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===<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
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