Beasts Of Nurgle

(Entry)
Type: unit
Categories: Daemon of Nurgle, Faction: Daemons of Chaos
EntryId: 53aef174-7c417e7e
Hidden: false
Options (1)

Profiles:

Unit Troop TypeUnit Size
Beasts Of Nurgle

Monstrous infantry

2+

Special Rule
Attention Seeker:

Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.

Close Order:

A unit consisting of models with this special rule may adopt a Close Order formation.

Daemonic:

Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules: • Daemonic Instability • Fear • Immune to Psychology • Magical Attacks • Unbreakable • Warp-spawned A character with this special rule cannot join a unit without this special rule, and vice versa.

Daemons Of Nurgle:

Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6

Impetuous:

If during the Declare Charges & Charge Reactions sub-phase of its turn, a unit that includes one or more Impetuous models is able to declare a charge, roll a D6. On a roll of 1-3, the unit must declare a charge. On a roll of 4+, the unit may act as normal.

Infernal Favour:

A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets. Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.

Loner:

A character with this special rule cannot be your General and cannot join a unit without this special rule. A unit with this special rule cannot be joined by a character without this special rule.

Poisoned Attacks:

If a model with Poisoned Attacks rolls a natural 6 when making a roll To Hit, that hit will wound automatically. Unless otherwise stated, a model with this special rule may use it when making both shooting and combat attacks. Any spells cast by the model are unaffected, as are any attacks made with magic weapons. Note that if an attack needs a To Hit roll of 7+, or hits automatically, this special rule cannot be used.

Random Attacks:

Models with this special rule do not have a normal Attacks characteristic. Instead, a dice roll is given (D3+1, for example). Each time a model with this special rule attacks in combat, roll the dice to determine the number of attacks it will make, then roll To Hit as normal. If a fighting rank contains more than one model with this special rule, roll separately for each, unless specified otherwise.

Regeneration:

A model with this special rule can make a 'Regeneration' save. The armour value of a Regeneration save is shown in brackets after the name of this special rule (X+). A Regeneration save can never be modified by the AP characteristic of a weapon and can be made in addition to an armour save and Ward save. However, any wounds saved by a Regeneration save are still counted for the purposes of calculating combat result.

Note that models with this special rule are often vulnerable to the Flaming Attacks or Magical Attacks special rules.

Slime Trail:

Enemy units cannot claim any bonus combat result points for being engaged within this unit’s flank or rear arc.

Used By (1)
Daemons of Chaos(Catalogue)