Beast of Nurgle

(Unit)
Type: unit
Category: Elites
Categories: Elites, Elites
LinkId: 78a9-42bf-5992-dae8
Hidden: false
Options (2)
Rules (7)
Attention Seeker
At the end of any enemy Charge sub-phase in which one or more of your units has been the target of a successful enemy charge, choose a friendly unengaged unit composed entirely of Beasts of Nurgle that is within 12" of at least one enemy unit that has successfully completed a charge this phase. The Beasts of Nurgle unit must immediately declare and resolve a charge against that enemy unit, even though it's the enemy Charge sub-phase!

Note that this special counter-charge can only be done in the enemy Charge sub-phase. If the Beasts of Nurgle unit is within 12" of two or more enemy units that have successfully completed a charge this turn, you may choose which of these units the Beast of Nurgle attempt to charge (you may not decalre a multiple charge). In either event, next choose another friendly unit entirely composed of Beasts of Nurgle (if there is one) and repeat the process.
Daemonic Instability
Cannot join (or be joined by) models without this special rule. Automatically pass Fear, Pinning, and Morale tests.

When a unit with the Daemonic Instability special rule loses an assault, it takes a Daemonic Instability test at the Check Morale step of the Fight sub-phase. This uses the following procedure:

1) Take a Leadership test. if the dice roll is a double 1 or double 6, the Daemon's presence fluctuates:
  Double 1 - Reality Blinks: All Wounds suffered by the unit this phase are restored. Any models from this unit killed this phase return, in coherency, at least 1" from enemy models. If the returning modell's unit is locked in combat, the model Piles In.
  Double 6 - Banished!: Remove the entire unit from play as casualties. If locked in combat, the enemy consolidates. 

2) Now, if a double 1 or double 6 wasn't rolled, compare the roll to the Daemon's Leadership, including modifiers. For each point they fail by, the unit sufffers an additional Wound, with no saves of any kind.
Deep Strike
Deep Strike Mishap Table: D6 Roll

1: Terrible Accident! - The entire unit is destroyed!

2-3: Misplaced - Your opponent may deploy the unit anywhere on the table (excluding impassable terrain, but including difficult terrain, which of course counts as dangerous for Deep Striking units), in a valid Deep Strike formation, without rolling for scatter. Units embarked on a misplaced Transport can disembark during their Movement phase as normal.

4-6: Delayed - The unit is placed in Ongoing Reserves.
It Will Not Die
At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but has not been removed as a casualty or destroyed. On a 5+, that model regains a Wound or Hull Point lost earlier in the game.
Poisoned (4+)
Slime Trail
A successful charge against units with this special rule is always a disordered charge.
Very Bulky
Very Bulky models instead count as three models.
Used By (2)