Nurgle
Nurgle
Nurgle
Special rules
11-15 Nurglings 4 3 4+ 3 3 2 4 2 50 - special 2D6 Gang Up, plague
16-23 Chaos warrior 4 6 1+ 4 4(6) 12 6 2 240 2 1 1D6
Summon daemon(4 turns interval), Lesser Chaos Magic 1; Chaos magic 1, Nurgle
24-32 Sorcerer-minions 4 6 5+ 3 4 15 3 2 400 _ 1 1
Magick.
Brake, armed with 2 knives (+1 A -1 to hit). Summon: (min 4 cultists) result 9+ (add
33-41 Cultists 4 2 5+ 2 3 3 3 1+1 45 _ 1 1D6+3
Power Dice) each cultist adds 1 to the total. plague
42-46 Plague Bearers 4 5 2+ 4 3 9 6 2 200 - 1 1D6 Daemonic -1; Fear 5; Plague.
51-56 Putrid Blightkings 4 7 auto 5 4(6) 15 7 3 910 2 1 1D3 Plague, Regenerate 1D, throw putrid axe (S3)
61-65 Nurgling swarm 12 3 _ 3 3 8 3 1 250 _ 1 1D3 Daemonic -1; Ambush; Fear 4; Plague.
Ambush, Magic 5+; Chaos Magic 4; Greater Daemon 13; Ignore Blows 5+; Ignore Pain
66 Unclean one 4 7 A 7 8(12) 100 4 7 5500 4 6D 1 10; Large Monster; Magic Dispel 4+; Magic Resistance 4+; Plague; Stream of
Corruption
2
11-34 Beast of Nurgle 3 3 - 3 5 3 1D6 750 - 2D 1 Daemonic -1; Paralysis; Plague; Slime Trail.
5
35-66 Plague Drones 12 3 _ 3 3 8 3 1 250 _ 1 1D3 Daemonic -1; Fear 5; Fly.
PLAGUE
Some Monsters carry a horrible, disfiguring disease known simply as the Plague and may infect their opponents with it in combat. If your Warrior is reduced to 0 Wounds by
such a Monster his Toughness is permanently reduced by -1 when he is healed to 1 or more Wounds. If a Warrior is reduced to 0 Toughness he is killed and removed from
play.
GANG UP
Some Monsters can Gang Up on the Warriors, hoping to use strength in numbers to defeat their opponents. Rather than distributing such Monsters evenly amongst the
Warriors when you place them on the board, draw a Warrior counter and place as many of the Monsters as you can around that Warrior. If there are any Monsters left,
draw another Warrior counter and place as many Monsters as you can around him. Repeat this process until all the Monsters are placed on the board. Each group of
Monsters surrounding a single Warrior makes one single combined attack for each Attack in their profile: each group of Nurglings therefore, for example, makes 2 combined
Attacks. Count up the number of Monsters attacking each Warrior. For every Monster above one in contact with the Warrior, add +1 to the to hit roll and increase the
Strength of the Monsters' attack by +1. For instance, if there are 4 Snotlings ganging up on the Barbarian they get a single Strength 4 attack with +3 on the to hit roll. Once
they have started attacking, Monsters that Gang Up do not switch attacks until either they are all dead, or the Warrior is killed. When defending themselves, each Monster
in the gang fights individually, with the Weapon Skill Indicated on its profile.
SLIME TRAIL
Beasts of Nurgle secrete a Slime Trail around them as they move. Any Warrior who finishes his turn in a square adjacent to a Beast of Nurgle suffers 1 Wound, with no
modifiers for Toughness or armour, as the poisonous gunk attacks his flesh
STREAM OF CORRUPTION
Great Unclean Ones have a special type of attack where they vomit a foul smelling mass of pus over their foes. This is called a Stream of Corruption. A Great Unclean One
may use this attack once per turn, at the start of the Monsters' Phase.
Any Warrior on the same board section as the Great Unclean One may be attacked with the Stream of Corruption. Draw a Warrior counter to determine which Warrior is
targeted. Draw a line from the centre of the Great Unclean One's Square to the target square: every square that this line passes through is affected by the Stream of
Corruption (see the diagram). Roll 2D6 for each Warrior standing in a targeted square. If the score is equal to or less than his Initiative he manages to dodge the Stream and
suffers no ill effects. If the score is greater than the Warrior's Initiative he suffers 3D6 Wounds, with no modifiers for Toughness or armour. If a Warrior is reduced to 0
Wounds by the Stream of Corruption his Toughness is permanently reduced by -1. If a Warrior is reduced to 0 Toughness he is killed and is removed from play.
NURGLE MAGIC
1- Fail to cast
2- Fly Swarm
The Sorcerer is surrounded by a black mass of flies which absorb blows with the depth of their odorous and squashy bodies. The Sorcerer's Toughness is increased by 1D6
until the start of the next Monster's phase.
3- Miasma of Pestilence
The caster is surrounded by a cloud of foul vapours. Heals 1D6 wounds to all adjacent nurgle enemies and causes 1D6 damage to every adjacent hero with no modifier for
armor.
4- Pit of Slime
A pit of disgusting slime opens under one of the Warriors. The targeted warrior and 2 squares by 2 surrounding him (trying to catch as many heroes as possible) loses 1
attack next hero turn if fail a Strength test. Heroes won’t be able to move next turn.
5- Plague Wind
A damp and foetid wind howls through the dungeon. This spell targets everything one a straight line from the caster. Each Warrior suffers (dungeon level) D6 Wounds,
modified by Toughness but not by armour.
6- Stream of Corruption
The Sorcerer vomits forth a jet of putrid blood, maggots, excremental slime and other indescribable foulness. It targets all Warriors in a straight line from the caster for 12
squares. The Warriors is overwhelmed by the revolting muck. Target heroes will lose 1 (dungeon level) wound per turn for 1D6 turns) with no modifiers.