Herald of Nurgle (Death)
To those able to withstand Nurgle's Rot the longest, the Plague Lord grants wit and reason far beyond that of their decaying, droning subordinates.The longer a victim can endure against Nurgle's Rot, the greater in the Plaguelord's sight the resulting Daemon shall be. From the souls of such hardy individuals are shaped the repulsive Heralds of Nurgle, who march in the Daemonic legions as proof positive that even the strongest and ablest cannot indefinitely defy disease. Heralds of Nurgle possess a strength and hardiness that belies their rotten frames, as well as a jovial nature somewhat at odds with the world-weary aspect of their droning minions.
Unit Name Herald of Nurgle (Death) |
Main Unit Key wh3_main_nur_cha_herald_of_nurgle_death_0 |
Land Unit Key wh3_main_nur_cha_herald_of_nurgle_death_0 |
Land Unit Group Parents Lords |
Land Unit Group Wizard |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 1100 |
Recruitment Cost 2000 |
Upkeep Cost 275 |
Number of Units 1 |
4708 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu4d_wh3_herald_of_nurgle_sword |
├ Man Entity wh3_main_nur_cha_herald_of_nurgle_hero_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 4700 |
1200 |
└ Man Mass 1200.0000 |
30 |
├ Armour wh2_main_body_30 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 70 |
27 |
└ Man Speed 27 |
Melee Attack 45 |
52 |
400 |
├ Melee Weapon wh3_main_nur_sword_herald_of_nurgle |
├ Base Weapon Damage 120 |
├ Armour-Piercing Weapon Damage 280 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 20 |
Abilities
-
Locus of Fecundity
"Come to my side, o pestilent comrades. Through me, the Urfather's withering touch shall restore and renew you." -
Cloud of Flies
Through His endless pestilent blessings, the Plague Lord's followers thrive and surge forward when others would simply wither and die.
Melee Defence +9 -
Daemonic Instability
As the Daemon's courage falters, their mortal form crumbles and fades from this reality. -
Banished!
Once the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong. -
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Arcane Conduit
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.
Attributes
-
Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. -
Daemonic
This unit is Daemonic (has physical resistance, does not rout, is immune to terror, takes damage when Leadership is low) -
Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses. -
Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Armour-Piercing
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets. - Poison Attacks
The [[img:ui/battle ui/ability_icons/wh_main_unit_contact_poison.png]]poisonous attacks of this unit weaken the target's speed and damage.
Faction Availability | |
---|---|
The Realm of Chaos |