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On the inside front cover is the first advertisement in White Dwarf for Realm of Chaos: The Lost and the Damned (in full colour and taking up a full page).
Pages 12 to 21 comprise the second article of two for Epic Realm of Chaos (Daemons and their Conjuration), the sequel to an article in White Dwarf 131 (Nov 1990) (How to Design a Chaos Horde in Epic Scale). That first article gives the rules for fighting with warbands and cults, and includes the complete army list (in which the number of each unit that can be fielded varies by Chaos Power). This issue's article continues by adding in the rules for summoning Daemons, as well as the stats for Daemon Princes and the Greater and Lesser Daemons of each of the Great Powers. The first article promised that the second would further include rules for Artifact Weapons, but it appears that there wasn't enough space for them in the end. The two articles tie in with the plastic boxed set of Epic Chaos miniatures and a range of metal miniatures that followed soon after publication.
Whereas most Greater Daemons are actually servants and slaves of their Power, those of Nurgle are more akin to facsimiles of Nurgle himself both in terms of appearance and personality. Indeed the followers of Nurgle frequently refer to Great Unclean Ones as Father Nurgle - which gives an indication of the relation between Daemon and underling. Nurgle's followers are treated with a gregarious and even sentimental nature by Great Unclean Ones, who seem to take a noticeable pride in their behaviour and achievements. All Graeter Daemons of Nurgle seem to have boundless energy and drive, constantly working to extend the process of rot and decay, thoughtless for their own comfort while places still remain uncorrupted.
Move | Save | CAF | Cost |
---|---|---|---|
12/18 | 3+ | +9/+13 | 700 |
Notes: hates followers and creatures of Tzeentch.
Great Unclean Ones cause panic in opponents within 12cm.
Great Unclean Ones are great masters of magic - each turn a Great Unclean One can use a single ability from the following list. These are cast in the appropriate fire phase for its orders unless specified otherwise.
Plaguebearers are created from the dying soul stuff of victims of Nurgle's greatest contagion, Nurgle's Rot. Nurgle's Rot is unusual in that it affects not only the body but the soul of the victim too. Those falling prey to its influence become Nurgle's servants. Plaguebearers are doomed to the impossible task of keping account of the innumerable plagues, contagions and infections throughout the universe, counting and recounting in a fruitless attempt to impose order on a meaningless and chaotic existence.
Move | Save | CAF | Cost |
---|---|---|---|
8/16 | 4+ | +4 | 500 |
Notes: hates followers and creatures of Tzeentch.
Plaguebearers cause panic in opponents when they charge into close combat.
Plaguebearers are surounded by clouds of flies wich swarm over their opponents in close combat, inflicting a -1 CAF modifier.
The unholy Plague Swords borne by Plaguebearers inflict an additional -1 on all Daemonic saving throws made against Plaguebearers in close combat.
Plaguebearers will use magic on occasion during battles. Each turn a detachment of Plaguebearers can use a single ability from the following list. These are cast in the appropriate fire phase for their orders unless specified otherwise.
Beasts of Nurgle have a fearsome appearance: a slug-like body topped by a fringe of fat writhing tentacles which constantly ooze slimy secretions. This is belied by their apparently friendly and energetic character as they bound from oen group of newcomers to the next, excitedly licking at their new friends and leaving little puddles of caustic slime behind them. The touch of the Beast of Nurgle is deadly to mortals, though they do not appreciate this and only register vague disappointment as each new playmate quickly becomes still and boring.
Move | Save | CAF | Cost |
---|---|---|---|
6/12 | 3+ | +1D6 | 400 |
Notes: none.
Beasts are immune to panic except when attacked by fire (not plasma, no lasers, not meltas - just fire) which causes an automatic panic test.
Nurglings are Nurgle's favoured little helpers. Each one is a tiny facsimile of Nurgle or a Great Unclean One. Nurglings are excitable and energetic, like malicious school children, though their vicious sense of humour and sharp fangs make them quite nasty for all their small size.
The Nurglings encountered on the battlefield are mostly in great swarms which have bred together on the Nurgle Renegades' space hulk. They form carpet-like masses to overwhelm the foe with numbers while more adventurous individuals sneak off to inflict boils and diseases on their own. Quite often Nurglings will remain behind on a planet which has been raided to cause trouble for years to come.
Move | Save | CAF | Cost |
---|---|---|---|
8/16 | 5+ | +2 | 100 |
Notes: Regenerates (this doesn't represent the actual Nurglings regenerating, rather it shows the tendency for the nurglings to get scattered by a hit and them gradually scramble back together). Nurglings have no Daemonic Abilities.
The Illuminations article in this issue (pages 58-60) looks at the work of Stephen Tappin, which includes various iconic pieces of Nurgle-related art (as seen in Realm of Chaos: The Lost and the Damned).