Formation/Detachment: Battalion Detachment (Min: 2 HQ, 3 Troops)

HQ: 2/3

  • Renegade Commander – 25 [35]
    • | 6″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 4 | A: 3 | Ld: * | SV: 5+ |
    • Power Axe – 5
      • | Melee | Melee | S: +1 | AP: -2 | D: 1 | – |
    • Plasma Pistol – 5
      • | 12″ | Pistol 1 | S: 7 | AP: -3 | D: 1 | – |
      • | 12″ | Pistol 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. |
    • Uncertain Worth
      • The first time this unit is required to make a Morale test, roll a d6 and add 2 (giving you a number between 3 and 8). This is the unit’s Leadership value for the rest of the battle – make a note of it for reference.
    • Fanatic
      • Roll an additional d6 when determining this unit’s Uncertain Worth, and chose the highest of the two dice rolls. In addition, add 3 to the roll instead of 2.
    • Chaos Covenant
      • If this model is your Warlord, they may choose a Chaos Covenant.
    • Refractor Field
      • This model has a 5+ invulnerable save.
    • Covenant of Nurgle
      • Any Infantry unit with this keyword gains a 6+ invulnerable save against attacks with Strength 4 or less.
  • Nurgle Herald – 70 [70]
    • | 5″ | WS: 2+ | BS: 2+ | S: 5 | T: 5 | W: 4 | A: 3 | LD: 8 | SV: 6+ |
    • Plaguesword – 0
      • | Melee | Melee | S: User | AP: 0 | D: 1 | You can re-roll failed wound rolls for this weapon. |
    • Daemonic
      • Units with this ability have a 5+ invulnerable save.
    • Disgustingly Resilient
      • Each time a Nurgle Daemon with this ability loses a wound, roll a D6 – on a roll of a 5 or 6, the model does not lose a wound.
    • 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.
    • Herald of Nurgle
      • Add 1 to the Strength characteristic of friendly Nurgle Daemon units within 6″ of one or more models with this ability.
    • Psychic Power: Fleshy Abundance – Warp Charge 5
      • If manifested, select a friendly Nurgle Daemon unit within 18″ of the psyker. That unit recovers d3 wounds lost earlier in the battle.

Troops: 3/6

  • 20 Renegade Militia Squad – 80 [156]
    • | 6″ | WS: 5+ | BS: 5+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: * | SV: 6+ |
    • | 6″ | WS: 5+ | BS: 5+ | S: 3 | T: 3 | W: 2 | A: 2 | LD: * | SV: 6+ |
    • | 6″ | WS: 4+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: * | SV: 6+ |
    • 4 Plasma Guns – 52
      • | 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 a 1, the bearer is slain after all this weapon’s shots have been resolved. |
    • 2 Autocannon – 24
      • | 48″ | Heavy 2 | S: 7 | AP: -1 | D: 2 | – |
    • Uncertain Worth
      • The first time this unit is required to make a Morale test, roll a d6 and add 2 (giving you a number between 3 and 8). This is the unit’s Leadership value for the rest of the battle – make a note of it for reference.
    • Chaos Sigil
      • A unit equipped with a Chaos sigil rolls two dice when making Morale tests, and chooses the lowest score.
    • Vox-caster
      • A unit equipped with a vox-caster rolls two dice to determine its Leadership value and chooses the highest score.
  • 20 Renegade Militia Squad – 80 [156]
    • | 6″ | WS: 5+ | BS: 5+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: * | SV: 6+ |
    • | 6″ | WS: 5+ | BS: 5+ | S: 3 | T: 3 | W: 2 | A: 2 | LD: * | SV: 6+ |
    • | 6″ | WS: 4+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: * | SV: 6+ |
    • 4 Plasma Guns – 52
      • | 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 a 1, the bearer is slain after all this weapon’s shots have been resolved. |
    • 2 Autocannon – 24
      • | 48″ | Heavy 2 | S: 7 | AP: -1 | D: 2 | – |
    • Uncertain Worth
      • The first time this unit is required to make a Morale test, roll a d6 and add 2 (giving you a number between 3 and 8). This is the unit’s Leadership value for the rest of the battle – make a note of it for reference.
    • Chaos Sigil
      • A unit equipped with a Chaos sigil rolls two dice when making Morale tests, and chooses the lowest score.
    • Vox-caster
      • A unit equipped with a vox-caster rolls two dice to determine its Leadership value and chooses the highest score.
  • 10 Plaguebearers – 70 [95]
    • | 5″ | WS: 4+ | BS: 4+ | S: 4 | T: 4 | W: 1 | A: 1 | LD: 7 | SV: 6+ |
    • | 5″ | WS: 4+ | BS: 4+ | S: 4 | T: 4 | W: 1 | A: 2 | LD: 7 | SV: 6+ |
    • Plaguesword – 0
      • | Melee | Melee | S: User | AP: 0 | D: 1 | You can re-roll failed wound rolls for this weapon. |
    • Daemonic
      • Units with this ability have a 5+ invulnerable save.
    • Disgustingly Resilient
      • Each time a Nurgle Daemon with this ability loses a wound, roll a D6 – on a roll of a 5 or 6, the model does not lose a wound.
    • 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.
    • Cloud of Flies
      • Large groups of Plaguebearers attract great clouds of flies that buzz about them, obscuring them from view. If this unit contains 20 or more models at the start of a phase, your opponent must subtract 1 from all hit rolls for attacks that target them.
    • Daemonic Icon – 25
      • If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and d6 slain Plaguebearers are instead added to the unit.
    • Instrument of Chaos
      • A unit that includes any Instruments of Chaos adds 1 to their Advance and Charge rolls.

Elites: 2/6

  • Renegade Enforcer – 30 [40]
    • | 6″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 4 | A: 3 | LD: * | SV: 5+ |
    • Power Axe – 5
      • | Melee | Melee | S: +1 | AP: -2 | D: 1 | – |
    • Plasma Pistol – 5
      • | 12″ | Pistol 1 | S: 7 | AP: -3 | D: 1 | – |
      • | 12″ | Pistol 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. |
    • Frag Grenades – 0
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | – |
    • Uncertain Worth
      • The first time this unit is required to make a Morale test, roll a d6 and add 2 (giving you a number between 3 and 8). This is the unit’s Leadership value for the rest of the battle – make a note of it for reference.
    • Fanatic
      • Roll an additional d6 when determining this unit’s Uncertain Worth, and chose the highest of the two dice rolls. In addition, add 3 to the roll instead of 2.
    • Baleful Judge
      • Whenever a Renegades and Heretics Infantry unit within 3″ of this model must take a Morale test, do not take the test. Instead, d3 models int he unit are slain and the test is automatically passed.
    • Refractor Field
      • This model has a 5+ invulnerable save.
  • Renegade Enforcer – 30 [40]
    • | 6″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 4 | A: 3 | LD: * | SV: 5+ |
    • Power Axe – 5
      • | Melee | Melee | S: +1 | AP: -2 | D: 1 | – |
    • Plasma Pistol – 5
      • | 12″ | Pistol 1 | S: 7 | AP: -3 | D: 1 | – |
      • | 12″ | Pistol 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. |
    • Frag Grenades – 0
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | – |
    • Uncertain Worth
      • The first time this unit is required to make a Morale test, roll a d6 and add 2 (giving you a number between 3 and 8). This is the unit’s Leadership value for the rest of the battle – make a note of it for reference.
    • Fanatic
      • Roll an additional d6 when determining this unit’s Uncertain Worth, and chose the highest of the two dice rolls. In addition, add 3 to the roll instead of 2.
    • Baleful Judge
      • Whenever a Renegades and Heretics Infantry unit within 3″ of this model must take a Morale test, do not take the test. Instead, d3 models int he unit are slain and the test is automatically passed.
    • Refractor Field
      • This model has a 5+ invulnerable save.

Fast Attack: 3/3

  • 3 Plague Drones – 132 [132]
    • | 10″ | WS: 4+ | BS: 4+ | S: 4 | T: 5 | W: 4 | A: 1 | LD: 7 | SV: 6+ |
    • | 10″ | WS: 4+ | BS: 4+ | S: 4 | T: 5 | W: 4 | A: 2 | LD: 7 | SV: 6+ |
    • Plaguesword – 0
      • | Melee | Melee | S: User | AP: 0 | D: 1 | You can re-roll failed wound rolls for this weapon. |
    • Death’s Heads – 0
      • | 12″ | Assault 2 | S: 4 | AP: 0 | D: 1 | You can re-roll wound rolls of 1 for this weapon. |
    • Prehensile Proboscis – 0
      • | Melee | Melee | S: 4 | AP: 0 | D: 2 | After a model on this mount makes its close combat attacks, you can attack with its mount. Make 4 additional attacks, using this weapon profile. You can re-roll failed wound rolls for these attacks.
    • Daemonic
      • Units with this ability have a 5+ invulnerable save.
    • Disgustingly Resilient
      • Each time a Nurgle Daemon with this ability loses a wound, roll a D6 – on a roll of a 5 or 6, the model does not lose a wound.
    • 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.
    • Daemonic Icon
      • If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and 1 slain Plague Drone is added to the unit.
    • Instrument of Chaos
      • A unit that includes any Instruments of Chaos adds 1 to their Advance and Charge rolls.
  • 3 Plague Toads of Nurgle – 174 [174]

    • | 7″ | WS: 4+ | BS: 4+ | S: 5 | T: 5 | W: 4 | A: 3 | LD: 7 | SV: 6+ |
    • Grasping Tongue – 0
      • | 7″ | Pistol 1 | S: 4 | AP: 0 | D: 1 | – |
    • Yawning Maw – 0
      • | Melee | Melee | S: 5 | AP: -1 | D: d3 | All hit rolls of a 6 made when using this weapon generate a single additional automatic hit. |
    • Daemonic
      • Units with this ability have a 5+ invulnerable save.
    • Disgustingly Resilient
      • Each time a Nurgle Daemon with this ability loses a wound, roll a D6 – on a roll of a 5 or 6, the model does not lose a wound.
    • 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.
  • 3 Chaos Spawn – 99 [99]
    • | 7″ | WS: 4+ | BS: – | S: 5 | T: 5 | W: 4 | A: d6 | LD: 9 | SV: 5+ |
    • Hideous Mutations
      • | Melee | Melee | S: User | AP: -2 | D: 2 | – |
    • Fearsome
      • Enemy units within 1″ of any Chaos Spawn must subtract 1 from their Leadership value.
    • Mutated Beyond Reason
      • When a unit of Chaos Spawn makes its close combat attacks, roll a d3 and consult the table below:
        • 1 – Razor Claws
          • The hideous mutations of all Chaos Spawn in the unit have an AP of -4 until the end of the Fight phase.
        • 2 – Grasping Pseudopods
          • Each Chaos Spawn in the unit adds 2 to its Attack characteristic until the end of the Fight phase.
        • 3 – Toxic Haemorrahage
          • You can re-roll failed wound rolls for this unit until the end of the Fight phase.

Heavy Support: 1/3

  • Malcador Heavy Tank – 190 [252]
    • | 10″ (10-18+) / 7″ (5-9) / 4″ (1-4) |  WS: 6+ | BS: 4/5/6+ | S: 7 | T: 8 | W: 18 | A: 3/d3/1 | LD: 8 | SV: 3+ |
    • 3 Autocannons – 36
      • | 48″ | Heavy 2 | S: 7 | AP: -1 | D: 2 | – |
    • Battle Cannon – 22
      • | 72″ | Heavy d6 | S: 8 | AP: -2 | D: d3 | – |
    • Heavy Stubber – 4
      • | 36″ | Heavy 3 | S: 4 | AP: 0 | D: 1 | – |
    • 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 2d6″ suffers d6 mortal wounds.
    • Smoke Launchers
      • Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.

Total: 1249