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CodexFactionsDeath GuardSorcerer on Palanquin of Nurgle [Legends]

Sorcerer on Palanquin of Nurgle [Legends]

M5"
T5
SV3+
W7
LD6+
OC2

Composition & Wargear

Sorcerer on Palanquin of Nurgle [Legends]
Choose one Wargear Nurgling's claws and teeth (max 1) / Infernal Gaze (max 1) / Force weapon (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Infernal Gaze - witchfire 24"D63+ 5-1D3
Infernal Gaze - focused witchfire 24"D63+ 6-2D3
Bolt pistol 12"12+ 401
Combi-bolter 24"22+ 401
Plasma pistol - standard 12"12+ 7-21
Plasma pistol - supercharge 12"12+ 8-32
Combi-weapon 24"14+ 401

Melee Weapons

WeaponRangeAWSSAPD
Nurgling's claws and teeth Melee45+ 201
Force weapon Melee43+ 6-1D3
Accursed weapon Melee62+ 5-21
Power fist Melee52+ 8-22
Astartes chainsword Melee53+ 4-11

Abilities

Leader Datasheet

This model can be attached to the following unit: ■ PLAGUE MARINES

Gift of Poxes (Psychic) Datasheet

While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.

Feculent Despair (Aura, Psychic) Datasheet

While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test.

Nurgle's Gift (Aura) Core

If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard units from your army, it is Afflicted.

CONTAGION RANGE 1st Battle Round: Contagion Range = 3" 2nd Battle Round: Contagion Range = 6" 3rd Battle Round Onwards: Contagion Range = 9"

Contagion Range cannot be greater than 12" after modifiers.

AFFLICTED

During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.

Skullsquirm Blight Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll.

Rattlejoint Ague Worsen the Save characteristic of models in this unit by 1.

Scabrous Soulrot Worsen the Move, Leadership and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1).

Extra Attacks Core

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:  - All of that model’s [EXTRA ATTACKS] weapons.  - One of that model’s other melee weapons, if possible.

Lethal Hits Core

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.  Designer’s Note:* Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound* and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

Psychic Core

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

Devastating Wounds Core

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.  Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.  Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.

Hazardous Core

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

Pistol Core

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. 

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06). When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:  - One or more of its [CLOSE-QUARTERS] weapons.  - One or more of its other ranged weapons.

Rapid Fire Core

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.  Example:* If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice* for that weapon (for a total of two for that weapon).