Nurgle – Beasts of Nurgle
This warscroll does not meet the selection criteria (see Settings tab).
5"
8
5+
10
WARSCROLL

Beasts of Nurgle

Beasts of Nurgle are huge, slug-like abominations that are possessed of an exuberance at odds with their horrific appearance. They gleefully rip and crush their ‘playmates’ until their joy proves lethal, before lolloping off in search of new victims.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Clawed Limbs and Fanged Maw
Clawed Limbs and Fanged Maw1"44+3+-12
Tentacles and Slobbering Tongue
Tentacles and Slobbering Tongue1"D64+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1 - 3      Points: 120
Battlefield Role: None

BATTALIONS

This warscroll can be used in following warscroll battalions:
 • Nurgle’s Menagerie
 • Tallyband of Nurgle

DESCRIPTION

A unit of Beasts of Nurgle has any number of models, each armed with Clawed Limbs and a Fanged Maw, and Tentacles and a Slobbering Tongue.

ABILITIES

Disgustingly Resilient: Daemons of Nurgle are inured to pain, their rotting bodies shrugging off all but the most traumatic damage with ease.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal is negated.

Acid Slime Trails: Paralytic goo seeps from the skin of these disgusting creatures.
Before this unit makes a retreat move, roll a dice for each enemy unit within 3" of this unit. On a 4+, that unit suffers D3 mortal wounds.

Attention Seekers: Beasts of Nurgle seek out playmates with an enthusiasm that is rarely reciprocated by the horrified objects of their desire.
This unit can run and/or retreat and still charge later in the same turn. In addition, when this unit retreats, it can pass across other models in the same manner as a model that can fly.

Pestilent Battering Rams: Beasts of Nurgle smash into enemy battlelines, crushing the enemy and unleashing myriad plagues as they flail around with joy.
After a model from this unit finishes a charge move, roll a dice for each enemy unit within 1" of that model. On a 2+, that unit suffers D3 mortal wounds. If this unit has more than 1 model, roll to determine if mortal wounds are inflicted after each model finishes its charge move, but do not allocate the mortal wounds until all of the models in the unit have finished their charge moves.

KEYWORDS
CHAOS, DAEMON, NURGLE, BEASTS OF NURGLE
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Enemy Units and Retreats
When you make a normal move for a model, no part of the move can be within 3" of an enemy unit.

Units starting a normal move within 3" of an enemy unit can either remain stationary or retreat. If a unit retreats, it can move within 3" of an enemy, but must end the move more than 3" from all enemy units. Models in a unit that retreats can’t shoot or charge later in the same turn.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Enemy Units and Retreats
When you make a normal move for a model, no part of the move can be within 3" of an enemy unit.

Units starting a normal move within 3" of an enemy unit can either remain stationary or retreat. If a unit retreats, it can move within 3" of an enemy, but must end the move more than 3" from all enemy units. Models in a unit that retreats can’t shoot or charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
© Vyacheslav Maltsev 2013-2021