NURGLE


Daemons

MWSBSSTWIALd
Great Unclean One47778104710
Daemon Prince6776648510
Plauge Champ4665317310
Plaguebearer4554316210
Beast of Nurgle3303533D66
Nurglings433333437

Special Rules

All daemons, including Greater Daemons, have a 4+ daemonic save that is negated by magic weapons

The Great Unclean One and Daemon Princes cause Terror

The Daemon Prince can fly

Plaguebearers, Beasts of Nurgle, and Nurglings all cause fear

All Plaugebearers carry a Plaugesword. If a mortal enemy has more than one wound, then a wound from one of these weapons will kill it od a D6 roll of a 4 or more, regardless of how many wounds the target has. Note that this does not effect on the Undead or Daemons.

If a unit of Plaguebearers has a musician in the unit then it will carry a Gong of Despair. Any enemy in hand-to-hand combat with a unit of Plaugebearers carrying the Gong of Despair must re-roll any successful Break test, the second roll always stands. This does not have any effect on Daemons or the Undead

Plaugebearers are always surrounded by a Cloud of Flies, which causes any unit fighting the Plaugebearers suffer a -1 to all dice rolls to hit

Beasts of Nurgle may move an extra D6+2" sraight forward in the compulsary movement phase. If the unit comes into base-to-base contact with a enemy unit then it is counted as a charge

Each Beast of Nurgle has D6 attacks determined during each hand-to-hand combat round. These attacks automatically penetrate armour, therefore no armour saves are allowed against these attacks

Beasts leave a slime trail behind them as they move. This means it is impossibe to attack a Beast from the side or rear without touching the slime. Any model attempting this will sustain a automatic hit as if it had been struck by the Beast itself. This is worked out before the attackers own blows are struck

It is impossible to lap around a base of Nurglings

Units of Plaguebearers can hold Nurgle Magic. 1-5 models have 1 spell, 6-10 models have 2 spells, 11-15 models have 3 spells, and 16 and up # of models have 4 spells. This makes them count as wizards, and they can hold Winds of Magic cards.


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