PALANQUIN OF NURGLE .............. 100 points
A truly mighty Champion of Nurgle may be judged fit to reside on one of the Palanquins of Nurgle. The Champion rewarded with this precious Gift sits on a throne of putrid vileness and commands awe and respect. The Palanquin is carried by numerous Nurglings.
PROFILE M WS BS S T W I A LD
Nurglings 4 3 3 3 3 6 4 3 *
Palanquin: The Palanquin is crafted by Father Nurgle himself and is indestructable. Any hit on the Palanquin is discounted. The Palanquin runs with slime and pus, blisters or plauge marks are not uncommon and from its back flungs the rotten banners that befits the Plaugelord. If the Palanquin should be attack in any way that would cause it to be destroyed regardless, such as purple sun of xereus, then Father Nurgle will wisk away the Palanquin and the Nurglings. Count this as an escape card. The Palanquin count towards the magic item allowance of the Champion, but is not treated as a magic item for any other purposes, eg ring of corin.
Nurglings: The Nurglings are numerous and when one is killed another will take its place. The Nurglings will only take a single wound from an attack, regardless of how many wounds the attack would normally do. Further the Nurglings will not die from an attack that automatically kills or always kills (eg frostblade), the maximum is one wound taken from any kind of attack. The Palanquin may be reinforced by Nurgling bases, if the base moves into base contact it may be absorbed by the Palanquin as the Nurglings help to carry it. Raise the Nurglings wounds by as many wounds as the base has left, this may not take the wounds over the starting number, ie W6.
Movement: The Palanquin may not march move and move at the pace of the Nurglings (ie M4). The Palanquin will pursue and charge as normal. If the Palanquin is part of a unit it will slow it down since it may not march move.
Leadership: The Champions are very proud to ride the Palanquin and the Nurglings see it as their sacred duty to carry around the Champion favoured by Father Nurgle. The Champion will not turn away from danger (indeed he cannot move at all), the Nurglings will not abandon their fathers choosen Champion, they may not even run that fast carrying the Palanquin. Thus the Champion and Nurglings of the Palanquin will never break and are immune to psychology. Even if the unit they are with flees, the Palanquin will stay.
Shooting: The power of the Palanquin will protect the Champion, and to a lesser degree the Nurglings. Shots will be deflected or hit the Palanquin (the Palanqin is indestructable).
D6 Location
1-2. Nurglings
3-5. Palanquin
6. Champion
Hand-to-hand combat: In combat the Nurglings will throw themselves at the enemy and will try to prevent them from reaching their Champion. The Champion may attack normally from its lofty position and the Nurglings may strike at any model in base contact, but all enemies must roll to see where they hit. A hit on the Palanquin is disregarded as it may not be damaged.
D6 Location
1. Palanquin
2-4. Nurglings
5-6. Champion
Magic: The Palanquin will absorb enemy spells directed at the Palanquin or spells that affect the Palanquin. This is a special dispell of 4+, that is not modified in anyway. A spell will only be dispelled if it was directed at the Palanquin otherwise it will only save the Champion and the Nuglings from the effects of the spell. Any other models affected by the spell will suffer the consequences. Roll one dice to dispel, if it succeseds it will save both the Nurglings and the Champion.
Cause Fear: The Nurglings and the Champion will cause fear, the Palanquin count as a unit for purposes of working out 'outnumering from fear causing creature', with as many aledged members as the Nurglings and Champion have remaining wounds.