§ PRINT · 11th edition

Death Guard Stratagems57 stratagems across 13 detachments, with the army rules and detachment rules they come with. Print them as cards, nine to a sheet.

Stratagems
57
Detachments
139 tournament legal
Army rules
4
Data
2026-08-04

Army rules

What every Death Guard army brings to the table, whichever detachment it is built on.

4 rules

Nurgle’s Gift (Aura)

The Death Guard are warriors of the Plague God Nurgle. Their bloated bodies are riddled with corruption, and their mere presence causes the foe to sicken and wither in the grip of supernatural diseases while the battlefield falls to rot and ruin around them.

If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more DEATH GUARD models from your army, it is Afflicted (see below).
CONTAGION RANGE
Contagion Range changes over the course of the battle:
Contagion Range cannot be greater than 12" after modifiers.
AFFLICTED
During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.

Skullsquirm Blight

This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within.

Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll.

Rattlejoint Ague

Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves.

Worsen the Save characteristic of models in this unit by 1.

Scabrous Soulrot

Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay.

Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1).

Detachments

Each detachment's own rules, then the stratagems it unlocks.

57 stratagems

Arch-Contaminators

Boarding Actions4 stratagems

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.
1 CPStrategic PloyEither turn

ALLIES OF ENTROPY

Shooting

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.
1 CPStrategic PloyYour turn

SEED OF CORRUPTION

Shooting

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.
1 CPStrategic PloyYour turn

CORROSIVE CURSE

Shooting

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.
1 CPBattle TacticOpponent's turn

CLOUD OF FLIES

Shooting

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.

Champions of Contagion

6 stratagems

Manifold Maladies

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.

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.
1 CPBattle TacticEither turn

BLESSINGS OF FILTH

Shooting · Fight

Employing their unique gifts, this champion enhances the weapons of their comrades with even greater levels of infectious malevolence.

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.
2 CPBattle TacticEither turn

MALIGNANCE MAGNIFIED

Shooting · Fight

The vile talents of such plague specialists act like a filth-smeared lens, focusing and intensifying the infectious gifts of Nurgle.

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.
1 CPBattle TacticEither turn

GROTESQUE FORTITUDE

Shooting · Fight

After their champion calls down the blessings of Nurgle, these warriors can fight on no matter the catastrophic, often gruesome, damage done to them by the foe.

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.
1 CPStrategic PloyEither turn

RABID INFUSION

Fight

The combined talents of these Death Guard champions drive their followers into a foam-jawed fury, be it through injection with a curdled cocktail of stimms or immersion in a fug of infectious agents.

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.
1 CPStrategic PloyYour turn

MOBILE VECTOR

Movement

Nurgle's champions move through the Death Guard ranks like squirming parasites.

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.
1 CPWargearYour turn

DEATH’S HEADS

Shooting

It takes much effort and sacrifice to fashion the disgusting explosives known as death's heads, but the results are spectacularly horrible.

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).

Contagion Engines

3 stratagems

Warped and Rusted Animus

For all their slow degeneration, many of the Death Guard’s war machines are augmented with a fevered and inexorable urgency that brings their corrupted weapons to bear upon the foe all too quickly

▪ Friendly FOETID BLOAT-DRONE / FOETID BLOAT-DRONE WITH HEAVY BLIGHT LAUNCHER / HELBRUTE / MYPHITIC BLIGHT-HAULER units have CONTAGION ENGINE.
▪ Friendly CONTAGION ENGINE units’ ranged attacks have [ASSAULT].
This detachment has the ENGINES tag and cannot be taken with another ENGINES detachment.
1 CPEither turn

FRESH VECTORS

Shooting · Fight

As if drawn to flesh and matter yet to be blessed by corruption, infected weapons unerringly find their mark.

When
Your Shooting phase or the Fight phase, when a friendly CONTAGION ENGINE unit is selected to attack.
Target
That CONTAGION ENGINE unit.
Effect
Your unit’s attacks can re-roll wound rolls of 1.
1 CPYour turn

BLOODRUST DELUGE

Shooting

Warp‑tainted saturation oozes through this aggressive vehicle, leeching into its weapons, which spit the infection into foes at a distance.

When
Your Shooting phase, when a friendly CONTAGION ENGINE unit is selected to shoot.
Target
That CONTAGION ENGINE unit.
Effect
Select one visible enemy unit. That enemy unit is Afflicted until your unit has attacked.
1 CPOpponent's turn

SOULROT FLUX

Movement

As courage crumbles in the face of mechanised abhorrence, then does the bloom of soulrot find purchase to spread its cyclic infection.

When
Your opponent’s Movement phase, when an enemy unit is selected to make a fall-back move, if that enemy unit is engaged with a friendly CONTAGION ENGINE unit.
Target
That CONTAGION ENGINE unit.
Effect
When an enemy unit engaged with your unit is selected to make a fall-back move, roll one D6:
▪ On a 1, that enemy unit suffers 1 mortal wound.
▪ On a 2-5, that enemy unit suffers D3 mortal wounds.
▪ On a 6, that enemy unit suffers 3 mortal wounds.

Death Lord’s Chosen

6 stratagems

Deadly Vectors

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.

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.
1 CPEpic DeedEither turn

BLOOMING PESTILENCE

Any phase

Death Guard warriors know to chant the sevenfold prayers to unleash Nurgle's bounty on the foe.

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.
1 CPBattle TacticEither turn

GRIM REAPERS

Fight

Swollen with bitter arrogance, these warriors carve a path through their perceived lessers and leave them as worm food.

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.
1 CPStrategic PloyEither turn

UNDYING SPITE

Fight

Driven by bitterness and the putrid vitality of Nurgle's gifts, these warriors fight on for several moments, even after death.

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.
1 CPEpic DeedYour turn

SIGNAL POX

Command

Guided in by rasping jets of fumes sent up by this Lord of Virulence, plague-ridden artillery fire and airbursting spore-shells saturate the target zone.

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.
1 CPStrategic PloyYour turn

MORTARION'S TEACHINGS

Shooting

Exemplifying the Daemon Primarch's doctrines on versatile heavy infantry tactics, these warriors position themselves and let fly.

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.
1 CPStrategic PloyYour turn

SICKENING IMPACT

Charge

Employing their crushing bulk and contagious gifts, these Terminators slam into their victims and grind them into putrefying mulch.

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).

Embarked Regiment

Boarding Actions1 stratagems
1 CPStrategic PloyEither turn

INFESTATION

Any phase

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.

Flyblown Host

3 stratagems

Verminous Haze

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.

In the Declare Battle Formations step, you can select up to two friendly PLAGUE MARINES units. Those units have Infiltrators.
This detachment has the FLYBLOWN tag and cannot be taken with another FLYBLOWN detachment.
1 CPEither turn

NAUSEATING PAROXYSMS

Fight

The contagion borne by the Death Guard and their attendant swarms of winged vermin triggers bouts of sickness and convulsion in those they encounter.

When
Start of the Fight phase
Target
One friendly engaged PLAGUE MARINES unit.
Effect
Select one enemy unit engaged with your unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.
1 CPYour turn

DRONING HORROR

Shooting

Clouds of droning daemon flies sweep across the battlefield to envelop the enemies of the Death Guard. As their victims claw and scratch at the seething swarms, Mortarion’s sons pick off their targets at leisure.

When
Your Shooting phase, when a friendly PLAGUE MARINES unit is selected to shoot.
Target
That PLAGUE MARINES unit.
Effect
Your unit’s ranged attacks:
▪ Can re-roll hit rolls of 1.
▪ That target a unit within half range, can re-roll wound rolls of 1.
1 CPYour turn

EYE OF THE SWARM

Shooting

The vermin swarms intensify as the Death Guard close in upon the enemy. As their foes clutch and tear their crawling skin, pitiless Plague Marines unleash volleys of point‑blank fire into their tormented foes.

When
Your Shooting phase, when a friendly PLAGUE MARINES unit is selected to shoot.
Target
That PLAGUE MARINES unit.
Effect
Your unit’s ranged attacks have [CLOSE-QUARTERS].

Mortarion’s Hammer

6 stratagems

Miasmic Bombardment

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.

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.
BATTLE SIZE UNITS Incursion 1 Strike Force 2 Onslaught 3
2 CPStrategic PloyYour turn

BLIGHTED LAND

Movement

Firing diseased submunitions or belching swarms of daemonic parasites from its hull, this war engine befouls the battlefield as it advances.

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.
1 CPStrategic PloyYour turn

RELENTLESS GRIND

Movement · Charge

When the armoured vehicles of the Death Guard advance, they plough through - or straight over- anything that stands in their way.

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.
1 CPBattle TacticYour turn

DRAWN TO DESPAIR

Shooting

Those who languish in misery or cower in terror make themselves easy targets for the Death Guard.

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.
1 CPStrategic PloyYour turn

FONT OF FILTH

Shooting

As though afflicted with some awful vomiting sickness, this vehicle's weapons retch an endless stream of fire at the enemy, heaving themselves empty even as it storms into the enemy lines.

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.
1 CPStrategic PloyOpponent's turn

EYESTINGER STORM

Command

Swarms of these revolting insects burrow hives into the hulls of Death Guard vehicles. Drawn to sickened prey, they boil forth in buzzing masses and descend on the foe, spreading panic and horror.

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.
1 CPStrategic PloyOpponent's turn

STINKING MIRE

Charge

Attempting to counterattack Death Guard can leave foes floundering amidst bubbling filth.

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).

Paragons of Putrescence

3 stratagems

Hypervirulent Strains

The rancid champions of the Death Guard are blessed with the most virulent contagions of Nurgle, supernatural strains that radiate towards unwilling hosts in floods of foulness

Friendly DEATH GUARD CHARACTER units have +3" to their Contagion Range (to a maximum of 12").
1 CPEither turn

TERRITORIAL INFECTION

Command

The intensive contagions that flow in abundance from this champion taint everything around them, making taking ground from them a repulsive prospect for the enemy.

When
Start of the Command phase.
Target
One friendly DEATH GUARD CHARACTER unit.
Effect
Your unit has +1 OC until the end of the turn.
1 CPYour turn

AGGRAVUS SPASMS

Shooting

There is no hiding from contagion, and particular pathogens can incite neurological paroxysms that force their victims to give away their positions in painful throes.

When
Start of your Shooting Phase.
Target
One friendly DEATH GUARD CHARACTER unit.
Effect
Select one visible enemy unit within Contagion Range of your unit. That enemy unit has +6" detection range.
1 CPYour turn

SIMULTANEOUS CONTAMINATION

Shooting

The worst infections spread both visibly and subtly. Thus do the Death Guard’s champions attack, ordering vile operations, the two vectors more deadly than either alone.

When
Your Shooting phase, when a friendly DEATH GUARD CHARACTER unit starts an action.
Target
That DEATH GUARD CHARACTER unit.
Effect
That action does not prevent your unit from being eligible to shoot.

Shamblerot Vectorium

6 stratagems

Numberless Horde

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.

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.
BATTLE SIZE BATTLE ROUNDS Incursion 2,3 Strike Force 2, 3, 4 Onslaught 2, 3, 4, 5
KEYWORDS
POXWALKERS units from your army gain the BATTLELINE keyword.
1 CPStrategic PloyEither turn

GRIP OF THE WALKING POX

Fight

Those infected by walking pox may fall as though fatally wounded, but they soon rise again.

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.
1 CPStrategic PloyEither turn

SMEARED WITH FILTH

Fight

Hacking a path through a horde of Poxwalkers leaves aggressors coated in infectious matter.

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.
1 CPBattle TacticYour turn

GNAWING HUNGER

Command

Gripped by a sudden, monstrous hunger, the Poxwalkers surge forward in a ravenous mass.

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.
1 CPStrategic PloyYour turn

HIDDEN AMONGST THE DEAD

Movement

Another wave of Poxwalkers rises from the battlefield’s carrion heaps.

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.
1 CPStrategic PloyYour turn

SHOCK AND HORROR

Charge

Already dismayed by this living nightmare, the enemy falters before another sudden onslaught.

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.
1 CPStrategic PloyOpponent's turn

SHAMBLING WALL

Shooting

Lacking even basic self-preservation instincts, Poxwalkers make excellent walking shields.

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.

Tallyband Summoners

6 stratagems

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 units Contagion Range.
PLAGUE LEGIONS
You can include PLAGUE LEGIONS units in your army, even though they do not have the DEATH GUARD Faction keyword. The combined points cost of such units you can include in your army is:
Incursion: Up to 500 pts
Strike Force: Up to 1000 pts
Onslaught: Up to 1500 pts
No PLAGUE LEGIONS models from your army can be your WARLORD.
1 CPStrategic PloyEither turn

PERSISTENT PESTS

Any phase

There is no simple way to wholly cleanse a Nurgling infestation once it has taken root.

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.
Restrictions
You can only use this Stratagem once per battle.
1 CPBattle TacticEither turn

CLUTCHING CORRUPTION

Fight

The daemons of Nurgle grasp their victims tightly with rotting talons and coiling tentacles, their clutch as inescapable as entropy itself.

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.
1 CPStrategic PloyYour turn

ALL IS ROT

Shooting

Death Guard warriors open fire into foes already embattled by Nurgle’s daemons, knowing that no matter who they hit, all will wither and rot.

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.
1 CPStrategic PloyYour turn

FLESHY AVALANCHE

Movement · Charge

The ephemeral structures of realspace have no power to halt the onset of Nurgle's Great Unclean Ones; they crumble, rot and burst apart before their unholy bulk.

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.
1 CPStrategic PloyYour turn

AVATARS OF DECAY

Shooting

Countless diseases blossom in the unreal flesh of Nurgle's daemon childer, manifestations of his blessings to be spread to all.

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.
1 CPStrategic PloyOpponent's turn

MIRESLICK

Movement

Beneath the tread of Nurgle’s daemons, even ferrocrete or plasteel soon turns to a quagmire of rotting matter, in which their unlucky enemies begin to sink and become trapped.

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.

Unclean Uprising

Boarding Actions3 stratagems

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.
1 CPBattle TacticEither turn

POX FLARE

Fight

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.
1 CPStrategic PloyYour turn

PATH OF PESTILENCE

Movement

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.
1 CPStrategic PloyOpponent's turn

SHAMBLING ONSLAUGHT

Movement

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.

Vectors of Decay

Boarding Actions4 stratagems

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.
1 CPBattle TacticEither turn

CHINKS IN THE ARMOUR

Shooting · Fight

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.
1 CPStrategic PloyEither turn

GROTESQUE DEMISE

Shooting · Fight

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.
1 CPStrategic PloyYour turn

SEEPING CORROSION

Movement

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.
1 CPStrategic PloyYour turn

THE DEAD RISE

Movement

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.

Virulent Vectorium

6 stratagems

Worldblight

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.

At the end of your Command phase, if a friendly DEATH GUARD unit is controlling an objective, that objective is secured. Until you lose control of that objective, while an enemy unit is within range of that objective, that enemy unit is Afflicted.
1 CPStrategic PloyEither turn

PUTRID DETONATION

Any phase

Bloated with putrefaction and swilling with infectious poisons, the demise of this hulking entity is as revolting as it is explosively hazardous.

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.
2 CPBattle TacticEither turn

DISGUSTINGLY RESILIENT

Shooting · Fight

Those favoured by Nurgle are inured to pain, their rotting bodies shrugging off all but the most traumatic damage with ease.

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.
2 CPEpic DeedYour turn

PLAGUESURGE

Command

The foul miasma around the Death Guard swells and thickens, boiling outward like putrid smog.

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.
1 CPEpic DeedYour turn

LEECHSPORE ERUPTION

Command

Billowing from this warrior's wounds come clouds of parasitic spores that settle on the foe and drain their vitality, stealing it for the one who spawned them.

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).
1 CPWargearYour turn

OVERWHELMING GENEROSITY

Shooting

Unholy filth gushes from Nurgle's faithful into their guns until the armaments threaten to burst like bloated corpses.

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.
1 CPWargearYour turn

CREEPING BLIGHT

Shooting

Those in the grip of Nurgle's unholy plagues become weaker by the moment, barely able to lift their weapons, let alone defend themselves from the attacking Death Guard.

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.

The ten core stratagems every army shares print with any faction on the card printer.