| Abilities |
|---|
| Feculent Gnarlmaw:
Each Feculent Gnarlmaw in this unit must be set up within 6" of each other, and none can be set up within 1" of any terrain feature. |
| Pestilent Garden:
After it is set up, a Feculent Gnarlmaw is treated as a terrain feature. It cannot move for any reason, is not treated as a friendly or enemy model, and cannot be targeted or affected by any attacks or abilities. |
| Shroud of Flies:
All NURGLE DAEMON units - except VEHICLES and MONSTERS - that are completely within 7" of any Feculent Gnarlmaws receive the benefit of cover, but you add 2 to their saving throws instead of 1 (remember invulnerable saves are not benefitted by cover). |
| Sickness Blossoms:
At the start of your turn, roll a D6 for every unit that is within 3" of any Feculent Gnarlmaws; on a 4+, that unit suffers 1 mortal wound, but on a 6 it suffers D3 mortal wounds instead. NURGLE units are unaffected by this ability. |
| The Plague Bells Chime:
NURGLE DAEMON units that are within 7" of any Feculent Gnarlmaws at the start of their turn can shoot and/or charge this turn, even if they Fell Back or Advanced. |
| Conduit to Nurgle's Domain:
You can re-roll any of the dice used in the summoning roll when a CHAOS CHARACTER from your army that is within 7" of any Feculent Gnarlmaw attempts to summon a unit of NURGLE DAEMONS to the battlefield using a Daemonic Ritual. |