Formation/Detachment: Battalion Detachment (2 HQ, 3 Troop) – +3 CP

Daemonic Loci: Locus of Virulence

  • Each time you make a wound roll of 6+ for a Nurgle Daemon unit within 6″ of any friendly model with the Locus of Virulence, that attack inflicts 1 additional damage.

HQs: 2/3

  • Rotigus – 330 [330]
    • | M: 7″ (10-18+)/5″ (5-9)/3″ (1-4) | WS: 2+ | BS: 3+ | S: 7/6/5 | T: 7 | W: 18 | A: 5/4/3 | LD: 10 | SV: 6+ |
    • Streams of Brackish Filth – 0
      • | 7″ | Assault 2d6 | S: User | AP: -3 | D: 1 | This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon. |
    • Fanged Maw – 0
      • | Melee | Melee | S: User | AP: -1 | D: 1 | Each time Rotigus fights, he can make d6 additional attacks with this weapon. |
    • Gnarlrod – 0
      • | Melee | Melee | S: +1 | AP: -2 | D: 3 | You can re-roll failed wound rolls for this weapon. |
    • Daemonic
      • Units with this ability have a 5+ invulnerable save.
    • Disgustingly Resilient
      • Each time a Nurgle Daemon with this ability loses a wound, roll a D6 – on a roll of a 5 or 6, the model does not lose a wound.
    • Daemonic Ritual
      •  Instead of moving in their Movement phase, any Death Guard character can, at the end of their Movement phase, attempt to summon a Nurgle Daemon unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).
      • Roll up to 3 dice – this is your summoning roll. You can summon one new Nurgle Daemon unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12″ of the character and is more than 9″ from any enemy model. If total rolled is insufficient to summon any units, the ritual fails and no new unit is summoned.
      • If your summoning roll included any doubles, your character than suffers a mortal wound. If it contains any triples, it instead suffers d3 mortal wounds.
    • Deluge of Nurgle
      • Each time Rotigus successfully manifests a psychic power with a Psychic test of 7 or more, the closest enemy unit to him suffers a mortal wound after the effects of the psychic power have been resolved.
    • Crushing Bulk
      • Roll a d6 at the end of your Charge phase if Rotigus made a successful charge during that phase; on a 4+ you can select one enemy unit within 1″ of Rotigus to suffer a mortal wound.
    • Greater Daemon
      • Friendly Nurgle Daemon units within 6″ of Rotigus when they take a Morale test can use this model’s Leadership instead of their own.
    • Psychic Power: Fleshy Abundance – Warp Charge 5
      • If manifested, select a friendly Nurgle Daemon unit within 18″ of the psyker. One model in that unit regains d3 lost wounds.
    • Psychic Power: Shrivelling Pox – Warp Charge 6
      • If manifested, select an enemy unit within 18″ of the psyker and visible to it. Until the start of your next Psychic phase, subtract one from the target unit’s Toughness characteristic.
    • Psychic Power: Miasma of Pestilence – Warp Charge 6
      • If manifested, select a friendly Nurgle Daemon unit within 18″ of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls that target that unit.
    • Warlord Trait: Pestilent Miasma
      • Roll a dice for each enemy unit that is within 1″ of your Warlord at the start of your turn. On a roll of a 4+ that unit suffers a mortal wound.
  • Spoilpox Scrivener – 75 [75]
    • | 5″ | WS: 2+ | BS: 2+ | S: 5 | T: 5 | W: 4 | A: 3 | LD: 8 | SV: 6+ |
    • Daemonic
      • Units with this ability have a 5+ invulnerable save.
    • Disgustingly Resilient
      • Each time a Nurgle Daemon with this ability loses a wound, roll a D6 – on a roll of a 5 or 6, the model does not lose a wound.
    • Daemonic Ritual
      •  Instead of moving in their Movement phase, any Death Guard character can, at the end of their Movement phase, attempt to summon a Nurgle Daemon unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).
      • Roll up to 3 dice – this is your summoning roll. You can summon one new Nurgle Daemon unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12″ of the character and is more than 9″ from any enemy model. If total rolled is insufficient to summon any units, the ritual fails and no new unit is summoned.
      • If your summoning roll included any doubles, your character than suffers a mortal wound. If it contains any triples, it instead suffers d3 mortal wounds.
    • Stern Taskmaster
      • Add 2″ to the Movement characteristic of all Plaguebearer Infantry units within 6″ of one or more models with this ability.
    • Keep Counting! Meet your Quota!
      • Add 1 to all hit rolls made for Plaguebearer units within 6″ of one of more friendly models with this ability. In addition, if you make a hit roll of 7+ for a Plaguebearer within 6″ of one or more friendly models with this ability, you can immediately make one additional attack at the same target with the same weapon (these bonus attacks cannot themselves generate any further attacks).

Troops: 3/6

  • 30 Plaguebearers – 70 [235]
    • | 5″ | WS: 4+ | BS: 4+ | S: 4 | T: 4 | W: 1 | A: 1 | LD: 7 | SV: 6+ |
    • | 5″ | WS: 4+ | BS: 4+ | S: 4 | T: 4 | W: 1 | A: 2 | LD: 7 | SV: 6+ |
    • Plaguesword – 0
      • | Melee | Melee | S: User | AP: 0 | D: 1 | You can re-roll failed wound rolls for this weapon. |
    • Daemonic
      • Units with this ability have a 5+ invulnerable save.
    • Disgustingly Resilient
      • Each time a Nurgle Daemon with this ability loses a wound, roll a D6 – on a roll of a 5 or 6, the model does not lose a wound.
    • Daemonic Ritual
      •  Instead of moving in their Movement phase, any Death Guard character can, at the end of their Movement phase, attempt to summon a Nurgle Daemon unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).
      • Roll up to 3 dice – this is your summoning roll. You can summon one new Nurgle Daemon unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12″ of the character and is more than 9″ from any enemy model. If total rolled is insufficient to summon any units, the ritual fails and no new unit is summoned.
      • If your summoning roll included any doubles, your character than suffers a mortal wound. If it contains any triples, it instead suffers d3 mortal wounds.
    • Cloud of Flies
      • Large groups of Plaguebearers attract great clouds of flies that buzz about them, obscuring them from view. If this unit contains 20 or more models at the start of a phase, your opponent must subtract 1 from all hit rolls for attacks that target them.
    • Daemonic Icon – 15
      • If you roll a 1 when taking a Morale test for a unit with any Daemonic Icons, reality blinks and the daemonic horde is bolstered. No models flee and d6 slain Plaguebearers are instead added to the unit.
    • Instrument of Chaos – 10
      • A unit that includes any Instruments of Chaos adds 1 to their Advance and Charge rolls.
  • 3 Nurglings – 54 [54]
    • | 5″ | WS: 4+ | BS: 4+ | S: 2 | T: 2 | W: 4 | A: 4 | LD: 7 | SV: 6+ |
    • Daemonic
      • Units with this ability have a 5+ invulnerable save.
    • Disgustingly Resilient
      • Each time a Nurgle Daemon with this ability loses a wound, roll a D6 – on a roll of a 5 or 6, the model does not lose a wound.
    • Daemonic Ritual
      •  Instead of moving in their Movement phase, any Death Guard character can, at the end of their Movement phase, attempt to summon a Nurgle Daemon unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).
      • Roll up to 3 dice – this is your summoning roll. You can summon one new Nurgle Daemon unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12″ of the character and is more than 9″ from any enemy model. If total rolled is insufficient to summon any units, the ritual fails and no new unit is summoned.
      • If your summoning roll included any doubles, your character than suffers a mortal wound. If it contains any triples, it instead suffers d3 mortal wounds.
    • Squishable
      • Because of their diminutive size, Nurglings only receive the benefits of their Disgustingly Resilient ability against attacks with a Damage characteristic of 1.
    • Mischief Makers
      • When you set up a unit of Nurglings during deployment, they can either be set up in their deployment zone, or anywhere on the battlefield that is more than 9″ from the enemy deployment zone and any enemy models.
  • 3 Nurglings – 54 [54]
    • | 5″ | WS: 4+ | BS: 4+ | S: 2 | T: 2 | W: 4 | A: 4 | LD: 7 | SV: 6+ |
    • Daemonic
      • Units with this ability have a 5+ invulnerable save.
    • Disgustingly Resilient
      • Each time a Nurgle Daemon with this ability loses a wound, roll a D6 – on a roll of a 5 or 6, the model does not lose a wound.
    • Daemonic Ritual
      •  Instead of moving in their Movement phase, any Death Guard character can, at the end of their Movement phase, attempt to summon a Nurgle Daemon unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).
      • Roll up to 3 dice – this is your summoning roll. You can summon one new Nurgle Daemon unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12″ of the character and is more than 9″ from any enemy model. If total rolled is insufficient to summon any units, the ritual fails and no new unit is summoned.
      • If your summoning roll included any doubles, your character than suffers a mortal wound. If it contains any triples, it instead suffers d3 mortal wounds.
    • Squishable
      • Because of their diminutive size, Nurglings only receive the benefits of their Disgustingly Resilient ability against attacks with a Damage characteristic of 1.
    • Mischief Makers
      • When you set up a unit of Nurglings during deployment, they can either be set up in their deployment zone, or anywhere on the battlefield that is more than 9″ from the enemy deployment zone and any enemy models.

Total: 601


Stratagems:

  • Denizens of the Warp – 1CP/2CP
    • Use this Stratagem during deployment. If you spent 1 CP, setup one of your Daemon units that has a Power Rating of 8 or less int he warp instead of placing it on the battlefield. If you spent 2CP, you can choose a Daemon unit that has a Power Rating of 9 or more instead. At the end of any of your Movement phases that unit can tear its way into reality – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.
  • Daemonic Possession – 1CP
    • Use this Stratagem when an enemy Psyker unit suffers Perils of the Warp. That unit suffers 2d3 mortal wounds instead of d3.
  • Warp Surge – 2CP
    • Use this Stratagem at the start of any phase. Select a unit of Daemons; until the end of the phase, you cannot re-roll saving throws for this unit, but its invulnerable save is improved by 1 (to a maximum of 3+).
  • Revolting Regeneration – 2CP
    • Use this Stratagem at the end of your Movement phase. Select one of your Nurgle Daemon units. One model in the unit regains d3 lost wounds. If there are no wounded models in the unit, and that unit has suffered any casualties, a single slain model from the unit is returned to play with one wound remaining.
  • Plague Banner – 1CP
    • Use this Stratagem before the battle. Choose one of your Nurgle models with Daemonic Icon. That icon is upgraded to a Plague Banner. In addition to its normal ability, the power of the banner can be used once per battle, just before the bearer’s unit fights. When used, increase the Damage characteristic of all plagueswords carried by the bearer’s unit to 2 until the end of the phase.
  • Locus of Fecundity – 2CP
    • Use this Stratagem at the start of any phase. Select a Nurgle Daemon Character from your army – until the end of the phase you can re-roll Disgustingly Resilient rolls of 1 made for friendly Nurgle Daemon units within 6″ of that model.