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Daemon Hunter (2011), p92-93 — Nurgle

"Specimen 38: Lung expulsion of viscous mass. Risk of Contamination: Majoris. Schedule for Termination.
Specimen 39: In excellent health. Risk of Contamination: Negligible. Schedule for Termination.
Specimen 40: Deceased. Risk of Contamination: Majoris. Schedule for Immolation."
— The log of Sister Ignitia, location classified

The Great Lord of Entropy, Nurgle is a lord of death in his own fashion. Disease, putrification, decay, and physical corruption are his domain. His body is bloated and sickly, with leaking pus and, rivulets of necrotic green fluid. His leathery skin is cracked with sores, and his intestines are exposed and constantly spilling forth Nurglings.

Infestation cults and the sickly often call upon Nurgle for aid in spreading their plagues. The lives of the Imperium's citizens are threatened by contagion spread throughout a hive or planet, a foe most weapons of war are unprepared to battle. The Gifts of Nurgle can make a servant feel welcome and protected. Warm and caring, he protects his children from death by disease, but not its symptoms, in which they learn to revel.

His Daemons, the Plaguebearers, bring new and horrific contagions to cultists to spread among humanity so they can perfect each disease and claim souls for their lord. Plague Zombie outbreaks or Warp incursions often occur if an Infestation cult is allowed to prosper.

The Rogue Trader vessel Glorious Repose was lost in the Warp after it left Landunder en route to Ganf Magna in 810.M38. It arrived three years ago, emerging from Warp on a dangerous collision course with the planet. With the Imperial Navy weeks away, Planetary Defence Force Captain Tilanders boarded the vessel with fifty of his veteran Guardsman. The ship's course was diverted, but upon their return to Ganf Magna, Tilanders demanded that he and his men be placed in isolation, where they remain to this day. Many have died of a horrible contagion seemingly contracted without any human contact. Each victim suffers from different symptoms, and the entire company currently awaits Inquisitorial investigation and execution.

Gifts of Nurgle

Daemons of Nurgle gain the following when created:

Characteristics: Increase the Daemon's Toughness by +20 and Wounds by +10. Raise the Toughness of a Greater Daemon to a minimum of 75.

Talents: All Daemons of Nurgle gain the Iron Jaw Talent.

Traits: Heralds and Greater Daemons of Nurgle gain Unnatural Toughness (×2).

Weapons: Lesser Daemons and Heralds of Nurgle often wield swords, while Greater Daemons of Nurgle sometimes fight with large maces.

Manifestations: Daemons of Nurgle are putrescent, rotting horrors with plagued, greenish flesh. Lesser Daemons and Heralds of Nurgle are often cyclopean, one-horned, and surrounded by flies. Greater Daemons of Nurgle are grotesquely corpulent, and occasionally sport strange antlers growing out of their heads. Nurgle favours rot, pus, and pestilence in his minions, and their skin is usually covered in warts, buboes, and boils. It is not uncommon for a Daemon of Nurgle to have its intestines hanging out of its belly and dragging on the ground.

Table 4-11: Lesser Gifts of Nurgle
RollTrait
1-25Plaguesword: This servant of the Plaguefather wields a blade that weeps virulent ichor and drips with disease. The Daemon carries a Plaguesword (see page 102).
26-35Pus-Filled Buboes: The Daemon's skin is covered with quivering, bacteria-laden pockets of flesh just aching to burst. Whenever the Daemon is damaged by a melee attack, the attacking character must make a Hard (-20) Agility Test or Hard (-20) Toughness Test (player's choice) to get out of the way of the spray of pus that comes flying from the wound. If the Agility Test is failed, the character takes 1d10 damage that bypasses any armour that is not environmentally sealed.
36-45Distended Entrails: The Daemon's own guts hang from his midsection, swinging about when he laughs or moves. The Daemon adds 1 to its Fear Rating (to a maximum of 4). In addition, it reduces the effective total of any Critical Damage it suffers to its body by its Toughness Bonus (to a minimum of 0).
46-60Vomitous Corruption: The Daemon vomits forth a potent, virulent sickness. The Daemon makes a Ballistic Skill Test as a Half Action, which the target can attempt to dodge but cannot parry. If successful the Daemon does 1d10+TB energy damage to the target. This damage bypasses any armour not environmentally sealed, and in lieu of critical damage does 3d10 Toughness damage.
61-80Plague Carrier: This Daemon is a walking epidemic. Any attacks made with the Daemon's natural weapons (or with the Daemon's Plaguesword, if it has one) have a chance to transmit a plague or infection. If a character is damaged with one of these attacks have him make a Difficult (-10) Toughness Test. If the character fails this Test he contracts a terrible Disease (see page 99) which immediately progresses to Stage One.
81-00Fly Swarm: A swarm of flies surrounds the Daemon, buzzing and biting at any foe that gets too close. All characters in melee or point blank range with the Daemon take a -10 to all actions.

Table 4-12: Herald Gifts of Nurgle
RollTrait
1-22Harbinger of the Fly Lord: All Daemons of Nurgle who can see the Herald gain the True Grit Talent and the Regeneration (3) trait, if they do not already have them. This daemon is often accompanied by 2d10 Lesser Daemons of Nurgle.
23-44Beast Keeper: The Daemon is accompanied by 1d5 Beasts of Nurgle and can command them with a Free Action. The Beasts love the Herald and will refuse to move out of sight of the Herald.
45-66Palanquin-Carried: The daemon spreads plague and pestilence atop a palanquin made of rotting boards carried by dozens of Nurglings (see page 98). Nurglings spill forth from the Palanquin and the Herald of Nurgle may, as a Free Action, order the Nurglings to attack. The Nurglings will hurl their own offal at everything nearby. This is treated as an Area Effect attack with a range of 10 metres. Those caught in the area may choose to use their Toughness to avoid damage instead of Agility. This attack deals 1d10 Toxic damage that bypasses armour that is not environmentally sealed.
67-00Greater Gift: Roll for, or choose, a trait from Table 4-13: Greater Gifts of Nurgle.

Table 4-13: Greater Gifts of Nurgle
RollTrait
1-12Cloud of Flies: The Daemon is rurrounded by a huge cloud of buzzing insects. Characters must re-roll successful melee attacks made against this Daemon.
13-25Grandfather's Laughter: The Daemon bellows with a rumbling, hideous, gurgling laughter that frays the very edges of the mortal mind. Any mortal who can hear it must make a Difficult (-10) Willpower Test on the Daemon's turn each round or gain 1d5 Insanity Points.
26-38Nurgle's Rot: The claws and teeth of this Daemon contain Nurgle's most devastating pestilences. Any character damaged by the Daemon's natural weaponry must succeed at a Hard (-20) Toughness Test or contract a random disease (see page 99) with a +1 Virulence Rating.
39-51Nurgling Host: The Daemon has a mass of cruel and disgusting minor daemons living inside of it. On the first round of combat, at the beginning of the daemon's turn, 1d5 Nurglings pour out of the daemon's swollen and distended belly (see Nurglings, page 98). Each round of combat thereafter roll 1d10: 1-6 nothing happens, 7-8 another Nurgling pops out, 9-10 1d5 more Nurglings burst out of the daemon.
52-64Plaguefather's Persistence: No matter how many times the Daemon's guts spill out there always seems to be more. The Daemon gains Regeneration 10.
65-77Tainted Trail: Any place the Greater Daemon passes over becomes a blasted wasteland of disgusting foulness. Any character standing on, or moving over, ground so polluted must make a Challenging (+0) Toughness Test or take 1d10 damage (this damage bypasses armour that is not environmentally sealed).
78-90Nurgle's Resilience: Increase the Daemon's Unnatural Toughness trait by one.
91-00Sorcerer: This Greater Daemon knows mystical secrets of the Old Father. It gains a Psy Rating of 6 and may choose a Psychic Discipline to have mastered and knows all Psychic Powers of that Discipline.