Wahapedia8 site header
Chaos DaemonsFeculent Gnarlmaw
3

Feculent Gnarlmaw

This unit contains 1 Feculent Gnarlmaw. It can consist of one additional Feculent Gnarlmaw (Power Rating +2), or 2 additional Feculent Gnarlmaws (Power Rating + 4). 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.
85
ABILITIES
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 suffer 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.
FACTION KEYWORDS
CHAOS, DAEMON, NURGLE
KEYWORDS
FECULENT GNARLMAW

The DAEMON and NURGLE keywords are used in following Chaos Daemons datasheets:

Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.

The NURGLE and DAEMON keywords are used in following Chaos Daemons datasheets:

The TZEENTCH keyword is used in following Chaos Daemons datasheets:

Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos can weaken the fabric of reality to create a gateway to the warp. From this rent pour forth the Daemons of that realm, ready to rend and tear those who stand against the Ruinous Powers.

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they were themselves summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have a choice of allegiance, such as Furies, the unit when summoned will have this keyword). This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

This datasheet has Fortifications Battlefield Role. Full list of Chaos Daemons units sharing same Battlefield Role follows:

Fortifications
© Vyacheslav Maltsev 2013-2019