Escolar Documentos
Profissional Documentos
Cultura Documentos
WRITTEN
GUARD
BY: BILL EVERSON,AKA DEATHGOD @ BOLTERANDCHAINSWORD.COM AND
DAKKADAKKA.COM
THIS IS BY NO MEANS AN ORIGINAL WORK, AS I BORROW EXTENSIVELY AND HEAVILY FROM VARIOUS
GAMES WORKSHOP PUBLICATIONS. THIS IS BY NO MEANS AN ATTEMPT TO INFRINGE ON GW IPS, AND
EVERY RIGHT, TRADEMARK, COPYRIGHT, ETC IS EXPLICITLY THE OWNERSHIP OF GAMES WORKSHOP.
THAT BEING SAID, THIS CODEX WAS A WORK OF LOVE, PLEASE DO NOT
ALTER/CHANGE/REPUBLICATE/ETC WITHOUT FIRST TALKING TO ME ON EITHER
BOLTERANDCHAINSWORD.COM OR DAKKADAKKA.COM. THANK YOU
SECOND, OBVIOUSLY, NURGLESQUE DEMONS WILL BE INCLUDED. HOWEVER, THEY WILL NOT BE CUT-
AND-PASTE COPIES DIRECTLY FROM CODEX: DEMONS. OR MAYBE THEY WILL (AUTHORS 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.
(AUTHORS 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, IWELCOME 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
NURGLES 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 NURGLES 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 NURGLES MALIGNANT GIFTS. WHERE A DEATH GUARD LORD HAS ONCE
WALKED, A GREAT WAILING AND STRIFE CAN BE HEARD IN HIS WAKE, IF ANY OF NURGLES 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.
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 NURGLES 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 NURGLES 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.
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 NURGLES 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
DEMONS 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 NURGLES 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
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 DREADNOUGHTS HULL HARDER TO PENETRATE. THE DEATH
GUARD DREADNOUGHT INCREASES ITS FRONT ARMOR VALUE TO 13.
DEATH GUARD PLAGUE MARINES
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
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
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 DREADNOUGHTS 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 NURGLES 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 ONES 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 NURGLES GIFTS TO THE MORTALS THEY
EMBRACE.
DAEMON: THE PLAGUEBEARERS ARE DEMONS, FORMED BY THE WILL OF NURGLE FROM THE VERY
STUFF OF CHAOS. A PLAGUEBEARERS 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 PLAGUEBEARERS 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 NURGLINGS 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 YOUD 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 NURGLES GIFTS TO THE MORTALS THEY EMBRACE.
BEAST OF NURGLE
DEMON FLUFF
WS BS S T W I A LD SV
BEAST OFNURGLE 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 NURGLES 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 NURGLES 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 NURGLES VERY TOUCH BRING RUST AND DECAY. ALL OF HIS
ATTACKS IN CLOSE COMBAT WOUND ON A 2+ REGARDLESS OF TOUGHNESS.
DEATH GUARD LORD [HQ]
WEAPON) FOR 40 AND POWER WEAPON
DEATH GUARD LORD POINTS 140
FOR 40POINTS
POINTS. IN THIS
WS BS S T W I A LD S V
CASE, THE DEATH
6 5 4 4(5) 3 5 3 G10 3+ MAY ONLY
UARD LORD
SELECT FROM THE
FOLLOWING OPTIONS
UNIT TYPE: LISTS.
INFANTRY
MAY HAVE A
NUMBER/SQUAD: PERSONAL ICON
1 FOR 5 POINTS
CLOSE COMBAT
- PALANQUIN OF
WEAPON WITH ONE
NURGLE FOR 30 MAY REPLACE HIS
POINTS TWIN-LINKED
FO THE
BOLTER AND
FOLLOWING:
- POWER WEAPON MAY TAKE: POWER WEAPONS
FOR 15POINTS - PERSONAL ICON FOR A PAIR OF
FOR 5 POINTS LIGHTNING CLAWS
- POWER FIST FOR
25 POINTS - MELTA BOMBS FOR 10 POINTS.
FOR 5 POINTS
- SINGLE
LIGHTNING CLAW BODYGUARD: A
FOR 25 POINTS
MAY INSTEAD REPLACE DEATH GUARD
- PLAGUEBEARER ALL WARGEAR WITH LORD WEARING
(DAEMON TERMINATOR ARMOR, POWER ARMOUR
TWIN-LINKED BOLTER MAY TAKE 6
CHOSEN DEATH TO ALL OF THE CHARACTERS MAY
GUARD AS A OPTIONS GIVEN IN NOT JOIN THE
BODYGUARD UNIT THE RESPECTIVE BODYGUARD
FOR 170 POINTS. ENTRY OF THE SQUAD. IF ALL THE
A DEATH GUARD ELITES SECTION OF BODYGUARD ARE
LORD WEARING THIS CODEX. THE SLAIN, THE DEATH
TERMINATOR DEATH GUARD GUARD LORD
ARMOUR MAY TAKE LORD MAY NOT REVERTS TO BEING
6 DEATH GUARD LEAVE THE A STANDARD
TERMINATORS AS A BODYGUARD INDEPENDENT
BODYGUARD UNIT SQUAD FOR ANY CHARACTER.
FOR 240 POINTS. REASON, AND
THE BODYGUARD OTHER
HAS FULL ACCESS INDEPENDENT
DEATH GUARD SORCEROR [HQ]
DEATH GUARD SORCEROR 140 POINTS
WS BS S T W I A L D SV
MAY REPLACE BOLT PISTOL WITH A
5 5 4 4(5) 3 5 PLASMA3 PISTOL 10
FOR 15 3+
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) NURGLES 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
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
INFILTRATE
WITH ONE OF 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
CHARACTER: POINTS
ANY MODEL MAY BE UPGRADED TO AN
ASPIRING CHAMPION FOR 10 POINTS OR REPLACE BOLTER WITH ONE OF
THE FOLLOWING:
OPTIONS: - FLAMER FOR 5 POINTS
ANY MODEL MAY HAVE MELTABOMBS
- MELTAGUN FOR 10 POINTS
FOR 5POINTS
- PLASMAGUN FOR 15 POINTS
- TWIN-LINKED BOLTER FOR 5 POINTS
- COMBI-BOLTER FOR 10 POINTS
TRANSPORT:
THE SQUAD MAY HAVE DEATH GUARD
ONE MODEL MAY REPLACE HIS BOLTER
RHINO AS A DEDICATED TRANSPORT
WITH ONE OF THE FOLLOWING:
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
UNIT TYPE:
INFANTRY ANY MODEL MAY REPLACE THEIR
TWIN-LINKED BOLTER FOR A COMBI-
NUMBER/SQUAD: BOLTER FOR 5 POINTS
7
ANY MODEL MAY REPLACE THEIR
WARGEAR: POWER WEAPON WITH ONE OF THE
TERMINATOR ARMOR FOLLOWING:
TWIN-LINKED BOLTER - POWER FIST FOR 10 POINTS
POWER WEAPON - CHAINFIST FOR 15 POINTS
- SINGLE LIGHTNING CLAW FOR 10
SPECIAL RULES: POINTS
FEARLESS
5+ INVULNERABLE SAVE ANY MODEL MAY REPLACE HIS TWIN-
FEEL NO PAIN LINKED BOLTER AND POWER WEAPON
WITH TWIN LIGHTNING CLAWS FOR 10
MARK OF NURGLE (INCLUDED ABOVE)
POINTS
CHARACTER:
ANY MODEL MAY BE UPGRADED TO AN UP TO TWO MODELS MAY REPLACE
THEIR TWIN-LINKED BOLTER WITH ONE
ASPIRING CHAMPION FOR 10 POINTS
OF THE FOLLOWING:
- REAPER AUTOCANNON FOR 25
POINTS
OPTIONS
- HEAVY FLAMER FOR 5 POINTS
ONE MODEL MAY HAVE A PERSONAL
ICON FOR 5 POINTS
UNIT TYPE:
INFANTRY
TRANSPORT:
CHARACTER:
THE SQUAD MUST HAVE DEATH
ONE MODEL MAY BE UPGRADED TO AN
GUARD RHINO AS A DEDICATED
ASPIRING CHAMPION FOR 15 POINTS
TRANSPORT VEHICLE (SEE THE ENTRY
IN THE TROOPS SECTION).
DEATH GUARD HAVOCS [HEAVY SUPPORT]
PLAGUE MARINES 160
POINTS
WS BS S T W I A LD SV
CHOSEN 4 4 4 4(5) 1 3 1 9
UNIT TYPE:
INFANTRY ONE MODEL MAY REPLACE HIS BOLTER
WITH ONE OF THE FOLLOWING:
NUMBER/SQUAD: - TWIN-LINKED BOLTER FOR 5 POINTS
7 - COMBI-BOLTER FOR 10 POINTS
UNIT TYPE:
VEHICLE (TANK) MAY HAVE EXTRA ARMOUR FOR 15
POINTS
WARGEAR:
TURRET-MOUNTED AUTOCANNON MAY HAVE A DOZER BLADE FOR 5
SMOKE LAUNCHER POINTS.
SEARCHLIGHT
MAY HAVE DEMONIC POSSESSION FOR
SPECIAL RULES: 20 POINTS
CLOUD OF FILTH
OPTIONS MAY TAKE ONE OF THE FOLLOWING
MAY UPGRADE THE TURRETS PINTLE-MOUNTED WEAPONS:
AUTOCANNON TO A TWIN-LINKED - TWIN-LINKED BOLTER FOR 5
LASCANNON FOR 35 POINTS POINTS
- COMBI-BOLTER FOR 10
MAY TAKE SIDE SPONSONS WITH POINTS
HEAVY BOLTERS FOR 30 POINTS, OR - HAVOC LAUNCHER FOR 15 POINTS
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
SPECIAL RULES: BEASTS OF NURGLE FOR AN
DEMON ADDITIONAL 210 POINTS
RANDOM POISONED ATTACKS
FEEL NO PAIN ONE MODEL MAY HAVE NOXIOUS
SLOW & PURPOSEFUL TOUCH FOR 10 POINTS
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 48 4 6 HEAVY 1, BLAST
(FRAG) 48 8 3 HEAVY 1
MISSILE LAUNCHER
(KRAK)
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 36 7 4 HEAVY 2, TWIN-
AUTOCANNON LINKED
BATTLE CANNON 72 8 3 ORDNANCE 1,
LARGE BLAST
DEMOLISHER 24 10 2 ORDNANCE 1,
CANNON LARGE BLAST
HAVOC LAUNCHER 48 5 5 HEAVY 1, BLAST,
TWIN-LINKED