAIDER HAS A LARGE FRONTAL ACCESS RAMP AND A HATCH ON EACH SIDE OF THE HULL, ANY OF
WHICH MAY BE USED TO EMBARK OR DISEMBARK.
SPECIAL RULES
ASSAULT VEHICLE: MODELS DISEMBARKING FROM A DEATH GUARD LAND RAIDER MAY ASSAULT IN THE SAME TURN.
CLOUD OF FILTH: THE VEHICLE EMITS VAST QUANTITIES OF NOXIOUS SMOKE AND FUMES, FLYS AND ALL SORTS OF INSECTS SWARM ABOUT IT,
AND IT IS SO REPULSIVE TO LOOK AT MANY GUNNERS CLOSE THEIR EYES TO SHOOT. THE VEHICLE COUNTS AS BEING IN COVER FOR THE
PURPOSES OF ALL SHOOTING DIRECTED AT IT.
DEATH GUARD DEFILER
DEFILER FLUFF
DEFILER
WS BS S FRONT ARMOUR SIDE ARMOUR REAR ARMOUR I A
3 3 6 12 12 10 3 3
SPECIAL RULES
CRUSTED GRIME: THE DEATH GUARD DREADNOUGHT HAS, THROUGHOUT THE MILLENNIA, GROWN MANY CANCEROUS ARMOR PLATES,
COLLECTED AGES WORTH OF DIRT, FILTH AND GRIME, ALL OF WHICH MAKING THE DEATH GUARD DREADNOUGHT’S HULL HARDER TO PENETRATE.
THE DEATH GUARD DREADNOUGHT INCREASES ITS FRONT ARMOR VALUE TO 13.
CLOUD OF FILTH: THE VEHICLE EMITS VAST QUANTITIES OF NOXIOUS SMOKE AND FUMES, FLYS AND ALL SORTS OF INSECTS SWARM ABOUT IT,
AND IT IS SO REPULSIVE TO LOOK AT MANY GUNNERS CLOSE THEIR EYES TO SHOOT. THE VEHICLE COUNTS AS BEING IN COVER FOR THE
PURPOSES OF ALL SHOOTING DIRECTED AT IT.
GREAT UNCLEAN ONE
GUO/DEMON FLUFF
GUO
WS BS S T W I A LD SV
6 4 6 6 5 2 4 10 4+
SPECIAL RULES:
SLOW & PURPOSEFUL, FEEL NO PAIN
ALLIED: THROUGH DARK PACTS AND THE WILL OF THEIR MUTUAL MASTER, CERTAIN POWERFUL DEATH GUARD ARE ABLE TO SUMMON A GREAT
UNCLEAN ONE TO BATTLE. A GREAT UNCLEAN ONE MAY NEVER FILL A COMPULSORY HQ SLOT, AND CANNOT HOLD OR CONTEST OBJECTIVES.
THEIR SOLE PURPOSE ON THE BATTLEFIELD IS TO SOW CHAOS AND GIVE NURGLE’S GIFTS TO THE MORTALS THEY EMBRACE.
DAEMON: THE GREAT UNCLEAN ONE IS A GREATER DEMON, FORMED BY THE WILL OF NURGLE FROM THE VERY STUFF OF CHAOS. THE GREAT
UNCLEAN ONE’S SAVE IS INVULNERABLE, AND HE IS FEARLESS. ALL DEMONS ARE HELD IN RESERVE AT THE START OF THE GAME, AND DEEP
STRIKE AS NORMAL WHEN THEY BECOME AVAILABLE.
AURA OF DECAY: A CLOUD OF FILTH AND DECAT PERMEATES THE AIR AROUND THE GREAT UNCLEAN ONE. AURA OF DECAY IS A SHOOTING
ATTACK, WHICH MAY BE USED WHILE THE GREAT UNCLEAN ONE IS IN CLOSE COMBAT, AND MAY TARGET MODELS IN CLOSE COMBAT. WHEN
USED, ALL MODELS WITHIN 6” OF THE GREAT UNCLEAN ONE AUTOMATICALLY SUFFER A S2 HIT.
BREATH OF CHAOS: THE GREAT UNCLEAN ONE VOMITS FORTH GREAT STREAMS OF CORRUPTION AND WASTE. BREATH OF CHAOS IS A TEMPLATE
WEAPON WHICH WOUNDS ON A 4+ REGARDLESS OF TOUGHNESS, AND IGNORES ARMOR AND COVER SAVES. A VEHICLE HIT BY BREATH OF
CHAOS SUFFERS A GLANCING HIT ON A 4+.
CLOUD OF FLIES: VAST FLIGHTS OF FLIES AND OTHER FLYING PESTS SURROUND THE GREAT UNCLEAN ONE, BLOCKING THE VISION OF HIS
ENEMIES AND FLYING INTO THEIR EARS AND MOUTHS. THE GREAT UNCLEAN ONE COUNTS AS BEING ARMED WITH BOTH ASSAULT GRENADES
AND DEFENSIVE GRENADES.
NOXIOUS TOUCH: THE GREAT UNCLEAN ONES VERY TOUCH BRING RUST AND DECAY. ALL OF HIS ATTACKS IN CLOSE COMBAT WOUND ON A 2+
REGARDLESS OF TOUGHNESS.
UNHOLY MIGHT: THE GREAT UNCLEAN ONE IS INFUSED WITH THE MIGHT OF NURGLE. INCREASE ITS STRENGTH BY +1.
PLAGUEBEARERS
DEMON FLUFF
WS BS S T W I A LD SV
PLAGUEBEARER 3 0 4 5 1 2 1 10 5+
SPECIAL RULES:
SLOW & PURPOSEFUL, FEEL NO PAIN
ALLIED: THROUGH DARK PACTS AND THE WILL OF THEIR MUTUAL MASTER, CERTAIN POWERFUL DEATH GUARD ARE ABLE TO SUMMON
PLAGUEBEARERS TO BATTLE. PLAGUEBEARERS MAY NEVER FILL A COMPULSORY TROOPS SLOT, AND CANNOT HOLD OR CONTEST OBJECTIVES.
THEIR SOLE PURPOSE ON THE BATTLEFIELD IS TO SOW CHAOS AND GIVE NURGLE’S GIFTS TO THE MORTALS THEY EMBRACE.
DAEMON: THE PLAGUEBEARERS ARE DEMONS, FORMED BY THE WILL OF NURGLE FROM THE VERY STUFF OF CHAOS. A PLAGUEBEARER’S SAVE
IS INVULNERABLE, AND THEY ARE FEARLESS. ALL DEMONS ARE HELD IN RESERVE AT THE START OF THE GAME, AND DEEP STRIKE AS NORMAL
WHEN THEY BECOME AVAILABLE.
PLAGUESWORD: THE PLAGUEBEAERS’ SWORDS ARE COATED IN THE GRIME AND VITRIOL OF NURGLE. ALL ATTACKS BY A PLAGUESWORD ARE
POISONED AND WOUND ON A 4+.
NOXIOUS TOUCH: THE PLAGUEBEARER’S VERY TOUCH BRING RUST AND DECAY. ALL OF HIS ATTACKS IN CLOSE COMBAT WOUND ON A 2+
REGARDLESS OF TOUGHNESS.
NURGLINGS
DEMON FLUFF
WS BS S T W I A LD SV
NURGLINGS 2 0 3 3 3 2 3 10 5+
SPECIAL RULES:
SWARM
DAEMON: THE NURGLINGS ARE DEMONS, FORMED BY THE WILL OF NURGLE FROM THE VERY STUFF OF CHAOS. A NURGLING’S SAVE IS
INVULNERABLE, AND THEY ARE FEARLESS. ALL DEMONS ARE HELD IN RESERVE AT THE START OF THE GAME, AND DEEP STRIKE AS NORMAL WHEN
THEY BECOME AVAILABLE.
ALLIED: THROUGH DARK PACTS AND THE WILL OF THEIR MUTUAL MASTER, CERTAIN POWERFUL DEATH GUARD ARE ABLE TO SUMMON
NURGLINGS TO BATTLE. NURGLINGS DO NOT FILL FORCE ORGANISATION SLOTS (SO YOU MAY FIELD AS MANY NURGLINGS AS YOU’D LIKE AND
STILL FIELD 6 OTHER TROOPS CHOICES), AND CANNOT HOLD OR CONTEST OBJECTIVES. THEIR SOLE PURPOSE ON THE BATTLEFIELD IS TO SOW
CHAOS AND GIVE NURGLE’S GIFTS TO THE MORTALS THEY EMBRACE.
BEAST OF NURGLE
DEMON FLUFF
WS BS S T W I A LD SV
BEAST OF NURGLE 3 0 4 5 2 2 D6 10 5+
SPECIAL RULES:
SLOW & PURPOSEFUL, FEEL NO PAIN
ALLIED: THROUGH DARK PACTS AND THE WILL OF THEIR MUTUAL MASTER, CERTAIN POWERFUL DEATH GUARD ARE ABLE TO SUMMON BEASTS
OF NURGLE TO BATTLE. BEASTS OF NURGLE MAY NEVER FILL A COMPULSORY FAST ATTACK SLOT, AND CANNOT HOLD OR CONTEST OBJECTIVES.
THEIR SOLE PURPOSE ON THE BATTLEFIELD IS TO SOW CHAOS AND GIVE NURGLE’S GIFTS TO THE MORTALS THEY EMBRACE.
DAEMON: THE BEASTS OF NURGLE ARE DEMONS, FORMED BY THE WILL OF NURGLE FROM THE VERY STUFF OF CHAOS. A BEAST OF NURGLE’S
SAVE IS INVULNERABLE, AND THEY ARE FEARLESS. ALL DEMONS ARE HELD IN RESERVE AT THE START OF THE GAME, AND DEEP STRIKE AS
NORMAL WHEN THEY BECOME AVAILABLE.
RANDOM POISONED ATTACKS: IN CLOSE COMBAT EACH BEAST HAS D6 ATTACKS – ROLL EVERY TIME THEY ARE ABOUT TO ATTACK. THESE
ATTACKS ARE POISONED (WOUNDING ON A 4+ AS DESCRIBED IN THE WARHAMMER 40,000 RULEBOOK).
NOXIOUS TOUCH: THE BEAST OF NURGLE’S VERY TOUCH BRING RUST AND DECAY. ALL OF HIS ATTACKS IN CLOSE COMBAT WOUND ON A 2+
REGARDLESS OF TOUGHNESS.
DEATH GUARD LORD [HQ]
DEATH GUARD LORD 140 POINTS
WS BS S T W I A LD SV
6 5 4 4(5) 3 5 3 10 3+
UNIT TYPE:
MAY REPLACE BOLT PISTOL WITH A PLASMA PISTOL
INFANTRY
FOR 15 POINTS.
NUMBER/SQUAD:
MAY TAKE ANY OF THE FOLLOWING:
1
- PERSONAL ICON FOR 5 POINTS
- MELTABOMBS FOR 5 POINTS
WARGEAR:
- FAMILIAR FOR 5 POINTS
POWER ARMOUR
BOLT PISTOL MAY TAKE ONE OF THE FOLLOWING:
FORCE WEAPON - JUMP PACK/WINGS FOR 20 POINTS
FRAG GRENADES - PALANQUIN OF NURGLE FOR 30 POINTS
KRAK GRENADES
BLIGHT GRENADES. MAY INSTEAD REPLACE ALL WARGEAR WITH TERMINATOR
ARMOUR, TWIN-LINKED BOLTER AND FORCE WEAPON FOR
SPECIAL RULES: 25 POINTS. IN THIS CASE, THE DEATH GUARD LORD MAY
FEARLESS ONLY SELECT FROM THE FOLLOWING OPTIONS LISTS.
INDEPENDENT CHARACTER
5+ INVULNERABLE SAVE MAY HAVE A PERSONAL ICON FOR 5 POINTS
FEEL NO PAIN
MARK OF NURGLE MAY REPLACE TWIN LINKED BOLTER WITH A COMBI-
(INCLUDED ABOVE) BOLTER FOR 5 POINTS
TYPHUS [HQ]
TYPHUS 225 POINTS
WS BS S T W I A LD SV
5 5 4 4(5) 4 5 3 10 3+
UNIT TYPE:
INFANTRY SPECIAL RULES:
FEARLESS
NUMBER/SQUAD: INDEPENDENT CHARACTER
1 FEEL NO PAIN
DESTROYER HIVE
WARGEAR: HERALD OF NURGLE
TERMINATOR ARMOR
PERSONAL ICON PSYCHIC POWERS:
MANREAPER WIND OF CHAOS
MARK OF NURGLE (INCLUDED ABOVE) NURGLE’S ROT
DEATH GUARD CHOSEN PLAGUE MARINES [ELITES]
CHOSEN PLAGUE MARINES 200 POINTS
WS BS S T W I A LD SV
CHOSEN 4 4 4 4(5) 1 3 1 10 3+
ASPIRINGCHAMPION 4 4 4 4(5) 1 3 2 10 3+
UNIT TYPE: ONE MODEL MAY REPLACE HIS BOLTER WITH ONE OF
INFANTRY THE FOLLOWING:
- DEATH GUARD HEAVY BOLTER FOR 20 POINTS
NUMBER/SQUAD: - PLASMAGUN FOR 15 POINTS
7 - MELTAGUN FOR 10 POINTS
- FLAMER FOR 5 POINTS
WARGEAR:
POWER ARMOR UP TO FOUR MODELS MAY CHOOSE ONE OF THE
BOLTER FOLLOWING FOUR OPTIONS:
BOLT PISTOL
CLOSE COMBAT WEAPON EITHER REPLACE BOLT PISTOL WITH A PLASMA PISTOL
FRAG GRENADES FOR 15 POINTS
KRAK GRENADES
BLIGHT GRENADES OR REPLACE BOLT PISTOL AND CLOSE COMBAT
WEAPON WITH TWIN LIGHTNING CLAWS FOR 20
POINTS
SPECIAL RULES:
FEARLESS
OR REPLACE CLOSE COMBAT WEAPON WITH ONE OF
INFILTRATE
THE FOLLOWING:
FEEL NO PAIN
- POWER WEAPON FOR 15 POINTS
MARK OF NURGLE (INCLUDED ABOVE) - POWER FIST FOR 25 POINTS
- SINGLE LIGHTNING CLAW FOR 25 POINTS
CHARACTER:
ANY MODEL MAY BE UPGRADED TO AN ASPIRING OR REPLACE BOLTER WITH ONE OF THE FOLLOWING:
CHAMPION FOR 10 POINTS - FLAMER FOR 5 POINTS
- MELTAGUN FOR 10 POINTS
OPTIONS: - PLASMAGUN FOR 15 POINTS
ANY MODEL MAY HAVE MELTABOMBS FOR 5 POINTS - TWIN-LINKED BOLTER FOR 5 POINTS
- COMBI-BOLTER FOR 10 POINTS
TRANSPORT:
THE SQUAD MAY HAVE DEATH GUARD RHINO AS A
DEDICATED TRANSPORT VEHICLE (SEE THE ENTRY IN
THE TROOPS SECTION).
DEATH GUARD TERMINATORS [ELITES]
DEATH GUARD TERMINATORS 320 POINTS
WS BS S T W I A LD SV
TERMINATOR 4 4 4 4(5) 1 3 2 10 2+
ASPIRINGCHAMPION 4 4 4 4(5) 1 3 3 10 2+
TRANSPORT:
THE SQUAD MAY HAVE DEATH GUARD RHINO AS A
DEDICATED TRANSPORT VEHICLE (SEE THE ENTRY IN
THE TROOPS SECTION).
DEATH GUARD DREADNOUGHT [ELITES]
DREADNOUGHT 105 POINTS
WS BS S FRONT ARMOUR SIDE ARMOUR REAR ARMOUR I A
4 4 6 13 12 10 4 3
UNIT TYPE: THE OTHER ARM MUST BE ARMED WITH ONE OF THE
VEHICLE (WALKER) FOLLOWING:
- TWIN-LINKED AUTOCANNON FOR 25 POINTS
WARGEAR: - TWIN-LINKED LASCANNON FOR 40 POINTS
SMOKE LAUNCHER - MULTIMELTA FOR 15 POINTS
SEARCHLIGHT - PLASMA CANNON FOR 30 POINTS
DREADNOUGHT CLOSE COMBAT WEAPON - ADDITIONAL CLOSE COMBAT WEAPON
INCORPORATING A TWIN-LINKED BOLTER IN ONE ARM INCORPORATING A TWIN-LINKED BOLTER FOR 10 POINTS
(THIS WILL ADD +1 TO THE NUMBER OF ATTACKS ON THE
SPECIAL RULES: PROFILE ABOVE)
CRAZED!
ENCRUSTED GRIME (INCLUDED ABOVE) ONE CLOSE COMBAT ARM (ALONG WITH ITS TWIN-
LINKED BOLTER) MAY BE REPLACED WITH A MISSILE
OPTIONS LAUNCHER FOR NO ADDITIONAL COSTS. IF THE
DREADNOUGHT IS LEFT WITH NO CLOSE COMBAT
MAY HAVE EXTRA ARMOUR FOR 15 POINTS
ARMS, ITS ATTACKS ARE REDUCED TO 2, AND IT IS NO
LONGER ARMED WITH DREADNOUGHT CLOSE COMBAT
MAY REPLACE ANY TWIN-LINKED BOLTER WITH A
WEAPON.
HEAVY FLAMER FOR 5 POINTS.
DEATH GUARD PLAGUE MARINES [TROOPS]
PLAGUE MARINES 160 POINTS
WS BS S T W I A LD SV
PLAGUE MARINE 4 4 4 4(5) 1 3 1 9 3+
ASPIRINGCHAMPION 4 4 4 4(5) 1 3 2 10 3+
UNIT TYPE: MAY TAKE SIDE SPONSONS WITH HEAVY BOLTERS FOR
VEHICLE (TANK) 30 POINTS, OR WITH LASCANNONS FOR 60 POINTS
UNIT TYPE:
INFANTRY SPECIAL RULES:
DEMON
NUMBER/SQUAD: SWARM
7
UNIT TYPE:
INFANTRY
NUMBER/SQUAD:
1 OPTIONS
MAY INCREASE UNIT SIZE TO SEVEN BEASTS OF
SPECIAL RULES: NURGLE FOR AN ADDITIONAL 210 POINTS
DEMON
RANDOM POISONED ATTACKS ONE MODEL MAY HAVE NOXIOUS TOUCH FOR 10
FEEL NO PAIN POINTS
SLOW & PURPOSEFUL
ARMOURY
RANGE STRENGTH AP TYPE
AUTOCANNON 48“ 7 4 HEAVY 2
BOLTER 24“ 4 5 RAPID FIRE
BOLT PISTOL 12“ 4 5 PISTOL
DEATH GUARD HEAVY 18“ 5 4 ASSAULT 3
BOLTER
FLAMER TEMPLATE 4 5 ASSAULT 1
HEAVY FLAMER TEMPLATE 5 4 ASSAULT 1
LASCANNON 48“ 9 2 HEAVY 1
MELTAGUN 12“ 8 1 ASSAULT 1, MELTA
MISSILE LAUNCHER (FRAG) 48“ 4 6 HEAVY 1, BLAST
MISSILE LAUNCHER (KRAK) 48“ 8 3 HEAVY 1
MULTIMELTA 24“ 8 1 HEAVY 1, MELTA
PLASMA CANNON 36“ 7 2 HEAVY 1, GETS HOT!
PLASMAGUN 24“ 7 2 RAPID FIRE, GETS HOT!
PLASMA PISTOL 12“ 7 2 PISTOL, GETS HOT!
REAPER AUTOCANNON 36“ 7 4 HEAVY 2, TWIN-LINKED
BATTLE CANNON 72“ 8 3 ORDNANCE 1,
LARGE BLAST
DEMOLISHER CANNON 24“ 10 2 ORDNANCE 1,
LARGE BLAST
HAVOC LAUNCHER 48“ 5 5 HEAVY 1, BLAST,
TWIN-LINKED
PERSONAL ICON: IF A UNIT OF TERMINATORS OR DEMONS DEEP STRIKE WITHIN 6” OF A MODEL CARRYING A PERSONAL ICON, THE UNIT
WILL NOT SCATTER. IF THE ICON IS INSIDE OF A TRANSPORT VEHICLE WHEN THE DEEP STRIKING UNIT BECOMES AVAILABLE, THE 6” IS
MEASURED FROM THE EDGE OF THE VEHICLE’S HULL.