Ku'gath, The Plaguefather

(Unit)
Type: unit
Category: HQ
Categories: HQ
LinkId: 0866-b822-b179-67a8
Hidden: false
Costs: 300 Points

Constraints:

max(force): 1
Options (1)
Daemon:
Rules (1)
Monstrous Creature
All monstrous creatures have the ‘move through cover’ special rule. 


Instead of firing a single weapon, monstrous creatures can fire two of their weapons once per Shooting phase. They must, of course, fire both of them at the same enemy target. In addition, monstrous creatures have the ‘relentless’ special rule.


Unless otherwise specified in their special rules, monstrous creatures cannot go to ground, voluntarily or otherwise. In addition, for a monstrous creature to be in cover, at least 50% of its body has to be in cover from the point of view of the majority of the firing models. Also, standing in area terrain does not automatically confer a cover save to monstrous creatures – the 50% rule takes precedence. Cover for them works exactly as for vehicles. As usual, if you cannot clearly tell if 50% of the model’s body is covered, modify its cover save by –1.


All wounds inflicted in close combat by a monstrous creature ignore armour saves, just like those from a power weapon. In addition, monstrous creatures roll an additional D6 for armour penetration (2D6 + Strength) when attacking a vehicle in close combat.

Profiles:

Weapons RangeStr.APTypeNotes
Necrotic Missiles

24"

n/a

2

Ordnance 1, Large Blast

Poison (4+)

Abilities
Nurgling Infestation:

At the beginning of any turn in which Ku'gath is on the table (not including the one when he arrives from reserve), the player may roll a dice on behalf of the Plaguefather. On a roll of 4+, a new unit consisting of a single base of Nurglings enter the game by Deep Strike within 12" of Ku'gath.

Feel No Pain:

If a model with this ability suffers an unsaved wound, roll a dice. On a 1, 2 or 3, take the wound as normal (removing the model if it loses its final Wound). On a 4, 5 or 6, the injury is ignored and the model continues fighting. This ability cannot be used against wounds from weapons that inflict instant death (by having a high enough Strength or a special rule to that effect; even if the model is an eternal warrior). Neither can it be used against wounds from AP1 and AP2 weapons, power weapons and any other wound against which no armour save can ever be taken (like wounds from power fists, Dreadnought close combat weapons, rending weapons that roll a 6, Perils of the Warp, failed dangerous terrain tests, etc).

Slow and Purposeful:

Models with this special rule are relentless. However, they always count as moving through difficult terrain (including in assaults). Remember that a slow and purposeful independent character will cause any unit he joins to move at his speed (and vice versa) as units have to move at the speed of the slowest model.

Unit WSBSSTWIALdSv
Ku'gath

6

4

6

6

6

2

5

10

4+ Invulnerable

Daemonic Gift
Cloud of Flies:

Models with this gift count as being equipped with both assault grenades and defensive grenades (but receive no Strength bonus in close combat against enemies).

Noxious Touch:

The Daemon's close combat attacks are poisoned, wounding on a 2+

Breath of Chaos:

Breath of Chaos is a template weapon. Any models fully or partially under the template suffer one wound on a D6 roll of 4+, with no Armour or Cover saves allowed! Vehicles touched by the template suffer a glancing hit on a D6 roll of 4+.

Aura of Decay:

Aura of Decay is a ranged weapon, but the Daemon may be in close combat at the time it uses it, as may the targets. When used, all enemy models within 6" of the Daemon automatically suffer a Strength 2 hit with AP- (roll to wound as normal).

Used By (1)
Chaos Daemons(Catalogue)