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==Allegiance Abilities== If your army consists fully of units with the '''NURGLE''' keyword, it can choose to take the Maggotkin of Nurgle allegiance, opening all the below battle traits, command traits, spells, artifacts, and spells. ===<span style="color:#387439;">Battle Traits</span>=== All Maggotkin of Nurgle allegiance armies benefit from the following rules: '''Legions of Chaos:''' The new tome saw GW cribbing notes from the Cities of Sigmar, now you (and the other god-aligned armies) can take two {{AOSKeyword|Slaves of Darkness}} units out of every four so long as you give them the mark of {{AOSKeyword|NURGLE}} and one of every four units can be from {{AOSKeyword|Beasts of Chaos}} and {{AOSKeyword|Clan Pestilens}} each, granting the beastmen the keyword as well. However, coalition units do not count towards the number of battleline in your army, but do count towards everything else (behemoth, leader, artillery, etc), their heroes cannot be your general and they won't bother your allegiance traits. Predictably, Wizards and units bearing the marks of other gods are as coalition forces, though any non-Tzeentch Chaos forces can join as just regular allies. *Congratulations, your army selection has effectively doubled between all the StD stuff now available and the beastmen and plague monks ripe for exploitation. Unfortunately, Tamurkhan's Horde is not included in this conglomeration, with the plague toads ending up in some weird middle-ground due to their keywords and placement. '''Diseased:''' At the end of each movement and combat phase, you can slap a disease point to each enemy unit within 3" of your units, up to a max of 7. At the start of the battleshock phase, each unit must roll a d6 for each disease point they have with a 4+ dealing a MW. These points only go away at the end of each battleshock phase, and you take away only one of them, making it a priority to stack them up as high as possible. *'''Diseased Weapons:''' What, you thought just the mere stench of your boys could get the enemy sick? Any natural 6 to hit with your weapons will also dump disease points as well. **Unfortunately this forces you to get up close and personal more than ever, though you do have some tricks available to stack up points. However, this pulls double duty of fucking with healers, as they have to choose between either restoring wounds for the unit so they can survive another round or clearing out disease points and removing your ongoing pestilence. '''Disgustingly Resilient:''' Your entire army has a 5++ Ward. Each model can also recover a wound each turn. While the presence of a ward is quite welcome, the regen kinda leaves you open against anything with D2 or higher, as your foot soldiers can still be deleted. *'''Locus of Fecundity:''' Only available on Great Unclean Ones, the Glottkin, Horticulous Slimux, and Festus. Units within 14" of a hero with this locus restore 1d3 wounds from Disgustingly Resilient, making your big guys more durable. '''Cycle of Corruption:''' Nurgle is life, Nurgle is love, and Nurgle loves to share all his gifts. At the start of the battle - after deployment but before the first turn - the Nurgle player rolls a die to decide where the Cycle of Corruption begins. There are seven Stages of Corruption; the 7th stage being locked from the initial throw. Each stage will provide you with a buff for your {{AOSKeyword|Maggotkin of Nurgle/Nurgle}} units or debuff to your opponent's non- {{AOSKeyword|Nurgle}} units. At the start of each subsequent battle round the Cycle will progress by one step. For example: if your initial roll is a 3, then you will benefit from ''The Burgeoning'' during the first battle round, ''Plague of Misery'' during the second battle round, and so on. You can either let the Cycle progress or try to change it with spells or abilities. Either way, try to plan ahead because you know which benefits you will get in the following battle rounds. #'''Unnatural Vitality''': All {{AOSKeyword|Maggotkin of Nurgle}} Heroes have a 4++ ward. Basically makes your Great Unclean Ones/Glottkin indestructible for a turn. #'''Fecund Vigour''': All units are treated as being within 14" of Locus of Fecundity. Best to consider this your time to get your boys recovered before throwing them back in. #'''The Burgeoning''': At the start of your hero phase roll a number of dice equal to the current battle round. For each 4+ you gain an additional Contagion Point. Basically to help ramp up late-game summoning. #'''Plague of Misery''': Heroes that lack the {{AOSKeyword|Nurgle}} keyword cannot perform Heroic actions or issue the Rally or Inspiring Presence command. #'''Nauseous Revulsion''': Subtract 1 from charge rolls for enemy units that lack the {{AOSKeyword|Nurgle}} keyword. Also non-Nurgle enemy units cannot finish a pile-in move closer to a friendly Nurgle unit than they were at the beginning of the phase. #'''Rampant Disease''': Add 1 to any disease rolls that you make. #'''Corrupted Regrowth''': At the start of your hero phase, you receive 1 extra Contagion Point for each Feculant Gnarlmaw in your army that is on the battlefield. Another one you want when trying to ramp up the summoning by a bit. '''The Garden of Nurgle:''' Mimicking the Sylvaneth, the forces of Nurgle can now plant their own terrain pieces. After setting up terrain but before choosing a territory, each Nurgle army can place one Feculant Gnarlmaw anywhere more than 1" from any other terrain feature. '''Summon Daemons of Nurgle:''' Gone are the days of any {{AOSKeyword|CHAOS WIZARD}} summoning hordes of {{AOSKeyword|NURGLE DAEMONS}} to join their ranks and instead there is a new system: collecting and spending contagion points as a Nurgle army. In each of your hero phases a {{AOSKeyword|NURGLE}} army collects contagion points in the following ways: * Any friendly {{AOSKeyword|NURGLE}} models in your own territory nets you 3 points a turn. * Any friendly {{AOSKeyword|NURGLE}} models in your opponent's territory nets you an additional 3 points a turn. * Being free of enemy models in a territory nets you an addition 1 point for that territory. * Each Feculent Gnarlmaw nets you an additional 1 point if there are no enemy models within 3" of it. Right off the bat, you will most likely be earning 3 or 4 + 1 contagion points for having no enemies in your territory - you are buying that Gnarlmaw, aren't you? (Although if the enemy takes the first turn there's a fair chance they will be in your territory, depending on mission map). Coming as no surprise, different abilities will allow you to earn more contagion points during a turn. Some heroes (such as the Lord of Plagues or Epidemius) have been reworked to play into this. To summon the daemons, all you have to do is look it up in the list and deduct its cost from your total points; unlike Khorne's Blood Tithe, you will be able to keep what you don't spend. There's no cast roll required, just place the summoned unit within 12" of a Gnarlmaw or '''NURGLE HERO''' and more than 9" from any enemies. While you still get to select a decent lot of daemons for way cheaper, you no longer have the ability to adjust the unit sizes. Also troubling is the fact that you'll really need to work to get the GUO out on the field. Contagion points can be used to summon Daemons of Nurgle from the List Below: #'''1 Great Unclean One ''': 30 Contagion points #'''3 Plague Drones ''': 18 Contagion points #'''10 Plaguebearers ''': 14 Contagion points #'''1 Poxbringer, Herald of Nurgle ''': 12 Contagion points #'''1 Beast of Nurgle''': 10 Contagion points #'''1 Feculent Gnarlmaw ''': 9 Contagion points #'''3 Nurgling bases ''': 8 Contagion points #'''1 Sloppity Bilepiper, Herald of Nurgle ''': 7 Contagion points #'''1 Spoilpox Scrivener, Herald of Nurgle ''': 7 Contagion points ===Plague Legions=== Following the lead of all the other more recent battletomes Maggotkin get an expanded group of subfactions to choose from but with no requirements to choose beforehand and much less benefits for far greater simplification. But the benefits you get are pretty good. You get three daemon focused groups, and three mortal-centric ones. '''{{color|#009933|Munificient Wanderers}}''': ''One of the largest legions and the resident poster boys for the faction. Makes heavy use of Plaugebearers.'' ;Trait - '''Infested with Wonders''': If enemy unit is within 3" of a '''Munificient Wanderers Plaguebearer''' host that has 10 or more models at the end of the movement/combat phase than they recieve 2 disease points instead of 1 for being in range. '''{{color|#009933|Befouling Host}}''': ''The most stubborn and relentless of Nurgles legion. Being hard to put down even by Nurgle standards.'' ;Trait - '''Festerbark Pox''': A Befouling Host that has a Daemon general can set up 2 Feculent Gnarlmaws at the begining of the game instead of just one. Good if your looking to go quicker summoning with your army. Beasts of Nurgle are unlocked as Battleline. '''{{color|#009933|Droning Guard}}''': ''Specializes in airborne assualt and vanguard strikes.'' ;Trait - '''Cloying Stench''': Subtract 1 from hit rolls that target a '''Plague Drones''' unit in the first battleround and in the round that they are set up from reserves. Plague Drones are unlocked as Battleline. '''{{color|#009933|Blessed Sons}}''': ''Seen as the greatest of Nurgles Mortal Plauge Legions. They have conquered farther and spread Nurgles gifts farther than any other rotbringer legion.'' ;Trait - '''Nurgle’s Embrace''': If a friendly '''Blessed Sons Mortal''' units is slain within 1" of an enemy model before removing it pick 1 enemy unit and roll dice equal to that model’s wound characteristic. That unit receives 1 disease point for each 6 that is rolled. Basically encouraging you to bring max squads of Blightkings to rack up the DP. Unlocks Rotmire Creed as Battleline. '''{{color|#009933|Drowned Men}}''': ''A sea and sky pirate fleet that raids the lands and are masters of ambushes.'' ;Trait - '''Lords of Sea and Sky''': After deployment you get a free move with all '''Drowned Men Lord of Afflictions''' and '''Pusgoyle Blightlords''' units up to 8". Pusgoyle Blightlords are unlocked as Battleline without needing a Lord of Afflictions. '''{{color|#009933|Filthbringers}}''': ''The magic specialists and seekers of dark lore.'' ;Special Unit - '''Rot Covens''': You can include a Rot Coven in your army. Essentially you can take a unit of three Rotbringer Sorcerers as a single set (they must be purchased together for 360 pts). But afterward they all count as separate units. Essentially if a Wizard in the unit casts a spell they get +1 to the roll. They get +2 if within 3" of one other Wizard from the Rot Coven and +3 if with 3" of two other Wizards from the coven. Basically giving you supercharged magic casting if you group them up. ===<span style="color:#387439;">Command Traits</span>=== Maggotkin Generals can choose their Command Trait from three different tables depending on their Keywords ('''ROTBRINGER''', '''DAEMON''' or '''MORTAL'''). The first three traits in every table are the same. <tabs> <tab name="Lords of the Rotbringers"> '''Mortal Maggotkin of Nurgle''' heroes can select the following: #'''Grandfather’s Blessing''': Once per battle, at the start of your Hero phase, you can move the Cycle of Corruption one stage forward if your general has not been slain. #'''Infernal Conduit''': At the start of your Hero phase where your general isn't slain, roll a die. On a 2-5, you get 1 contagion point, but on a 6 you get d3 points. This is the trait of choice if you want to enjoy the power of the doomsday bell but can't afford a GUO's pricetag or need him to do something else. #'''Living Plague''': For each hero phase, roll a d6 for each enemy model within 7" of your general. On a 2+, that unit gets a disease point and you get a contagion point. If you're looking to get stuck in, then this is an easy way to stack up tons of points to summon all kinds of daemons or make summoning a GUO much easier. #'''Avalanche of Rotten Flesh''': After your general charges, pick an enemy within 1" of them and roll a number of d6 equal to your charge distance. Each 6 deals a mortal wound and disease point. #'''Bloated with Corruption''': Whenever you roll a 6 on your general's ward save, you can gift one enemy unit within 3" with a disease point. #'''Overpowering Stench''': Enemies within 7" of your general cannot issue commands and units wholly within cannot receive commands. </tab> <tab name="Avatars of Corruption"> '''Daemon Maggotkin of Nurgle''' heroes can select the following: #'''Gift of Febrile Frenzy''': Once per game during the combat phase, you can trigger a fever that gives +1 attacks in melee for ALL Nurgle units within 7" of the general. This can be helpful in making a push since your entire game involves drowning the enemy in dice and this will work with both mortal and daemon units. #'''Nurgling Infestation''': -1 to any attacks targeting the general. In addition, all nurgling units within 7" of the general gain +1 to hit. #'''Pestilent Breath''': At the start of your shooting phase, pick an enemy unit within 7" of your general. Roll a d6 for each model within 7" of your general. The unit suffers a mortal wound for each roll of 5+. You know who can get this? A Harbinger of Decay, with his massive footprint and fast (for Nurgle) movement speed. You know who else can get this? <strike>A Verminlord Corruptor, who has an even larger footprint and moves even faster!</strike> Unfortunately while a Verminlord can be a coalition unit, it doesn't gain the MAGGOTKIN OF NURGLE keyword. </tab> </tabs> ===<span style="color:#387439;">Artefacts</span>=== <tabs> <tab name="Artefacts of Contagion"> Any '''MORTAL MAGGOTKIN OF NURGLE HERO''' can be given one of these artifacts. #'''The Eye of Nurgle''': Once per battle you can roll 2d6 at the start of the hero phase if there are any models within 12 inches of the bearer with Disease Points. If the result is a 7, the nearest enemy model is slain. 1-in-6 chance of killing anything. Interesting as a hail mary, but even better as a psychological tool. "Are you ''sure'' you want to keep your centerpiece this close to me?" #'''The Foetid Shroud''': Pick one non-monster enemy hero engaged within 3" of the bearer during the fight phase. The enemy suffers -1 to hit, but the bearer gets +1 to hit in return. A pretty simple but effective way to nail smaller heroes. #'''The Shield of Growths''': You can re-roll save rolls if the roll is equal to or less than the number of wounds currently allocated to the model. Risky but potentially pretty useful, especially since all of your Heroes have some form of regeneration. #'''Flesh Pealer''': Roll a dice each hero phase for each unit within 6 inches of the bearer. On a 5+ the unit gains a Disease Point. Okay if you're planning on cashing on those points, but you'll need your troops to actually do the heavy work on infecting your foes. #'''The Splithorn Helm''': Improves the bearer's Disgustingly Resilient save to 4++, which makes it worthwhile for any hero expecting to take heavy fire. #'''The Fecund Flask''': You can use this once per battle at the start of your hero phase. If done, roll a dice, on a 2+ all suffered wounds are healed. On a 1 the bearer is slain. When slain, you replace the model with a Beast of Nurgle within 1 inch of the models current position. Using this when your Hero only has one Wound left can only lead to positive outcomes. Then again, how many times will a Hero survive to the start of a friendly Hero Phase with exactly one wound? #'''Muttergrub''': The bearer knows Gift of Disease as a spell, though any wizards can still learn another spell and gains +1 to casting any spells. Great if you need more casts asap but can't afford another Sorcerer. #'''Rustfang''': At the start of each combat phase, pick one unit within 3 inches of the bearer. Subtract 1 from the armor save for the rest of the battle. You can only do this once on a unit. Phenomenal, as it negates one of your Blightkings' biggest weaknesses. </tab> <tab name="Daemonic Boons"> Any '''DAEMON MAGGOTKIN OF NURGLE HERO''' (including the Lord of Afflictions and Harbinger of Decay) can be given one of the following. #'''The Bountiful Swarm:''' You can activate this once per game during the hero phase. Pick one enemy model within 3" of the hero and roll a d6. If the roll is higher than the model's wounds stat, the model dies - and if the enemy had 4 or more wounds, you get to replace them with a Beast of Nurgle. This allows you to snipe models out of units, like, say, that icon bearer from a Pink Horror unit. Go for reliable kills instead of betting on the Beast of Nurgle. #'''The Endless Gift''': The bearer counts as always being affected by the Locus of Fecundity, making it only useful for Daemon Princes and Heralds, your only heroes who can't get the Locus. #'''Noxious Nexus''': The bearer counts as two models for the sake of the Diseased rule, letting them infect enemies twice as fast. Great Unclean Ones can especially make use of this considering their massive footprint. #'''Nurgle's Nail''': Pick one of the bearers melee weapons to be the nail. That weapon triggers Diseased Weapons on a 5+ to hit now. #'''Tome of the Thousand Poxes''': The bearer knows the Gift of Disease Spell, just like the Muttergrub. Add 1 to casting rolls for Lore of Virulence spells if the target is a wizard, or the bearer can cast this spell each hero phase (but no unbinding) if they are not. #'''The Witherstave''': Enemy units within 7" of the bearer add +1 to their disease rolls, giving you a better odd of making those disease points pay off. You'll still need someone to cast spells to infest them or get your smelly boys up close first though. </tab> </tabs> ===<span style="color:#387439;">The Lores of Nurgle</span>=== <tabs> <tab name="Lore of Malignance"> '''Mortal Wizards''' get to pick from these: #'''Magnificent Buboes:''' Casts on a 7+, pick an enemy Hero within 21". He takes D3 Mortal Wounds and gets -1 to Hit, Cast, Chant, Dispel and Unbind rolls. Neuters fighters and heaps damage onto supporters and all of that from phenomenal range. #'''Plague Squall:''' Casts on a 6+. If successful, roll 7D6. For each 6, pick a visible enemy unit and give them a disease point. You can only pick each enemy unit once. You know what this one doesn't have? A range limit. Though before this was contentious rules-wise due to it dealing outright damage, disease points can be a bit more sinister when used as an opening volley. Since disease points stack up in close proximity to your guys, this can help you start stacking early or build up on your corruption as you try to stack those mortal wounds as quickly as possible. #'''Cloying Quagmire:''' Casts on a 5+, pick an enemy unit within 14" and roll a D6. If this rolls equal to or over their Save characteristic, they suffer halved movement and must subtract 2 from their charge and run rolls. While no longer able to harm enemies, you can easily lock things down so you can charge them while they're trapped in a mountain of literal shit. #'''Blades of Putrefaction:''' Casts on a 7+, affects a friendly unit within 14". This makes their Disease Weapons rule trigger on a 5+ now instead of a nat 6, giving you a slightly easier venue for disease points. #'''Gift of Disease:''' Casts on a 6+, enemy unit within 21" and anyone within 7" of that target takes a disease point. As with Plague Squall, this can be used as an opening salvo before closing in on the enemy. However, this is better suited for infecting crowds of enemies like gloomspite gitz or skaven. #'''Rancid Visitations:''' Casts on a 6+, affects 1 enemy unit within 7" of the caster. For each model of that unit within 7" of the caster, the unit suffers a Mortal Wound on a 2+. Yikes. Do keep in mind though, that this requires your caster to stay alive until he can cast it and that Great Unclean Ones can't pick this. This will limit who can take it, but one standout choice is the Wurmspat. Her bodyguards make her much tankier, and she is easier to fit into massive melees because of her infantry sized base. The new generic sorcerer available to Maggotkin is likely your ideal option if you don't have that one Underworlds band available. </tab> <tab name="Lore of Virulence"> '''Daemon Wizards''' get to pick from these: #'''Favoured Poxes:''' Oh lord. Casts on a 7+, pick an enemy unit within 14". It takes -1 to their Hit, Wound and Save rolls until the caster moves, casts another spell, or dies. So, that Herald you cast this with will be useless afterward, but such an utterly crippling debuff means your Herald doesn't HAVE to do anything. Just point literally any unit at the target, and the target is as good as gone. Biggest weakness is its range, but whatever. #'''Fleshy Abundance:''' Casts on 7+, temporarily restoring a wound on a friendly daemon unit within 21". This is most useful to Great Unclean Ones, as they're the only units that are affected the most by a lost wound and might need that extra wound to count as a bracket higher. Beasts of Nurgle can also benefit from this, as they're made to be walking roadblocks and might allow them to last a bit longer, but the moment the next hero phase begins, they'll immediately keel over if their injuries are just 1 over. #'''Stream of Corruption:''' Casts on 6+. This spell's special in that it has two ranges, and in both cases you need to roll a number of d6 equal to the number of models in the unit. If you cast this over 7", the models suffer a MW on a 5+, but casting this over 14" means that the models will only suffer on a nat 6. </tab> <tab name="Endless Spells"> Slaves to Darkness only *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Eightfold_Doom-Sigil_eng.pdf Eightfold Doom-Sigil]:''' (40pts) CV 5. This spell will only have use when things die around it, so you'd best make sure you make at least one model go down so you can power them up. Now a bonus attack won't sound too scary for your Chaos Lord, but throw it on a band of marauders and they won't be laughing anymore. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Darkfire_Daemonrift_eng.pdf Darkfire Daemonrift]:''' (50pts) CV 6. This is a purely predatory spell, dealing d3 MWs to anything it goes through. It's damage potential also powered up by other Wizards and Endless spells, which is pretty trollish for, say, Tzeentch or the Sacrosanct Chamber and all their wizards. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Reamscourge_Rapture_eng.pdf Realmscourge Rapture]:''' (60pts) CV 7. This Predatory spell is like the Pendulum in that it can only move in straight lines (but in this case can also only go forward, making it even more reliable). Anything that this goes through (or near) suffers not only d3 MWs, but their movement will also be halved, which can positively cripple a unit just in time for your Vikings to flatten them. Beasts Of Chaos only *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Doomblast_Dirgehorn.pdf Doomblast Dirgehorn]:''' Subtract 1 from hit rolls for attacks made by units within 3" of this model. '''BEASTS OF CHAOS''' models are not affected. Grows by 3" at the start of each battle round. This one is pretty damn cool but comes with the problem of having a casting value of 6 and thus being fairly easy to dispell. ** On the other hand, it presents the opponent with the interesting dilemma of either wasting his casting attempts to dispel it or letting it get bigger and bigger. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Wildfire_Taurus.pdf Balefire Taurus]:''' A big horde cleaning Endless Spell. It moves 12" a turn and has the Fly keyword. Anything it moves over or ends within 1" of it takes D3 Mortal Wounds, and if the unit has more than ten models, it takes D6 Mortal Wounds instead. Furthermore, Units it damages must fight last at the end of any Combat Phase. While brutal in most situations, it really shines when cleaning up blobs of infantry. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ravening_Direflock.pdf Ravening Direflock]:'''Spawns three tokens of evil Chaos murderbirds. Anything that is not a '''BEASTS OF CHAOS''' unit within 6" of one of these tokens has their Bravery reduced by -2. However, if any unit finishes a move within 1" of the tokens, they have to set the Tokens up again somewhere within 3D6" of the place they were previously. ** These are phenomenal, especially since it only requires a '''BEASTS OF CHAOS''' Wizard to cast it, but not Beasts of Chaos Allegiance. Find some nice Bravery gimmick and add these birds to increase its effectiveness exponentially. ** Nurgle comes to mind. Have a Nurgle General with Hideous Visage and Carrion Dirge, then a friendly bray wizard to zap in the crows. Under all 3 effects, enemy units will have -6 bravery! But keep in mind your General will certainly also be in range of the crows. However, if you ally in some Slaves to Darkness, it really becomes insane. The Mindstealer Sphiranx has another -2 Bravery Aura, Chaos Knights net you another -1, which results in -9 Bravery! So even Demons can disintegrate after 1 casualty. </tab> </tabs>
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