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

HQ: 2/3

  • 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: 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 exceed 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 by that unit in the Fight phase. Furthermore, any wound roll of 7+ made for that unit in the Fight phase with a melee plague weapon (i.e. a plguesword or any weapon with the Plague Weapon ability) inflict a mortal wound on the target in addition to any other damage.
    • Warlord Trait: Living Plague
      • Any unit within 3″ of the Warlord in the Fight phase takes a Mortal Wound on a 4+.
  • 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: 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 by that unit in the Fight phase. Furthermore, any wound roll 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.
    • 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 Psychich phase, add 1 to that unit’s Strength and Toughness characteristics.

Troops: 3/6

  • 20 Poxwalkers – 120 [120]
    • | M: 4″ | WS: 5+ | BS: 6+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 4 | SV: 7+|
    • Improvised weapons – 0
      • | Melee | Melee | S: User | AP: 0 | D: 1 | – |
  • 20 Poxwalkers – 120 [120]
    • | M: 4″ | WS: 5+ | BS: 6+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 4 | SV: 7+|
    • Improvised weapons – 0
      • | Melee | Melee | S: User | AP: 0 | D: 1 | – |
  • 20 Poxwalkers – 120 [120]
    • | M: 4″ | WS: 5+ | BS: 6+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 4 | SV: 7+|
    • Improvised weapons – 0
      • | Melee | Melee | S: User | AP: 0 | D: 1 | – |
  • 7 Plague Marines – 133 [172]
    • | 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 after all of this weapon’s shots have been resolved. |
      • Plague Knife – 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 | – |
    • 2 Plasma Guns – 26
      • | 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 after all of this weapon’s shots have been resolved. |
    • 4 Boltguns – 0
      • | 24″ | Rapid Fire 1 | S: 4 | AP: 0 | D: 1 | – |
    • 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 | – |
    • 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.

Elites: 5/6

  • 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. |
  • Helbrute – 72 [179]
    • | M: 8″ | WS: 3+ | BS: 3+ | S: 6 | T: 7 | W: 8 | A: 4 | LD: 8 | SV: 3+ |
    • Twin Lascannons – 50
      • | 48″ | Heavy 2 | S: 9 | AP: -3 | D: d6 | – |
    • Helbrute Fist – 40
      • | Melee | Melee | S: x2 | AP: -3 | D: 3 | – |
    • Heavy Flamer – 17
      • | 8″ | Heavy d6 | S: 5 | AP: -1 | D: 1 | This weapon automatically hits its target. |
    • Crazed
      • At the end of any phase in which this model suffers any unsaved wounds or mortal wounds, roll a d6. On a 6, this model immediately makes a shooting attack as if it were your Shooting phase (if there are no enemies within 1″), or piles in and fights as if it were the Fight phase (if there are enemy models within 1″). If there is no visible target within range, nothing happens.
    • Explodes
      • If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3″ suffers d3 mortal wounds.
  • Helbrute – 72 [179]
    • | M: 8″ | WS: 3+ | BS: 3+ | S: 6 | T: 7 | W: 8 | A: 4 | LD: 8 | SV: 3+ |
    • Twin Lascannons – 50
      • | 48″ | Heavy 2 | S: 9 | AP: -3 | D: d6 | – |
    • Helbrute Fist – 40
      • | Melee | Melee | S: x2 | AP: -3 | D: 3 | – |
    • Heavy Flamer – 17
      • | 8″ | Heavy d7 | S: 5 | AP: -1 | D: 1 | This weapon automatically hits its target. |
    • Crazed
      • At the end of any phase in which this model suffers any unsaved wounds or mortal wounds, roll a d6. On a 6, this model immediately makes a shooting attack as if it were your Shooting phase (if there are no enemies within 1″), or piles in and fights as if it were the Fight phase (if there are enemy models within 1″). If there is no visible target within range, nothing happens.
    • Explodes
      • If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3″ suffers d3 mortal wounds.
  • Hellforged Contemptor Dreadnought – 116 [223]
    • | M: 9″ (6-10+) / 6″ (3-5) / 4″ (1-2) | WS: 2/3/4+ | BS: 2/3/4+ | S: 7 | T: 7 | W: 10 | A: 4 | LD: 8 | SV: 3+ |
    • Butcher Cannon – 45
      • | 36″ | Heavy 4 | S: 8 | AP: -1 | D: 2 | If a unit has any models slain by a butcher cannon in the Shooting phase, the unit must subtract 2 from its Leadership for the rest of the turn. This modifier is not cumulative. |
    • Hellforged Chainclaw – 45
      • | Melee | Melee | S: x2 | AP: -4 | D: 4 | – |
    • Hellflamer – 17
      • | 8″ | Heavy d6 | S: 5 | AP: -1 | D: 2 | Attacks made by this weapon automatically hit. |
    • Machina Malifica
      • At the end of any turn in which a unit with this ability has slain any models in the Fight phase other than through Overwatch attacks, roll a number of d6 equal to the number of models it has slain. Each of thse dice that scores a result of 5+ heals one wound on the unit with this rule. This unit cannot be healed of wounds by any other means in the same turn as this ability is used.
    • Hellfire Reactor
      • A unit with this ability has a 5+ invulnerable save against Shooting or Overwatch attacks, and a 4+ invulnerable save against Melee attacks in the Fight phase.
    • Containment Breach
      • If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 6″ suffers d3 mortal wounds unless its a Psyker, in which case it suffers d6 mortal wounds instead.

Heavy Support: 2/3

  • Plagueburst Crawler – 110 [156]
    • | M: 9″ (6-12+)/6″ (3-5)/4″ (1-2) | WS: 6+ | BS: 4+/5+/5+ | S: 7/6/5 | T: 8 | W: 12 | A: 3 | LD: 8 | SV: 3+ |
    • Plagueburst Mortar – 0
      • | 12″-48″ | Heavy d6 | S: 8 | AP: -2 | D: d3 | Plague Weapon. This weapon can target units that are not visible to the firing model. |
    • Heavy Slugger – 6
      • | 36″ | Heavy 4 | S: 5 | AP: -1 | D: 1 | – |
    • 2 Entropy Cannons – 40
      • | 36″ | Heavy 1 | S: 8 | AP: -4 | D: d6 | – |
    • 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.
    • Daemonic
      • This model has a 5+ invulnerable save.
    • Explodes
      • If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 5+ it explodes, and each unit within 6″ suffers D3 mortal wounds.
  • Plague Hulk of Nurgle – 210 [210]
    • | M: 7″ (8-14+)/5″ (4-7)/3″ (1-3) | WS: 4+ | BS: 4+/5+/6+ | S: 8 | T: 8 | W: 14 | A: 3/3/d3 | LD: 7 | SV: 3+ |
    • Rot Cannon – 0
      • | 36″ | Heavy d6 | S: 6 | AP: -3 | D: 2 | Against Infantry targets, failed wound rolls for this weapon are re-rolled. |
    • Rancid Vomit – 0
      • | 7″ | Pistol d7 | S: 5 | AP: -2 | D: 1 | This weapon automatically hits its target. |
    • Warpsword – 0
      • | Melee | Melee | S: User | AP: -3 | D: 3 | You can re-roll failed hit rolls for this weapon. |
    • Daemonic
      • This model has a 5+ invulnerable save.
    • 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.
    • Rusting Curse
      • All enemy Vehicle units within 1″ of a Plague Hulk of Nurgle must subtract 1 from their saving throws.
    • Daemonic 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 total rolled is insufficient to summon any units, the ritual fails and no new unit is summoned.
      • If your summoning roll included any doubles, your character than suffers a mortal wound. If it contains any triples, it instead suffers d3 mortal wounds.
    • Explodes
      • if this model is reduced to 0 wounds, roll a d6 before removing the model from the battlefield; on a 6, it explodes and each unit within 6″ suffers d3 mortal wounds.

Dedicated Transports: 1/6

  • Chaos Rhino – 70 [72]
    • | M: 12″ (6-10+)/6″ (3-5)/3″ (1-2) | WS: 6+ | BS: 3+/4+/5+ | S: 6 | T: 7 | W: 10 | A: 3/d3/1 | LD: 8 | SV: 3+ |
    • Combi-bolter – 2
      • | 24″ | Rapid Fire 2 | S: 4 | AP: 0 | D: 1 | – |
    • Self-repair
      • Roll a dice at the start of each of your turns, on a 6, this model regains one lost wound.
    • Smoke Launchers
      • Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
    • Explodes
      • If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6″ suffers d3 mortal wounds.
    • Transport: 10 Death Guard Infantry Models

Total: 1997