Cataclysm in the Abyss
Death Guard
Faction detachments for Boarding Actions
Vectors of Decay
Mustering a Boarding Patrol
You can include up to one of the following units:
- DEATH GUARD CHAOS LORD
- DEATH GUARD TERMINATOR
SORCERER
- LORD OF CONTAGION
- LORD OF VIRULENCE
- MALIGNANT PLAGUECASTER
- TYPHUS
You can include up to one of the following units:
- BIOLOGUS PUTRIFIER
- DEATH GUARD ICON BEARER
- FOUL BLIGHTSPAWN
- NOXIOUS BLIGHTBRINGER
- PLAGUE SURGEON
- TALLYMAN
You can include up to three of each of the following units:
DEATH GUARD CULTISTS*
(10 models)
- PLAGUE MARINES (5, 7 or 10 models)
- POXWALKERS* (10 models)
*The combined total number of all of these units cannot be more than the total number of PLAGUE
MARINES units.
You can include up to one of each of the following
units:
- BLIGHTLORD TERMINATORS (5 models)
- DEATH GUARD CHAOS SPAWN (2 models)
- DEATHSHROUD TERMINATORS (3 models)
Forming Boarding Squads
POXWALKERS and DEATH GUARD CULTISTS units do not split into separate units in the Form Boarding
Squads step.
Rules Adaptations
- The BIOLOGUS PUTRIFIER model loses the
Explosive Maladies ability.
- The DEATH GUARD CHAOS LORD model loses the Desiccation Conduit
ability.
- The DEATH GUARD CHAOS SPAWN unit loses the Regenerating
Monstrosities ability.
- The DEATH GUARD TERMINATOR
SORCERER model loses the Pestilent Familiar ability.
- The LORD OF CONTAGION
model loses the Abundance of Sickness ability.
- The PLAGUE SURGEON model loses the Tainted
Narthecium ability.
- The TALLYMAN model loses the The Seven-fold Chant ability.
- The TYPHUS model loses the Tire Eater Plague ability.
Army Rule
Slow Decay
Steady and inexorable, the dark gifts of the Plague God seep from the Death Guard
to corrupt all.
Units from your army with the Nurgle’s Gift ability retain that ability and gain this
one.
When measuring your units’ Contagion Range, Walls and closed Hatchways are ignored. In addition,
Contagion Range changes over the course of the battle as shown below, instead of as specified in the Nurgle’s
Gift ability.
|
BATTLE ROUND |
CONTAGION RANGE |
|
1 |
1" |
|
2 |
3" |
|
3+ |
6" |
|
Detachment Rule
Sevenfold Offerings
Seven by seven the enemy fall, reaped like blighted crops or rotted from within.
Seven by
seven their souls are offered up to the Lord of Pestilence.
For every seven enemy models that have been
destroyed,
add 2" to the Contagion Range of units from your army. Note that any increase to the Contagion Range
of
units from your army as a result of this rule does not take place while a unit from your army is attacking. In
such an
event, the increase will take effect after such a unit has finished making its attacks.
Stratagems
CHINKS IN THE ARMOUR
Vectors of Decay – Battle Tactic Stratagem
Even the slightest weakness is enough for the foulness of the
Death Guard to find
a way in.
WHEN: Your Shooting phase or the
Fight
phase.
TARGET: One DEATH GUARD 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 within Contagion Range of one or
more units from
your army, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of
only a 6.
GROTESQUE DEMISE
Vectors of Decay – Strategic Ploy Stratagem
Many of the plague weapons and revolting diseases unleashed by
the Death Guard
inflict endings so hideous that the mere sight of them is enough to send unharmed enemies
fleeing in horror.
WHEN: Your Shooting phase or the
Fight phase,
just after a DEATH GUARD unit from your army
(excluding CULTISTS and POXWALKERS units) has
shot or fought.
TARGET: That DEATH GUARD
unit.
EFFECT: Select one enemy unit that
had one or more
models destroyed as a result of those attacks. That enemy unit
must take a Battle-shock test.
INFESTATION
Embarked Regiment – Strategic Ploy Stratagem
The taint left by the servants of Nurgle is not easily scoured
from the stuff of
realspace.
WHEN: Start or end of any turn,
when an enemy
unit attempts to Seize an objective marker you have Secured.
TARGET: One DEATH GUARD
unit from your army (excluding CULTISTS and POXWALKERS units) within Contagion Range of that
objective
marker.
EFFECT: Roll one D6: on a 5+,
until the end of
your next turn, that objective marker remains Secured by your army and you are considered to
control it,
regardless of how many enemy models are within range of it.
RESTRICTIONS:
You can only use this Stratagem once per battle round.
SEEPING CORROSION
Vectors of Decay – Strategic Ploy Stratagem
Crawling tendrils of foulness spread through the voidship at the
touch of the
Death Guard, poisoning and rotting luckless foes.
WHEN: Your Movement phase, when a
DEATH GUARD unit from your army (excluding CULTISTS
and POXWALKERS units) attempts to open a Hatchway.
TARGET: That DEATH GUARD unit.
EFFECT: Select one
enemy unit within 1" of your unit and on the opposite side of that Hatchway from your unit,
and roll one D6:
on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.
Until the end of
the phase, if an enemy unit attempts to prevent that Hatchway from being opened, when rolling off, you can re-roll
your result.
Enhancements
We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!
Click to view
|
Foul Constitution
Rancid with might, feverish with unclean power, this warrior’s diseased
body is
as unnaturally resilient as it is unfeeling of pain.
Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that
attack. |
|
Fountaining Filth
Bloated fit to burst with noxious corruption, this champion’s straining
body is
like an overfilled pressure vessel ready to explode like a diseased warhead.
When the bearer is destroyed, before removing it from the battlefield, select one
enemy
unit within Engagement Range of the bearer and roll one D6: on a 2-3, that enemy unit suffers 1
mortal wound; on a 4-5, that
enemy
unit suffers 2 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. |
Unclean Uprising
Mustering a Boarding Patrol
You can include up to one of the following units:
- DEATH GUARD CHAOS
LORD
- DEATH GUARD TERMINATOR SORCERER
- LORD OF CONTAGION
- LORD OF VIRULENCE
- MALIGNANT PLAGUECASTER
- TYPHUS
You can include up to one of the following units:
- BIOLOGUS PUTRIFIER
- DEATH GUARD ICON
BEARER
- FOUL BLIGHTSPAWN
- NOXIOUS BLIGHTBRINGER
- PLAGUE SURGEON
- TALLYMAN
You can include up to three of each of the following units:
DEATH GUARD CULTISTS (10 models)
- POXWALKERS (10 models)
You can include up to one of the following unit:
- DEATH GUARD CHAOS
SPAWN (2 models)
Forming Boarding Squads
- POXWALKERS units do not split into separate units in the Form Boarding
Squads
step.
Rules Adaptations
DEATH GUARD CULTISTS units can perform the Secure Site Tactical Manoeuvre as
if
they had the BATTLELINE keyword.
- The BIOLOGUS PUTRIFIER model loses the
Explosive
Maladies ability.
- The DEATH GUARD CHAOS LORD model loses the Desiccation Conduit
ability.
- The DEATH GUARD CHAOS SPAWN unit loses the Regenerating
Monstrosities ability.
- The DEATH GUARD TERMINATOR
SORCERER model loses the Pestilent Familiar ability.
- The LORD OF CONTAGION model loses the Abundance of Sickness ability.
- The PLAGUE SURGEON model loses the Tainted
Narthecium ability.
- The TALLYMAN model loses the The Seven-fold Chant ability.
- The TYPHUS model loses the The Eater Plague ability.
Army Rule
Slow Decay
Steady and inexorable, the dark gifts of the Plague God seep from the Death Guard
to
corrupt all.
Units from your army with the Nurgle’s Gift ability retain that ability and gain this
one.
When measuring your units’ Contagion Range, Walls and closed Hatchways are ignored. In addition,
Contagion Range changes over the course of the battle as shown below, instead of as specified in the Nurgle’s
Gift
ability.
|
BATTLE ROUND |
CONTAGION RANGE |
|
1 |
1" |
|
2 |
3" |
|
3+ |
6" |
|
Detachment Rule
Relentless Spread
Like a virus seeking fresh hosts, the unclean worshippers of the Plague God spill
through the ship’s corridors on the hunt for untainted souls.
Each time a DEATH
GUARD unit from your army makes a Consolidation move:
- It can move up to D3+3" instead of up to 3".
- If it cannot end that move within Engagement Range of one or more enemy units that are visible to it
(and in
Unit Coherency), it can still make
that
Consolidation move, and when doing so can move in any direction.
Stratagems
POX FLARE
Unclean Uprising – Battle Tactic Stratagem
Like fever heat bursting into unclean flame, the diseases
infesting these
Poxwalkers flare with sudden infectious vitality.
WHEN: Fight
phase.
TARGET: One POXWALKERS unit from
your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, improve the
Armour
Penetration characteristic of melee weapons equipped by models in your unit by 1.
PATH OF PESTILENCE
Unclean Uprising – Strategic Ploy Stratagem
Long have lurking cultists planned the uprising and prepared the
route for
their plague-blessed masters to process to victory.
WHEN: Your Movement
phase.
TARGET: One DEATH GUARD CULTISTS unit from your army that has not been
selected to move this
phase and is not within Engagement Range of one or more enemy units.
EFFECT: Select one closed Hatchway within 1” of
your unit. Your
unit can attempt to operate that Hatchway.
RESTRICTIONS:
Until the end of the turn, your unit cannot attempt to operate a Hatchway again.
THE DEAD RISE
Vectors of Decay – Strategic Ploy Stratagem
What appeared moments before to be a mere carrion heap suddenly
lurches into
foul and grinning unlife.
WHEN: Your Movement phase, at the
start of the
Reinforcements step.
TARGET: One POXWALKERS
unit from your army that is in Reserves.
EFFECT: Until
the end of the phase, your unit has the Deep Strike ability.
RESTRICTIONS:
You can only use this Stratagem once.
SHAMBLING ONSLAUGHT
Unclean Uprising – Strategic Ploy Stratagem
Relentless, untiring, the plague-rotted hordes press forward in a
tide of
grasping hands, stinking bodies and gnashing, splintered teeth.
WHEN: Your opponent's
Movement phase,
just after an enemy unit is selected to Fall Back.
TARGET: One POXWALKERS unit from
your army within Engagement Range of that enemy unit.
EFFECT:
After that enemy unit ends that Fall Back move, if your unit is
not within
Engagement Range of one or more enemy units, your unit can make a Normal move.
Enhancements
We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!
Click to view
|
Pox-Bearer
This foul champion is a living vector for the spread of the walking
plague,
a suppurating nexus of filthy unlife that cannot be cleansed.
Once per battle, at the end of your Movement phase, the bearer can use this Enhancement. If it
does,
select one friendly POXWALKERS unit within 9" of and visible
to
the bearer; return up to D3+2 destroyed models to that unit. |
|
Hand of Nurgle
Foul and foetid is the touch of this blessed being, seeping filth and
rust-blooming fungi spilling from everything they lay their hands upon.
In your Command phase, select one objective marker that you control and is within range of the
bearer. Roll one D6: on a 2+, that objective marker is Secured by your army |
Arch-Contaminators
Mustering a Boarding Patrol
You can include up to two of the following units (duplicates are not
allowed):
- DEATH GUARD TERMINATOR SORCERER
- LORD OF CONTAGION
- LORD OF VIRULENCE
- TYPHUS
You can include up to one of each of the following units:
- BLIGHTLORD TERMINATORS (5 models)
- DEATH GUARD CHAOS
SPAWN (2 models)
- DEATHSHROUD TERMINATORS (3 models)
Rules Adaptations
- BLIGHTLORD TERMINATORS units can perform the
Secure Site Tactical Manoeuvre as if they had the BATTLELINE keyword.
- The DEATH GUARD CHAOS SPAWN unit loses the Regenerating
Monstrosities ability.
- The DEATH GUARD TERMINATOR SORCERER model loses
the
Pestilent Familiar ability.
- The LORD OF CONTAGION model loses the Abundance of Sickness ability.
- The TYPHUS model loses the The Eater Plague ability.
Army Rule
Slow Decay
Steady and inexorable, the dark gifts of the Plague God seep from the Death Guard
to
corrupt all.
Units from your army with the Nurgle’s Gift ability retain that ability and gain this
one.
When measuring your units’ Contagion Range, Walls and closed Hatchways are ignored. In addition,
Contagion Range changes over the course of the battle as shown below, instead of as specified in the Nurgle’s
Gift
ability.
|
BATTLE ROUND |
CONTAGION RANGE |
|
1 |
1" |
|
2 |
3" |
|
3+ |
6" |
|
Detachment Rule
Inescapable Corruption
The combined plague blessings of so many champions of the Plague God is universally
contagious, a dreadful omnirot that infests flesh, metal and even the minds and souls of its victims.
Each
time an enemy unit is selected to perform a Tactical Manoeuvre, if that unit is within Contagion Range of one or more units from your
army,
that enemy unit must take a Leadership test. If that test is failed, that
Tactical Manoeuvre has no effect (that enemy unit is still eligible to shoot and declare a charge this turn as
normal).
In addition, in your Command phase, roll one D6 for each
objective marker that is within Contagion Range of one or more units from your army
and is
Secured by your opponent’s army: on a 5+, that objective marker is no longer Secured by your opponent’s army.
Stratagems
ALLIES OF ENTROPY
Arch-Contaminators – Strategic Ploy Stratagem
The foul vitality that flows through these warriors is slow to
depart, even
in extremis.
WHEN: 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 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.
SEED OF CORRUPTION
Arch-Contaminators – Strategic Ploy Stratagem
Like infectious spores contaminating their victim, the warriors
of the Death
Guard teleport into battle then dig in as their foulness slowly spreads around them.
WHEN: Your Shooting
phase.
TARGET: One DEATH GUARD TERMINATOR unit from your army that has not been selected
to shoot this
phase.
EFFECT: If your unit was set up on
the
battlefield this turn, it can perform a Tactical Manoeuvre this phase as if it was not set up on
the
battlefield this turn.
CORROSIVE CURSE
Arch-Contaminators – Strategic Ploy Stratagem
Mere proximity to these repulsive plague champions is enough to
see vital
systems rust and crumble as the taint of Chaos consumes them.
WHEN: Start of your Shooting
phase.
TARGET: One DEATH GUARD TERMINATOR unit from your army that is not within
Engagement Range of
one or more enemy units.
EFFECT: Select one
objective
marker within Contagion Range of and visible to your unit. That objective marker
is Secured by
your army.
RESTRICTIONS: You can only use
this Stratagem
once and, until the end of the turn, your unit is not eligible to shoot or declare a charge.
CLOUD OF FLIES
Arch-Contaminators – Battle Tactic Stratagem
Plague flies engulf these warriors in a storm of buzzing wings
and pustulent
bodies, soaking up incoming enemy fire and obscuring the Death Guard elite from the foe.
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.
EFFECT:
Until the end of the turn, each time an attack targets your unit, subtract 1 from the Hit roll.
Enhancements
We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!
Click to view
|
Miasmic Odour
An omnipresent reek of decay wreathes this dark champion, mingling with
swarms of parasitic plague flies and turgid clouds of infectious spores.
Add 3" to the Contagion Range of the bearer.
|
|
Disgusting Reinvigoration
Grotesque maws and stabbing probosces burst from this champion’s
bloated
form to consume and corrupt the very life essence of their victims.
Each time the bearer destroys an enemy model with a melee attack, roll one D6: on a 5+, the
bearer
regains one lost wound (to a maximum of two lost wounds per phase). |