
First spotted over on Imgur, now all of these rules can be found in the latest codex reviews on YouTube as well.
New Death Guard Codex 40k Rules

- Death Guard Warlord Traits
- Death Guard Stratagems
- Death Guard Army Wide Special Rules
- Death Guard Psychics & Relics
- Death Guard Plague Companies & Secondaries
- Death Guard Codex Datasheet 40k Rules Changes
GW has also covered everything from army-wide rules to individual units with confirmed rules releases, which you can check out here. For now, let’s dive into the latest new rules from the Death Guard codex itself!
Death Guard Stratagems

Haze of Corruption is pretty insane! This is something that can just destroy units of infantry. They don’t even get a chance to save it, they just take the damage! If you can get a high damage weapon through on something like Marines, they don’t get to try and save it again, they just die…
Diseased Effluents can also basically kill off a character or high wound model for 1 CP. IT gives you the ability to deal up to 7 wounds to a non-character model, or 4 to a character.
Lastly, Mutant Strain is pretty interesting. If you have a giant blob of Poxwalkers, who can afford to lose some minis, this could really tilt your opponent! Getting mortals on 6’s for CP is nice. And who really cares if you lose Poxwalkers on 1’s.

Plague Chosen is kind of generic, as most armies have something like this, but it’s still cool! Especially since they are getting so many great warlord traits.
Release the Toxins can cause some serious havoc. If you can get a character you’re not too worried about into the thick of the fighting, this could hit a decent number of units and cause mortal wounds to all of them. Just be sure to not roll ones here…
Make Your Army Look The Way YOU Want With These Bits & Kits!

Cloud of Flies is good because it happens in the opponent’s turn. They move up and get all excited about shooting that exposed unit, then bam, they can’t!
Dark Cravings lets your Foetid Bloat Drones make a big Heroic Intervention. Especially with all the buffs to the Fleshmowers, this will really let them get into combat and start getting the damage off!
The Dead Walk Again is a pretty cheap way to keep your Poxwalkers in the fight. You should statistically get back about 4 minis every time you use this stratagem. Nothing crazy but pretty cool rule overall!
Break Their Spirits is also deceptively good. Taking 4 off of their leadership for 1 CP is nothing to sneeze at! You almost insure they are going to be failing that test.
Which Stratagem is your favorite? Are you excited to finally have some new Death Guard stratagems?
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