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An article about cheerleaders in Blood Bowl from Ricardo Nagliati includes the following:
Nurgle teams do not have real Cheerleaders (for which we can thank the Gods!) but use Nurglings, tiny, bloated daemons that emanate a disgusting foul odour and several unpleasant diseases to boot! They gather in gibbering clumps in their team's end zone producing hideous odours in an attempt to keep opposition players from scoring. The coach may use them whenever an opposition player is about to score a Touchdown and may use this ability up to three times during the match before the Nurglings get bored and wander off to pollute a river or something!
To represent the Nurglings' effects roll 1D6 for each Nurgling in the team. If you roll at least one '6' the opposing player will stop one square away from the end zone, coughing and spluttering and he will refuse to continue moving until the next turn when he is more composed (he may Hand-off or Pass the ball to a team mate though).
And Kevin J. Coleman contributed an update on the Palanquin for Warhammer Fantasy Battle:
A foul Chaos Champion slithers to battle...
A Palanquin of Nurgle is a daemonic mount that takes the form of a small throne upon which sits a diseased minion of Nurgle. The Palanquin is propelled about by a swarm of Nurglings that abide only to the will of the Nurgle devoted rider. As the throne slithers across the battlefield, pools of nauseating pus and secretion are left behind like large canker sores covering the ground so foul in nature that there are no words that can truly convey them to human comprehension.
Only the most devoted and foul servants of Nurgle are gifted with this truly most vulgar of mounts. The Palanquin is not only a sign of Nurgle's favouritism for a particular follower, but is also a potent weapon of battle. The rider gains blessings from Nurgle, protecting him from hostile magic and enemy war machines; while swarms of buzzing flies seriously impede opponents in combat, buzzing into their eyes, ears, nostrils and mouths.
You may buy a Palanquin of Nurgle for any Chaos Champion or Sorcerer of Nurgle. The points for the Palanquin itself come out of the Warlord's retinue and are not added to the Warlord's points value (in the same way as for a Chaos chariot).
The Palanquin of Nurgle has a single profile that takes into account both the daemon mount itself and that of the Nurgling bearers. Movement, Attacks, damage, etc. are all explained below.
Movement: The Palanquin has a movement rate of 6 (see profile) which represents a horde of malevolent Nurglings propelling the palanquin around the battlefield. The Palanquin may never make a march move and may not move through difficult terrain.
Shooting at the Palanquin: When an enemy unit shoots at the Palanquin they must randomise hits between the rider and the Palanquin in a similar way to a chariot. Roll 1D6 to determine where the shot hits:
Resolve the damage as normal. If the weapon uses a template treat the rider and Palanquin as individual targets in exactly the same way as with a chariot.
The Palanquin in Close Combat: When in close combat both the rider and the Palanquin may attack enemies to the flanks and rear. The Palanquin's attacks are made by the Nurgling bearers themselves. The Chaos player rolls 1D6 every turn that the Palanquin is in combat to see how many attacks are made that turn. Resolve the damage as normal using the Palanquin's Weapon Skill and Strength. Opponents may choose whether to attack the Palanquin or the Rider.
Slime Trail: Each time the Palanquin moves roll 1D6; on the result of 5+ it leaves behind a rancid pool of indescribable pus and fluid which carries the seeds of the disease known as Nurgle's Rot. Place the smaller 2" template on the Palanquin's last position where it will remain for the duration of the game. Any model (except those of Nurgle, of course) which touches the template for any reason will suffer an automatic Wound with no saves for armour, even Magic Armour or Wards.
Cloud of Flies: The Palanquin is constantly surrounded by a thick cloud of flies which swarm over the enemy distracting them and making them fumble their blows. All enemies in base-to-base contact with the Palanquin suffer a -1 on their 'To-Hit' rolls.
A Champion with the Chaos Reward of Nurgle's Cloud of Flies will not gain any extra modifiers.
Damage: When the Palanquin suffers damage it may take a basic armour saving throw of 4+ representing its Daemonic Aura.
If the Palanquin sustains three or more wounds then it is completely destroyed along with its Nurgling bearers, however the Champion may continue to fight on foot as normal. If the Nurgle Champion is slain, then the Nurglings will abandon the field and leave the Palanquin.
Nurgle's Blessing: A Champion or Sorcerer of Nurgle riding on a Palanquin is a very booned follower indeed, as he is blessed by Nurgle's foul favour. To represent this any hostile spell cast against the palanquin or its rider will be dispelled on a roll of 3+. This counts as a natural dispel and cannot be modified.
In addition, after both sides have deployed the Chaos player may choose one enemy War Machine on the field which will be execrated by Nurgle. You must announce which War Machine is to be affected in this manner. Every time that the War Machine fires at the Palanquin roll 1D6.
|1-4||The War Machine suffers a Misfire (immediately roll on the Misfire chart).|
|5-6||The War Machine may fire as normal.|
You only need to make this roll if the War Machine fires upon the Palanquin; it may fire upon any other units without penalty.
Fear: A Palanquin of Nurgle is a Daemonic creation and causes Fear.
The Palanquin of Nurgle is NOT affected by Daemon animosity and although many of the rules are similar to a Chariot's it does not cause automatic impact hits when it charges - it's not that big and certainly doesn't go nearly fast enough!
|Warhammer Fantasy||Third Citadel Compendium; WFRP (1st ed); RoC: Slaves to Darkness; RoC: The Lost and the Damned; Beasts of Chaos|
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|Warhammer 40,000||Warhammer 40,000 (1993); Codex: Chaos (1996); Codex: Chaos Space Marines (1999); Chapter Approved 2001; Codex: Chaos Space Marines (2002); Codex: Eye of Terror; Chapter Approved 2004; Imperial Armour 5; Codex: Chaos Space Marines (2007); Imperial Armour: Apocalypse (2007); Codex: Chaos Daemons (2008); Imperial Armour 6; Imperial Armour 7; Imperial Armour: Aeronautica; Codex: Chaos Space Marines (2012); Codex: Chaos Daemons (2013); Stronghold Assault; Codex: Imperial Knights (2014); Imperial Armour 13; Codex: Imperial Knights (2015); Codex: Chaos Daemons (2016); Codex: Traitor Legions; Dark Imperium; Index: Chaos; First Strike; Codex: Chaos Space Marines (2017); Plague Brethren|
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|White Dwarf||Oct 1988 (#106); Dec 1988 (#108); Jan 1989 (#109); May 1989 (#113); Jun 1989 (#114); Nov 1989 (#119); Jan 1990 (#121); Feb 1990 (#122); Apr 1990 (#124); May 1990 (#125); Dec 1990 (#132); Jan 2002 (#265)|
|Citadel Journal||Jul 1994 (#4); Mar 1995 (#8); May 1995 (#9); Dec 1995 (#12); Sep 1996 (#17); Nov 1996 (#18); Aug 1997 (#21); Apr 1998 (#25); Jun 1998 (#26); Aug 1998 (#27); Oct 1998 (#28); May 1999 (#32); Jan 2002 (#48)|
|Fantasy Flight Games|
|Dark Heresy||Shattered Hope; Dark Heresy (1st ed); Disciples of the Dark Gods; Creatures Anathema; Daemon Hunter; Dark Heresy (2nd ed); Game Master's Kit (2nd ed); Forgotten Gods; Enemies Within; Enemies Beyond|
|Rogue Trader||Rogue Trader; Citadel of Skulls; Battlefleet Koronus; Koronus Bestiary; Navis Primer; Stars of Inequity|
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|Black Crusade||Black Crusade; Game Master's Kit; Hand of Corruption; Tome of Fate; Tome of Blood; Tome of Excess; Tome of Decay|
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