rot plate — not savedSons of the Plague God
“Nothing Can Stop the Plague”
Betrayed at Istvaan III and gifted with the Grandfather's blessing, the Death Guard no longer fear pain, wound or plague — they embrace it as gift and armour alike. Their bodies are bloated with contagion, their armour rusted and weeping, yet still they march, tireless and immune to the terrors that would break lesser men. Led by the immortal Mortarion, they besiege whole worlds for centuries, seeding rot into soil and soul until nothing remains but a garden of decay. To fight the Death Guard is to fight despair itself: no wound troubles them for long, and no retreat is ever truly an escape.
Army Rule
Each time a friendly DEATH GUARD unit is selected to shoot or fight, until the end of the phase, subtract 1 from the Toughness characteristic of enemy units within Engagement Range of that unit, and enemy units cannot fire Overwatch against them.
Most DEATH GUARD models have the FEEL NO PAIN 5+ ability, representing their unnatural resistance to damage and disease.
2 available
Contagions of Nurgle
At the start of each battle round, select one Contagion of Nurgle to affect the battlefield, granting bonuses such as extra Feel No Pain or reduced enemy Objective Control.
The bearer's melee weapon has the [DEVASTATING WOUNDS] ability.
The bearer's unit has the FEEL NO PAIN 4+ ability instead of 5+.
Each time the bearer fights, it can make 1 additional attack with this weapon.
Once per battle, when the bearer is destroyed, all enemy units within 6" suffer D3 mortal wounds.
Bloated Endurance
DEATH GUARD VEHICLE units in this detachment gain the FEEL NO PAIN 6+ ability and heal D3 wounds at the start of your Command phase if damaged.
Enemy units within 6" of the bearer subtract 1 from Hit rolls.
Improve the bearer's Save characteristic by 1.
Each time the bearer's unit is selected to shoot, it can target a unit within Engagement Range.
The bearer has the FEEL NO PAIN 4+ ability.
6 stratagems
WARGEAR · Your turn phase
Use when a DEATH GUARD unit would lose a wound from a mortal wound. Roll a D6; on a 5+, ignore that mortal wound.
STRATEGIC PLOY · Charge phase
Use after an enemy unit declares a charge against a DEATH GUARD unit. Subtract 2" from the charge roll.
EPIC DEED · Opponent's turn phase
Use when a DEATH GUARD unit is selected as the target of an attack. Until the end of the phase, that unit has the FEEL NO PAIN 4+ ability.
BATTLE TACTIC · Fight phase
Use when a DEATH GUARD unit is selected to fight. Until the end of the phase, that unit's melee weapons have the [DEVASTATING WOUNDS] ability.
STRATEGIC PLOY · Shooting phase
Use in your Shooting phase. Select one DEATH GUARD unit: it can shoot twice this phase.
BATTLE TACTIC · Movement phase
Use when a DEATH GUARD unit is selected to move. That unit ignores the effects of difficult terrain and Dangerous Terrain tests this phase.
29 units