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Champions of Contagion
Champions of Contagion
Manifold Maladies

At the start of the battle round, you can select one of the Plagues listed in Nurgle’s Gift. Until the end of the battle, that is your chosen Plague instead of any previously chosen Plague.

A spirit of competition infects Nurgle’s champions when they fight alongside one another. With each vying to outdo the others in virulence, the foes are subjected to a riotous string of nightmarish outbreaks amongst their ranks.

Blessings of Filth
1 CP
battle Tactic

When: Your Shooting phase or the Fight phase.

Target: One DEATH GUARD Attached unit from your army that has not been selected to shoot or fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.


Malignance Magnified
2 CP
battle Tactic

When: Your Shooting phase or the Fight phase.

Target: One DEATH GUARD Attached unit from your army that has not been selected to shoot or fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll and you can re-roll the Wound roll.


Grotesque Fortitude
1 CP
battle Tactic

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One DEATH GUARD Attached unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, add 2 to the Toughness characteristic of models in your unit.


Rabid Infusion
1 CP
strategic Ploy

When: Start of the Fight phase.

Target: One DEATH GUARD unit from your army that includes two CHARACTER models.

Effect: Until the end of the phase, your unit has the Fights First ability.


Mobile Vector
1 CP
strategic Ploy

When: Your Movement phase, before the Reinforcements step.

Target: One DEATH GUARD CHARACTER unit from your army that is not leading a unit.

Effect: Select one other friendly DEATH GUARD unit (excluding Battle-shocked units and Attached units that already have two Leader units or one of your CHARACTER units leading it) within 2" horizontally and 5" vertically of your unit that your unit can lead (as described in the Leader section of its datasheet). Your unit attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly.


Death’s Heads
1 CP
wargear

When: Your Shooting phase.

Target: One BIOLOGUS PUTRIFIER unit from your army that is not within Engagement Range of one or more enemy units and has not been selected to shoot this phase.

Effect: Select one enemy unit (excluding VEHICLES) that is within 8" of and visible to your unit. Until the start of your next turn, that unit has the effect of all Plagues (see Nurgle’s Gift).

Final Ingredient — 20 pts

BIOLOGUS PUTRIFIER only. Once per battle, after the bearer’s unit has fought, if one or more CHARACTER models were destroyed as a result of those attacks, select one Plague. Until the end of the battle, while an enemy unit is Afflicted, that unit has the effect of the selected Plague in addition to any other.


Visions of Virulence — 15 pts

MALIGNANT PLAGUECASTER only. While an enemy unit is enfeebled by the bearer’s Pestilent Fallout ability, that unit is also Afflicted.


Needle of Nurgle — 25 pts

PLAGUE SURGEON only. Each time the bearer uses its Tainted Narthecium ability, you can return up to D3 destroyed models to the bearer’s unit (instead of 1).


Cornucophagus — 35 pts

LORD OF POXES only. In the Declare Battle Formations step select one Plague. Until the end of the battle, while an enemy unit is within Contagion Range of the bearer, that enemy unit has the effect of that Plague in addition to any other.

Death Lord’s Chosen
Death Lord’s Chosen
Deadly Vectors

In your opponent’s Command phase, roll 2D6 for each Afflicted enemy unit, subtracting 1 from the result if that unit is Below Half-strength. If the result is 6 or less, that enemy unit suffers D3 mortal wounds.

The plagues and parasites to which these elite warriors play host are amongst the most lethal in the galaxy. Moment by moment, even the most resilient foes sicken and wither in their presence until all that remains is rotted matter deliquescing sloppily from mouldering bones.

Blooming Pestilence
1 CP
epic Deed

When: Start of any phase.

Target: One TERMINATOR unit from your army.

Effect: Until the end of the phase, add 3" to the Contagion Range of models in your unit.


Grim Reapers
1 CP
battle Tactic

When: Fight phase.

Target: One TERMINATOR unit from your army that has not been selected to fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit (excluding MONSTERS and VEHICLES) you can re-roll the Hit roll.


Undying Spite
1 CP
strategic Ploy

When: Fight phase, just after an enemy unit has selected its targets.

Target: One TERMINATOR unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.


Signal Pox
1 CP
epic Deed

When: Your Command phase.

Target: One LORD OF VIRULENCE model from your army.

Effect: Select one objective marker within 30" of and visible to your model. Until the start of your next turn, while an enemy unit is within range of that objective marker, that unit is Afflicted.


Mortarion’s Teachings
1 CP
strategic Ploy

When: Your Shooting phase.

Target: One TERMINATOR unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [HEAVY] abilities.


Sickening Impact
1 CP
strategic Ploy

When: Your Charge phase, just after a TERMINATOR unit from your army ends a Charge move.

Target: That TERMINATOR unit.

Effect: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 2+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Face of Death — 10 pts

TERMINATOR model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer’s unit must take a Battle-shock test.


Vile Vigour — 15 pts

TERMINATOR model only. While the bearer is leading a unit, add 1" to the Movement characteristic of models in that unit and you can re-roll Advance rolls made for that unit.


Warprot Talisman — 30 pts

TERMINATOR model only. Once per battle, at the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.


Helm of The Fly King — 20 pts

TERMINATOR model only. While the bearer is leading a unit, models in that unit cannot be targeted by ranged attacks unless the attacking model is within 18".

Flyblown Host
Flyblown Host
Verminous Haze

DEATH GUARD INFANTRY units (excluding POXWALKERS units) from your army that are not embarked within a TRANSPORT have the Scouts 5" and Stealth abilities.

A cloud of winged insects descends over Mortarion’s pathogenic sons, obscuring their malodorous ranks and shielding them from the eyes and augurs of the enemy. Beneath thrumming storms of fat‐bodied flies, Plague Marines stride towards their wavering foes until they are close enough to unleash punishing volleys of killing fire.

Nauseating Paroxysms
1 CP
strategic Ploy

When: Start of the Fight phase.

Target: One DEATH GUARD INFANTRY unit from your army that is within Engagement Range of one or more enemy units.

Effect: Select one enemy unit within Engagement Range of your unit. That unit must take a Battle‐shock test, subtracting 1 from the result.


Vermin Cloud
1 CP
battle Tactic

When: Fight phase.

Target: One DEATH GUARD INFANTRY unit from your army that has not been selected to fight this phase.

Effect: Until the end of the phase, each time a model in this unit makes a Pile‐in or Consolidation move, it can move up to 6" instead of up to 3".


Eye of the Swarm
1 CP
strategic Ploy

When: Your Shooting phase.

Target: One DEATH GUARD INFANTRY unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, ranged weapons equipped by models in your unit (excluding Blast weapons) have the [PISTOL] ability.


Droning Horror
1 CP
battle Tactic

When: Your Shooting phase.

Target: One DEATH GUARD INFANTRY unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, each time a model in your unit makes a ranged attack, re‐roll a Hit roll of 1. If that attack targets a unit within half range, you can re‐roll the Hit roll instead.


Enervating Onslaught
1 CP
strategic Ploy

When: Your Charge phase, just after a DEATH GUARD INFANTRY unit from your army makes a Charge move.

Target: That DEATH GUARD INFANTRY unit.

Effect: Select one enemy unit within Engagement Range of your unit (excluding MONSTERS and VEHICLES). Roll one D6 for each model in your unit that is within Engagement Range of that unit, adding 1 to the result if that model is not a CULTIST or POXWALKER model: for each 5+, the selected enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).


Myphitic Invigoration
1 CP
battle Tactic

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One DEATH GUARD INFANTRY unit from your army that is within 6" of one or more friendly MYPHITIC BLIGHT‐HAULER units and that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.

Droning Chorus — 15 pts

DEATH GUARD INFANTRY model only. Ranged weapons equipped by models in the bearer’s unit have the [ASSAULT] ability.


Insectile Murmuration — 20 pts

DEATH GUARD INFANTRY model only. Each time a model in the bearer’s unit makes an attack that targets a unit that is within Contagion Range of one or more DEATH GUARD units from your army, re‐roll a Wound roll of 1.


Rejuvenating Swarm — 10 pts

DEATH GUARD INFANTRY model only. At the end of each phase, the bearer regains all of its lost wounds.


Plagueveil — 25 pts

DEATH GUARD INFANTRY model only. While the bearer’s unit is within range of one or more objective markers that you control, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".

Mortarion’s Hammer
Mortarion’s Hammer
Miasmic Bombardment

At the start of the battle round, select a number of enemy units more than 12" away from every model from your army that is on the battlefield. Until the end of the battle round, those enemy units are Afflicted. The maximum number of units you can select in this way depends on the battle size, as shown below.

-

In the wake of preparatory bombardment by artillery weapons both forbidden and foul, the surviving foe are left reeling amidst clouds of plague smog. With their flesh running like tallow and their weapons rusting in their hands, they will be hard-pressed to fight back.

Blighted Land
2 CP
strategic Ploy

When: End of your Movement phase.

Target: One DEATH GUARD VEHICLE unit from your army.

Effect: Select one terrain feature within 24" of and visible to your unit. Until the start of your next turn, enemy units are Afflicted while they are within 3" of that terrain feature.


Relentless Grind
1 CP
strategic Ploy

When: Your Movement phase or your Charge phase.

Target: One DEATH GUARD VEHICLE unit from your army that has not been selected to move or charge this phase.

Effect: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.


Drawn to Despair
1 CP
battle Tactic

When: Your Shooting phase.

Target: One DEATH GUARD unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a visible enemy unit (excluding AIRCRAFT) within your opponent’s deployment zone, you can re-roll the Hit roll.


Font of Filth
1 CP
strategic Ploy

When: Your Shooting phase.

Target: One DEATH GUARD VEHICLE unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability.


Eyestinger Storm
1 CP
strategic Ploy

When: Your opponent’s Command phase.

Target: One DEATH GUARD VEHICLE unit from your army.

Effect: Select one objective marker visible to one or more models in your unit. Each Afflicted enemy unit within range of that objective marker must take a Battle-shock test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.


Stinking Mire
1 CP
strategic Ploy

When: Start of your opponent’s Charge phase.

Target: One DEATH GUARD VEHICLE unit from your army.

Effect: Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).

Eye of Affliction — 20 pts

DEATH GUARD model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability while targeting an Afflicted enemy unit.


Bilemaw Blight — 10 pts

MALIGNANT PLAGUECASTER only. At the start of your Shooting phase, until the end of the phase, add 12" to the Range characteristics of the bearer’s Plague Wind weapon.


Shriekworm Familiar — 15 pts

DEATH GUARD model only. Once per battle round, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP.


Tendrilous Emissions — 30 pts

LORD OF VIRULENCE only. While the bearer is within 3" of one or more friendly DEATH GUARD VEHICLE units, the bearer has the Lone Operative ability, and each time one of those VEHICLE units makes a ranged attack that targets an enemy unit visible to the bearer, re-roll a Wound roll of 1.

Shamblerot Vectorium
Shamblerot Vectorium
Numberless Horde

In your Command phase in each of the following battle rounds, depending on your chosen battle size, add a new POXWALKERS unit with a Starting Strength of 10 to your army, in Strategic Reserves.

-

No matter how many Poxwalkers the enemy gun down or tear limb-from-limb at close quarters, more groaning mutants keep coming from every side.

Grip of the Walking Pox
1 CP
strategic Ploy

When: Fight phase, just after an enemy unit has selected its targets.

Target: One POXWALKERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: After the attacking unit has fought, roll one D6 for each model from your unit that was destroyed as a result of those attacks: on a 6, the attacking unit suffers 1 mortal wound. If your unit is not destroyed after the attacking unit has fought, enemy models destroyed as a result of this Stratagem count as enemy models destroyed by an attack made by a model in your unit for the purposes of the Curse of the Walking Pox ability.


Smeared With Filth
1 CP
strategic Ploy

When: Fight phase.

Target: One POXWALKERS unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.

Effect: Select one enemy unit that made one or more attacks that targeted your unit this phase. Until the end of the battle, that enemy unit is Afflicted.


Gnawing Hunger
1 CP
battle Tactic

When: Your Command phase.

Target: One POXWALKERS unit from your army.

Effect: Until the end of the turn, add 1 to the Move characteristic of models in your unit, and add 1 to the Attacks and Strength characteristics of melee weapons equipped by models in your unit.


Hidden Amongst The Dead
1 CP
strategic Ploy

When: The Reinforcements step of your Movement phase.

Target: One POXWALKERS unit from your army that is in Strategic Reserves and that is not an Attached unit.

Effect: Until the end of the phase, models in that unit have the Deep Strike ability.


Shock and Horror
1 CP
strategic Ploy

When: Your Charge phase, just after a DEATH GUARD unit from your army ends a Charge move.

Target: That DEATH GUARD unit.

Effect: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.


Shambling Wall
1 CP
strategic Ploy

When: Your opponent’s Shooting phase.just after an enemy unit has selected its targets.

Target: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly POXWALKERS unit within 3" of your unit and visible to both your unit and the attacking unit.

Effect: Until the end of the phase, each time you would allocate an attack to a model in your DEATH GUARD unit, if your POXWALKERS unit is visible to the attacking model and is an eligible target for that attack, no saving throw is made for that attack; instead a number of POXWALKERS from your POXWALKERS unit equal to the Damage characteristic of that attack are destroyed.

Witherbone Pipes — 25 pts

NOXIOUS BLIGHTBRINGER only. While the bearer is leading a POXWALKERS unit, add 1 to the Objective Control characteristic of models in that unit, and each time that unit takes a Battle-shock or Leadership test, add 1 to that test.


Lord of the Walking Pox — 15 pts

DEATH GUARD model only. If the bearer is leading a POXWALKER unit, and is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round as the third battle round.


Sorrowsyphon — 10 pts

MALIGNANT PLAGUECASTER only. While the bearer is leading a POXWALKERS unit, add 1 to the Damage characteristic of the bearer’s Plague Wind weapon. Each time the bearer makes one or more attacks with a Plague Wind weapon, after the bearer’s unit has resolved its attacks, D3 Bodyguard models from the bearer’s unit are destroyed.


Talisman of Burgeoning — 25 pts

DEATH GUARD model only. While the bearer is leading a unit, add 1 to the Toughness characteristic of POXWALKERS models in that unit.

Tallyband Summoners
Tallyband Summoners
Reverberant Rancidity

While a PLAGUE LEGIONS unit from your army is within 7" of one or more DEATH GUARD units from your army, that PLAGUE LEGIONS unit has the Nurgle’s Gift ability.

While a DEATH GUARD unit from your army is within 7" of one or more PLAGUE LEGIONS units from your army, add 3" to that DEATH GUARD unit’s Contagion Range.

Reality rings like a struck bell as it rebels against the sheer wrongness of Nurgle’s daemons. Borne upon these jarring waves of metaphysical disease, magnified and redoubled with every dolorous peal, the Plague God’s myriad infections spread and multiply all the faster.

Persistent Pests
1 CP
strategic Ploy

When: Any phase.

Target: One NURGLINGS unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.

Effect: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with its full wounds remaining.


Clutching Corruption
1 CP
battle Tactic

When: Fight phase.

Target: One DEATH GUARD unit from your army that has not been selected to fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is within Engagement Range of one or more PLAGUE LEGIONS units from your army, you can re-roll the Hit roll.


All Is Rot
1 CP
strategic Ploy

When: Your Shooting phase.

Target: One PLAGUE LEGIONS unit from your army that is within Engagement Range of one or more enemy units.

Effect: Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 5+, your unit suffers 1 mortal wound after the attacking unit has finished making its attacks.


Fleshy Avalanche
1 CP
strategic Ploy

When: Your Movement phase or your Charge phase.

Target: One PLAGUE LEGIONS MONSTER unit from your army that has not been selected to move or charge this phase.

Effect: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.


Avatars of Decay
1 CP
strategic Ploy

When: Your Shooting phase.

Target: One PLAGUE LEGIONS unit from your army.

Effect: Until the end of the phase, while an enemy unit is within 6" of your unit, that enemy unit is Afflicted.


Mireslick
1 CP
strategic Ploy

When: Your opponent’s Movement phase, when an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.

Target: One PLAGUE LEGIONS unit from your army that is within Engagement Range of that enemy unit.

Effect: Until the end of the phase, while an enemy unit is within Engagement Range of your unit, each time that unit is selected to Fall Back, it must take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead.

Beckoning Blight — 20 pts

DEATH GUARD model only. Each time a PLAGUE LEGIONS unit from your army is set up on the battlefield using the Deep Strike ability, if it is set up wholly within 12" of the bearer, it can be set up anywhere that is more than 6" horizontally away from all enemy models, instead of more than 9".


Fell Harvester — 10 pts

DEATH GUARD model only. Add 2 to the Attacks characteristic of the bearer’s melee weapons.


Entropic Knell — 15 pts

GREAT UNCLEAN ONE only. In the Battle-shock step of your opponent’s Command phase, each enemy unit within 6" of the bearer that is below its Starting Strength must take a Battle-shock test, subtracting 1 from that test.


Tome of Bounteous Blessings — 20 pts

MALIGNANT PLAGUECASTER only. Each time a PLAGUE LEGIONS unit within 12" of the bearer takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead).

Virulent Vectorium
Virulent Vectorium
Worldblight

If you control an objective marker at the end of your Command phase and a DEATH GUARD unit from your army (excluding Battle-shocked units) is within range of that objective marker, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. In addition, until you lose control of that objective marker, it has the Nurgle’s Gift ability as if it were a DEATH GUARD model from your army.

As the foul tendrils of the Death Guard quest further across the battlefield, they infest even the most secure, holy and heavily warded sites with supernatural disease. To fight amidst such foulness is a virtual death sentence to the foe, win or lose.

Putrid Detonation
1 CP
strategic Ploy

When: Any phase.

Target: One DEATH GUARD VEHICLE or DEATH GUARD MONSTER model from your army with the Deadly Demise ability that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

Effect: Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted. In addition, any enemy units that suffer mortal wounds as a result of this Stratagem are Afflicted until the start of your next turn.


Disgustingly Resilient
2 CP
battle Tactic

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.


Plaguesurge
2 CP
epic Deed

When: Your Command phase.

Target: Your DEATH GUARD WARLORD that is on the battlefield.

Effect: Until the start of your next Command phase, add 3" to the Contagion Range of models from your army.


Leechspore Eruption
1 CP
epic Deed

When: Your Command phase.

Target: One DEATH GUARD model your army that has lost one or more wounds.

Effect: Select one enemy unit within 3" of your model. Roll a number of D6 equal to the number of wounds your model has lost: for each 5+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds) and your model regains 1 lost wound (to a maximum of 6 lost wounds).


Overwhelming Generosity
1 CP
wargear

When: Start of your Shooting phase.

Target: One DEATH GUARD CHARACTER unit from your army.

Effect: Select one enemy unit visible to your unit. Until the end of the phase, each time a DEATH GUARD unit from your army selects that enemy unit as the target of any ranged attacks, you can re-roll the dice to determine how many attacks a weapon equipped by a model in that unit makes.


Creeping Blight
1 CP
wargear

When: Your Shooting phase.

Target: One DEATH GUARD INFANTRY unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an Afflicted unit, you can re-roll the Hit roll and you can re-roll the Wound roll.

Daemon Weapon of Nurgle — 10 pts

DEATH GUARD model only. Each time the bearer makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.


Furnace of Plagues — 25 pts

DEATH GUARD model only. Add 1 to the Strength and Attacks characteristics of the bearer’s melee weapons, and the bearer’s melee weapons have the [DEVASTATING WOUNDS] ability.


Arch Contaminator — 25 pts

DEATH GUARD model only. While the bearer’s unit is within range of an objective marker you control, each time a model in the bearer’s unit makes an attack, you can re-roll the Wound roll.


Revolting Regeneration — 20 pts

DEATH GUARD model only. The bearer has the Feel No Pain 5+ ability.