Nurgle is the Chaos God of plagues, whose power waxes strong when disease and despair ravage the Mortal Realms. Though he is a source of fear and revulsion to his enemies, Nurgle is a perversely paternal god, generous with his foul gifts and proud of his worshippers’ every disgusting achievement.
This page contains all of the rules you need to field your Nurgle miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.Contents | ||
Book | Kind | Edition | Version | Last update |
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![]() | Battletome | 1 | 1.1 | December 2019 |
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![]() | Expansion | 2 | 1.0 | August 2020 |
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![]() | Warscroll | 2 | September 2019 | |
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![]() | Expansion | 2 | June 2018 |
Q: | What happens if the Putrid Blightkings’s Blighted Weapons ability is combined with the Blades of Putrefaction spell? Do I inflict D6 mortal wounds on a hit roll of 6+? |
A: | No. The 6+ roll simply triggers both effects – therefore you inflict D6 hits (roll to wound and save normally), and 1 mortal wound in addition to any other damage. |
Q: | Can a Lord of Blights shoot with the Munificent Bounty Death’s Head? |
A: | No. |
Q: | When I use Gutrot Spume’s Master of the Slime Fleet ability and include a unit of Putrid Blightkings with him, does this count as setting up one unit or two units? |
A: | It counts as a single set up. |
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Nurgle’s power and blessings follow a never-ending cycle of fecundity and decay.
D6 | STAGE OF CORRUPTION |
1 | Unnatural Vitality Add 2" to the Move characteristic of NURGLE units. |
2 | Fecund Vigour Add 1 to the wound rolls of all attacks made by NURGLE units in the combat phase. |
3 | The Burgeoning Roll a dice for each unit within 1" of a terrain feature at the start of your hero phase. On a roll of 5 or more the unit suffers 1 mortal wound. NURGLE units heal 1 wound instead. |
4 | Plague of Misery Re-roll battleshock test rolls of 1 for enemy units (excluding NURGLE units). |
5 | Nauseous Revulsion Re-roll wound rolls of 6 or more for attacks made by enemy units (excluding NURGLE units) in the combat phase. |
6 | Rampant Disease At the start of your hero phase, pick D3 different enemy units (excluding NURGLE units) within 12" of each other. Each unit suffers D3 mortal wounds. |
Corrupted Regrowth NURGLE units heal D3 wounds at the start of their hero phase. |
When the armies of Nurgle march to war, their filth and corruption causes Feculent Gnarlmaws to burst from the soil, revolting trees from the Realm of Chaos which attract the Plague God’s daemons.
Areas of the Mortal Realms that are overrun by Nurgle’s minions become weak points in reality through which his daemons can be drawn from the Realm of Chaos.
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RotbringerROTBRINGER HERO only.
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Nurgle DaemonNURGLE DAEMON HERO only.
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Nurgle MortalNURGLE MORTAL HERO only.
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Artefacts of ContagionAny ROTBRINGER HERO can be given one of the following artefacts of contagion.
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Daemonic BoonsAny NURGLE DAEMON HERO can be given one of the following Daemonic Boons.
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Plagueridden GiftsAny NURGLE MORTAL HERO can be given one of the following Plagueridden Gifts.
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The magic used by the followers of Nurgle centres around corruption, disease, decay and regrowth – those proficient in its use can cause terrible harm to those who stand against them in battle.
FOUL REGENESIS The wizard beseeches the Plague God to begin the Cycle of Corruption anew. Foul Regenesis has a casting value of 7. If successfully cast, pick a result from the Stage of Corruption table – the Cycle of Corruption is immediately reset to the stage you picked. | ||
Lore of MalignanceAny ROTBRINGER WIZARD can know one of the following spells.
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Lore of VirulenceAny NURGLE DAEMON WIZARD can know one of the following spells.
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Lore of FoulnessAny NURGLE MORTAL WIZARD can know one of the following spells.
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Battleplan Seeds of CorruptionNurgle wishes to see rot and contagion bloom across the Mortal Realms, drowning the bastions of his enemies in a tide of putrid filth. Summoning forth the festering vegetation of the Plague God’s garden, his ebullient disciples spread his generous blessings far and wide. HOW TO USE BATTLEPLANSThe following battleplan enables you to fight a battle that epitomises the way the Maggotkin wage war. It should be fought using all of the Warhammer Age of Sigmar rules unless specifically indicated otherwise. The battleplan includes a map reflecting the landscape on which the battle is fought. The map is for a battlefield that is 6 feet by 4 feet in size, but you can use a smaller or larger area if you wish. THE ARMIES One player commands a Maggotkin army and their opponent commands the defenders of the realm the Maggotkin are invading. In addition to the armies, you will need at least three Feculent Gnarlmaws. MAGGOTKIN PLAYER’S OBJECTIVES Grandfather Nurgle has sent you to these lands, for he wishes to add them to the domains that thrive under his munificent rule. Subdue any defenders, using their corpses as the mulch that will bring forth the Garden of Nurgle. DEFENDER’S OBJECTIVES One of Nurgle’s armies is approaching the land you hold dear, intent on turning it into a vile, disease-ridden parody of its current form. They must be stopped and driven back at all costs, before the rot that they bring can take hold. THE BATTLEFIELD The battlefield represents a fertile hinterland that Nurgle has demanded be brought under his control so that it can be blessed with the many gifts he can bestow. Players can choose to set up scenery as described on the Warhammer Age of Sigmar rules sheet. Any terrain features should be set up more than 6" from any cessnodes (see below). Do not set up any Feculent Gnarlmaws on the battlefield before the battle begins (they may appear during the battle, as described below). CESSNODES Located in the defender’s territory are three cessnodes: locations that are ripe to be corrupted by Nurgle’s blessings, and from which can spring forth the first Feculent Gnarlmaws that will form the basis of a new patch of Nurgle’s garden. The position of each of the three cessnodes is shown on the deployment map with a fly symbol; you may wish to note their location with suitable marker.
SET-UP The defender sets up all their units first, anywhere wholly within their territory that is more than 9" from the Maggotkin player’s territory (see map). The Maggotkin player sets up second, anywhere wholly within their territory. Do not set up any Feculent Gnarlmaws on the battlefield before the battle begins (they may appear during the battle, as described below). FIRST TURN The Maggotkin player takes the first turn in the first battle round. BRINGING ON THE ROT The Maggotkin player can change a cessnode into rotnode by summoning a Feculent Gnarlmaw and setting it up on the cessnode’s location. VICTORY Do not use any of the victory conditions from the Warhammer Age of Sigmar rules sheet. Instead, the Maggotkin player immediately wins a major victory if all three cessnodes are converted into rotnodes. Otherwise the battle lasts for five battle rounds. If, at the end of the fifth battle round, the Maggotkin player has only converted up to one cessnode into a rotnode, the defender wins a major victory. In any other circumstances, each player calculates a victory score by adding up the Wounds characteristics of all the models that have been slain in the opposing army. The player with the higher score can claim a minor victory. ![]() | |||||
Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.
In order to play Path to Glory campaigns you have to follow rules described here.
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Followers Rewards Table
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Champion Rewards Table
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D3 | REWARD |
1 | Putrid Vomit Once per game, in your shooting phase, pick an enemy unit within 3" of your champion. Roll a dice for each model in the unit you picked that is within 3" of your champion. For each roll of 5 or 6 the unit suffers 1 mortal wound. |
2 | Repellent Smell Subtract 2 from any charge rolls made for units attempting to charge your champion. |
3 | Inimical Touch You can re-roll wound rolls of 1 for your champion. |
D3 | REWARD |
1 | Reaping Strikes Each time you make a hit roll of 6+ for your champion in the combat phase, they can immediately make one additional attack with the same weapon. Any bonus attacks made in this manner can themselves generate additional attacks. |
2 | Bulky Onslaught You can re-roll failed wound rolls for your champion in a turn in which they charged. |
3 | Baleful Virulence Add 1 to the Damage characteristic of one of your champion’s melee weapons. |
D3 | REWARD |
1 | Infectious Joviality Your units do not need to take battleshock tests if they are within 7" of your champion. |
2 | Fly Swarm Once per battle, at the start of a combat phase, pick an enemy unit within 7" of your champion. Subtract 1 from any hit rolls made for models in that unit until the end of the phase. |
3 | Boon of Regeneration Once per battle, in your hero phase, your champion can call upon Nurgle’s favour. You can heal D3 wounds that have been allocated to your champion. |
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The NURGLE and DAEMON keywords are used in following Nurgle warscrolls:
The NURGLE and HERO keywords are used in following Nurgle warscrolls:
The HERO keyword is used in following Nurgle warscrolls:
The ROTBRINGER and HERO keywords are used in following Nurgle warscrolls:
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The NURGLE, DAEMON and HERO keywords are used in following Nurgle warscrolls:
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The NURGLE, MORTAL and HERO keywords are used in following Nurgle warscrolls:
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The ROTBRINGER and WIZARD keywords are used in following Nurgle warscrolls:
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The NURGLE, DAEMON and WIZARD keywords are used in following Nurgle warscrolls:
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The NURGLE, MORTAL and WIZARD keywords are used in following Nurgle warscrolls:
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The HERALD OF NURGLE keyword is used in following Nurgle warscrolls:
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The MORTAL keyword is used in following Nurgle warscrolls:
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