Battle-forged Abilities:

  • 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 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.

Detachment: Battalion Detachment (Min: 2 HQ & 3 Troops) – +5 CP

  • Necrosius the Undying – 120 [120]
    • | M: 5″ | WS: 3+ | BS: 3+ | S: 4 | T: 5 | W: 6 | A: 4 | LD: 9 | SV: 3+ |
    • Pox Pistol – 0
      • | 12″ | Pistol 1 | S: 4 | AP: -1 | D: 2 | – |
    • Tainted Force Blade – 0
      • | Melee | Melee | S: +1 | AP: -2 | D: d3 | Plague Weapon |
    • Blight Grenades – 0
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | Plague Weapon |
    • Krak Grenades – 0
      • | 6″ | Grenade 1 | S: 6 | AP: -1 | D: d3 | – |
    • Death to the 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 attacks.
    • Disgustingly Resilient
      • Each time a model with this ability loses a wound, roll a d6; on a roll of a 5 or 6, the model does not lose that wound.
    • Sigil of Corruption
      • The model has a 4+ invulnerable save.
    • Arch-Sorcerer of the Tainted
      • You may add 1 to your hit rolls for any friendly The Tainted units within 6″ of the model during the Fight phase.
    • Master of the Dead
      • When within 6″ of Necrosius, Poxwalker units can re-roll results of a 1 for their Disgustingly Resilient ability.
    • Psychic Power: Miasma of Pestilence – Warp Charge 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.
    • Psychic Power: Plague Wind – Warp Charge 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.
    • Psychic Power: Putrescent Vitality – Warp Charge 6
      • If manifested, select a 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.
    • Warlord Trait: Arch-Contaminator
      • Re-roll all failed wound rolls when resolving attacks made with a plague weapon (i.e. a plaguesword or any weapon with the Plague Weapon ability) for any friendly Death Guard unit within 7″ of your Warlord.
  • Typhus – 175 [175]
    • | M: 4″ | WS: 2+ | BS: 2+ | S: 4 | T: 5 | W: 6 | A: 4 | LD: 9 | SV: 2+ |
    • The Destroyer Hive – 0
      • | 6″ | Pistol 2d6 | S: 4 | AP: -3 | D: 1 | This weapon always hits on a 5+ (even when firing Overwatch), regardless of any modifiers. |
    • Master-crafted Manreaper – 0
      • | Melee | Melee | S: +3 | AP: -3 | D: 3 | Plague Weapon |
    • Blight Grenade – 0
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | Plague Weapon |
    • Death to the 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 attacks.
    • Disgustingly Resilient
      • Each time a model with this ability loses a wound, roll a d6; on a roll of a 5 or 6, the model does not lose that wound.
    • Host of the Destroyer Hive
      • Friendly units of Poxwalkers increase their Strength and Toughness by 1 whilst they are within 7″ of Typhus.
    • Nurgle’s Gift
      • All Death Guard units within 7″ of a friendly Lord of Contagion are surrounded by a deadly aura of plague and disease. Roll a dice for each enemy unit that is within 1″ of any affected friendly units at the start of your turn; on a 4+ that enemy unit suffers a mortal wound.
    • Teleport Strike
      • During deployment, you can set up Typhus in a teleportarium chamber instead of placing him on the battlefield. At the end of any of your Movement phases, Typhus can teleport into battle – set him up anywhere that is more than 9″ away from any enemy models.
    • Cataphractii Armour
      • Typhus has a 4+ invulnerable save, but you must halve the result of dice rolled when determining how far he Advances.
    • Psychic Power: Curse of the Leper – Warp Charge 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.
    • Psychic Power: Blades of Putrefaction – Warp Charge 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 for 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 inflict a mortal wound on the target in addition to any other damage.

Troops: 6/6

  • 20 Plague Marines – 340 [415]
    • | M: 5″ | WS: 3+ | BS: 3+ | S: 4 | T: 5 | W: 1 | A: 1 | LD: 7 | SV: 3+ |
    • | M: 5″ | WS: 3+ | BS: 3+ | S: 4 | T: 5 | W: 1 | A: 2 | LD: 8 | SV: 3+ |
    • Champion – 0
      • Plasma Gun – 13
        • | 24″ | Rapid Fire 1 | S: 7 | AP: -3 | D: 1 | – |
        • | 24″ | Rapid Fire 1 | S: 8 | AP: -3 | D: 2 | On a hit roll of 1, the bearer is slain. |
      • Plague Knife – 0
        • | Melee | Melee | S: User | AP: 0 | D: 1 | Plague Weapon |
      • Power Fist – 12
        • | Melee | Melee | S: x2 | AP: -3 | D: d3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
      • Blight Grenades – 0
        • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | Plague Weapon |
      • Krak Grenades – 0
        • | 6″ | Grenade 1 | S: 6 | AP: -1 | D: d3 | – |
    • 2 Blight Launchers – 20
      • | 24″ | Assault 2 | S: 6 | AP: -2 | D: d3 | Plague Weapon |
    • 15 Boltguns – 0
      • | 24″ | Rapid Fire 1 | S: 4 | AP: 0 | D: 1 | – |
    • 2 Flails of Corruption – 20
      • | Melee | Melee | S: +2 | AP: -2 | D: 2 | Plague Weapon. Make d3 hit rolls for each attack with this weapon, instead of 1. Excess damage from this weapon is not lost; instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the unit has been destroyed. |
    • Plague Knives – 0
      • | Melee | Melee | S: User | AP: 0 | D: 1 | Plague Weapon |
    • Blight Grenades – 0
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | Plague Weapon |
    • Krak Grenades – 0
      • | 6″ | Grenade 1 | S: 6 | AP: -1 | D: d3 | – |
    • Icon of Despair – 10
      • Units that are within 6″ of an enemy unit with an Icon of Despair must subtract 1 from their Leadership characteristic.
    • Death to the 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 attacks.
    • Disgustingly Resilient
      • Each time a model with this ability loses a wound, roll a d6; on a roll of a 5 or 6, the model does not lose that wound.
  • 20 Pox Walkers – 120 [120]

    • | M: 4″ | WS: 5+ | BS: 6+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 4 | SV: 7+ |
    • Improvised Weapon
      • | Melee | Melee | S: User | AP: 0 | D: 1 | – |
    • Disgustingly Resilient
      • Each time a model with this ability loses a wound, roll a d6; on a roll of a 5 or 6, the model does not lose that wound.
    • Curse of the Walking Pox
      • Each time an enemy Infantry model is slain by a Poxwalker in the Fight phase, add one model to the Poxwalker’s unit.
    • Mindless
      • This unit never has to take Morale tests.
    • Diseased Horde
      • You can add 1 to all hit rolls for this unit in the Fight phase if it contains more than 10 models.
  • 19 Pox Walkers – 120 [120]

    • | M: 4″ | WS: 5+ | BS: 6+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 4 | SV: 7+ |
    • Improvised Weapon
      • | Melee | Melee | S: User | AP: 0 | D: 1 | – |
    • Disgustingly Resilient
      • Each time a model with this ability loses a wound, roll a d6; on a roll of a 5 or 6, the model does not lose that wound.
    • Curse of the Walking Pox
      • Each time an enemy Infantry model is slain by a Poxwalker in the Fight phase, add one model to the Poxwalker’s unit.
    • Mindless
      • This unit never has to take Morale tests.
    • Diseased Horde
      • You can add 1 to all hit rolls for this unit in the Fight phase if it contains more than 10 models.
  • 11 Chaos Cultists – 44 [48]

    • | M: 6″ | WS: 4+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 5 | SV: 6+ |
    • | M: 6″ | WS: 4+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 6 | SV: 6+ |
    • 9 Autoguns – 0
      • | 24″ | Rapid Fire 1 | S: 3 | AP: 0 | D: 1 | – |
    • 1 Heavy Stubber – 4
      • | 36″ | Heavy 4 | S: 4 | AP: 0 | D: 1 | – |
  • 10 Chaos Cultists – 40 [44]
    • | M: 6″ | WS: 4+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 5 | SV: 6+ |
    • | M: 6″ | WS: 4+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 6 | SV: 6+ |
    • 9 Autoguns – 0
      • | 24″ | Rapid Fire 1 | S: 3 | AP: 0 | D: 1 | – |
    • 1 Heavy Stubber – 4
      • | 36″ | Heavy 4 | S: 4 | AP: 0 | D: 1 | – |
  • 10 Chaos Cultists – 40 [44]
    • | M: 6″ | WS: 4+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 5 | SV: 6+ |
    • | M: 6″ | WS: 4+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 6 | SV: 6+ |
    • 9 Autoguns – 0
      • | 24″ | Rapid Fire 1 | S: 3 | AP: 0 | D: 1 | – |
    • 1 Heavy Stubber – 4
      • | 36″ | Heavy 4 | S: 4 | AP: 0 | D: 1 | – |

Elites: 3/3

  • Foul Blightspawn – 77 [77]
    • | M: 5″ | WS: 3+ | BS: 3+ | S: 4 | T: 5 | W: 4 | A: 3 | LD: 8 | SV: 3+ |
    • Plague Sprayer – 0
      • | 9″ | Assault d6 | S: 2d6 | AP: -3 | D: 3 | Plague Weapon. This weapon automatically hits its target. Roll to determine the Strength of this weapon after selecting a target but before determining how many shots are fired. |
    • Blight Grenades – 0
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | Plague Weapon |
    • Krak Grenades – 0
      • | 6″ | Grenade 1 | S: 6 | AP: -1 | D: d3 | – |
    • Death to the 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 attacks.
    • Disgustingly Resilient
      • Each time a model with this ability loses a wound, roll a d6; on a roll of a 5 or 6, the model does not lose that wound.
    • Unholy Deaths’ Head
      • Each Foul Blightspawn carries a single unholy death’s head grenade. Once per battle, a Foul Blightspawn, or another friendly Death Guard Character within 3″ of him, can throw an unholy death’s head grenade instead of either a blight grenade or a hyper blight grenade. When they do so, change that weapon’s Type to Grenade 2d6.
    • Revolting Stench
      • Enemy units that charged this turn and are within 7″ of this model at the start of the Fight phase are struck by a stench so foul that they falter, losing their impetus. Such a unit does not get to fight first in the Fight phase, but can be chosen to fight like other units that did not charge. This ability also affects units who have abilities that would enable them to fight first as if they had charged.
  • Biologus Putrifier – 74 [74]
    • | M: 5″ | WS: 3+ | BS: 3+ | S: 4 | T: 5 | W: 4 | A: 3 | LD: 8 | SV: 3+ |
    • Injector Pistol – 0
      • | 3″ | Pistol 1 | S: 4 | AP: -1 | D: d6 | Plague Weapon. This weapon’s Damage changes to 1 when attacking Vehicles.
    • Plague Knife – 0
      • | Melee | Melee | S: User | AP: 0 | D: 1 | Plague Weapon |
    • Hyper Blight Grenades – 0
      • | 6″ | Grenade d6| S: 4 | AP: 0 | D: 2 | Plague Weapon. Each wound roll of 6+ made for this weapon inflicts a mortal wound on the target in addition to any other damage. |
    • Krak Grenades – 0
      • | 6″ | Grenade 1 | S: 6 | AP: -1 | D: d3 | – |
    • Death to the 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 attacks.
    • Disgustingly Resilient
      • Each time a model with this ability loses a wound, roll a d6; on a roll of a 5 or 6, the model does not lose that wound.
    • Pestilential Explosion
      • If this model is reduced to 0 wounds, roll a dice before removing it from the battlefield. On a 4+ its racks of blight grenades explode, and each unit within 7″ suffers 1 mortal wound unless it has the Nurgle keyword.
    • Blight Racks
      • Increase the Strength and Damage characteristics of all blight grenades carried by friendly Death Guard units by 1 whilst they are within 3″ of any Biologus Putrifiers.
      • In addition, whilst a unit is within 3″ of this model, each wound roll of 6+ made when attacking with a blight grenade inflicts a mortal wound on the target in addition to any other damage.
    • Relic: Plaguebringer
      • | Melee | Melee | S: User | AP -2 | D: 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. |
  • Tallyman – 55 [62]
    • | M: 5″ | WS: 3+ | BS: 3+ | S: 4 | T: 5 | W: 4 | A: 3 | LD: 8 | SV: 3+ |
    • Plasma Pistol – 7
      • | 12″ | Pistol 1 | S: 7 | AP: -3 | D: 1 | – |
      • | 12″ | Pistol 1 | S: 8 | AP: -3 | D: 2 | One a hit roll of 1, the bearer is slain. |
    • Blight Grenades – 0
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | Plague Weapon |
    • Krak Grenades – 0
      • | 6″ | Grenade 1 | S: 6 | AP: -1 | D: d3 | – |
    • Death to the 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 attacks.
    • Disgustingly Resilient
      • Each time a model with this ability loses a wound, roll a d6; on a roll of a 5 or 6, the model does not lose that wound.
    • Festering Zealot
      • You can re-roll failed hit rolls in the Fight phase for friendly Death Guard units that are within 7″ of this model.
    • The Seven-fold Chant
      • If your army is Battle-forged, and you have any Tallymen on the battlefield, roll 2d6 each time you spend Command Points to use a Death Guard Stratagem. If the result is a 7, Nurgle bestows his blessing upon your army; the Command Points spent to use that Stratagem are immediately refunded.

Total: 1299