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Chaos DaemonsPox Riders of Nurgle
8

Pox Riders of Nurgle

NAME M WS BS S T W A Ld Sv
Pox Rider 7" 4+ 4+ 5 5 5 3 7 6+
This unit contains 3 Pox Riders. It can include up to 3 additional Pox Riders (Power Rating +8) or up to 6 additional Pox Riders (Power Rating +14). Each model fights with grasping tongues, yawning maws and a Rider’s plaguesword.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Grasping tongue
7"
Pistol 1
4
0
1
-
0
Yawning maw
Melee
Melee
5
-1
D3
All hit rolls of a 6 made when using this weapon generate a single additional automatic hit.
0
Rider’s plaguesword
Melee
Melee
4
0
1
After all other attacks have been made by a model equipped with this weapon during the Fight phase, it may make an additional two attacks using this weapon profile, re-rolling all failed wound rolls.
WARGEAR OPTIONS
 • One Pox Rider may take an instrument of Chaos.
 • One Pox Rider may take a Daemonic Icon, a Pox Rider that has taken an Instrument of Chaos may not also be equipped with a Daemonic Icon.
ABILITIES
Daemonic Ritual

Daemonic: This unit has a 5+ invulnerable save.

Disgustingly Resilient: Each time a model with either the NURGLE or DAEMON keywords with this ability loses a wound, roll a D6; on a roll of a 5 or 6, the model does not lose a wound.

Cloud of Flies: If this unit contains six or more models at the start of any phase then any attacks that target this unit must subtract 1 from hit rolls made against them for the duration of that phase.

Daemonic Icon:
15
If the controlling player rolls a 1 when making a Morale test for a unit equipped with a Daemonic Icon, reality blinks and the daemonic horde is bolstered. No models flee and one slain Pox Rider is returned to the unit.

Instrument of Chaos:
10
A unit that includes an Instrument of Chaos adds +1 to any Charge or Advance rolls made for it.
FACTION KEYWORDS
CHAOS, DAEMON, NURGLE
KEYWORDS
BEAST, FLY, PLAGUEBEARERS, POX RIDERS OF NURGLE
Does not include wargear
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
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.

The TZEENTCH keyword is used in following Chaos Daemons datasheets:

The KHORNE and DAEMON 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.
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.
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.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
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.

The BEAST keyword is used in following Chaos Daemons datasheets:

HQ
• Karanak
Elites
• Fiends
Fast Attack

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

The PLAGUEBEARERS keyword is used in following Chaos Daemons datasheets:

HQ
Troops
Fast Attack
© Vyacheslav Maltsev 2013-2019