BEAST OF NURGLE Boss Fight

BEAST OF NURGLE Boss Fight

Common Abilities and Options

*Rot:
In the Resolve Attack Dice step, if you inflict damage with any success, the operative this weapon is being used against gains one of your Rot Tokens (if it does not already have one). Whenever an operative that has one of your Rot Tokens is activated, inflict X damage on it. Where X is the number of the turning point.

*Toxic:
Whenever this operative is using this weapon against an enemy operative that has one of your Rot Tokens, add 1 to both Dmg stats of this weapon.

Operatives

1. BEAST OF NURGLE
BEAST OF NURGLE
A 3
M 5"
S 5+
W 30/30
Weapons
ATK
HIT
DMG
Rancid Vomit (Rng 7", PrcCrit2, Blast 3", *Rot, *Toxic)
4
4+
2/2
Putrid Appendages (*Rot, *Toxic)
5
4+
4/5
Writhing Tentacles (*Paralyze)
6
4+
1/2
Abilities
Ploys*RotThe Grandfather's Pet*Toxic*Paralyze1AP: Noxious CloudPhases

Ploys: STRATEGY PLOYS

You can use select the following strategy ploy for this operative during the battle:

  • SPREAD HIS BLESSINGS (1 CP): Whenever an enemy operative is within 3 inches of this operative, inflict 1D3+X damage on it once. Where X is the number of the turning point. Whenever an enemy operative is within 7 inches of this operative, it is injured.

FIREFIGHT PLOYS

You can select the following firefight ploy for this operative during the battle:

  • MORBID CURIOSITY (1 CP): Use this firefight ploy during this operative's activation. If this operative is wholly within your opponent's territory, add 2 to this operative's Move stat and immeditely perform a free Charge action.

The Grandfather's Pet: This operative has the following rules for the battle:

  • This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. It becomes Expended after each activation, and it must be Readied after each counteraction (except after the last enemy operative to activate).

  • This operative can perform up two Shoot and two Fight actions during each of its activations during the turning point.

  • Whenever this operative performs an action during which it moves, place one of your Purtid Slime Markers on where it was located before it moved. The area between this operative' model and one of your Putrid Slime Markers and between the markers (if posssible) is your Putrid Trail. Worsen the Save stat of enemy operatives within 2 inches of your Putrid Trail.

  • Whenever this operative performs an action during which it moves. Until the end of the action, this operative can move through enemy operatives, move within control range of them, and during the Charge action can leave their control range (it must still end the move following all requirements for that move). It Cannot move more than its Move stat if it’s the Charge action.

  • This operative cannot climb up, jump or drop. It cannot perform the Dash action.

  • Whenever an operative is shooting this operative, at the start of the Roll Defence Dice step, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored. This operative ignores the Devastating and Lethal X weapon rules. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative. Attack dice that would inflict 3 or more damage on this operative inflict 1D3 less damage.

  • This operative regains 1 lost wound after each action it performs. In addition, it regains 1 lost wounds after each action during which it lost wounds.

  • Whenever an enemy operative is fighting or retaliating against this operative; each time your opponent strikes, inflict 1D3 damage on that operative.

  • Ignore any changes to this operative's stats from being injured.

  • This operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.

*Paralyze: In the Resolve Attack Dice step, if you inflict damage with any critical success using this weapon, the operative this weapon is being used against is expended if it was ready, or subtract a number equal to its APL stat until the end of its next activation if it was expended (this takes precedence over the APL stat reduction restrection).

Noxious Cloud (1AP): Until the end of the turn, this operative is obscured (except when within 2 inches of it).

Phases: This operative has the following Phases during the battle:

  • PHASE 1: This phase occurs when this operative has 30 to 15 wounds. During this phase, you can select 1 strategy ploy for 0 CP during the Ready step of the strategy phase of the turning point.

  • PHASE 2: This phase occurs when this operative has 14 to 1 wounds. During this phase, you can use a firefight ploy for 0 CP during the firefight phase of the turning point. Ignore any changes to this operative's stat from being injured.

  • PHASE 3: This phase occurs when this operative would be incapacitated, discard any remaining attack dice and remove it from the killzone. On the Ready step of the next strategy phase, set up a friendly ROT FLY operative in the killzone where this operative was placed (use a base for reference).

CHAOS, DAEMON, NURGLE, BOSS, BEAST OF NURGLE; 60
2. ROT FLY
ROT FLY
A 2
M 8"
S 5+
W 25/25
Weapons
ATK
HIT
DMG
Rot Proboscis (Rng 7", Tor 3", *Rot, *Melt)
4
4+
3/3
Venom Sting (Brutal, Severe, *Rot, *Toxic)
4
4+
4/7
Abilities
*Toxic*Melt0AP: Devour The Living SoupMob (Beast Of Nurgle)*RotPlague Drone Of Nurgle

*Melt: In the Roll Attack Dice step, if you retained a critical success, roll a 1D6. If the result does not beat the target’s Save stat, worsen that target’s Save stat by 1 for the battle.

Devour The Living Soup (0AP): Remove one of your Living Soup Markers that is within control range of this operative from the killzone and this operative regains 1D3+2 lost wounds.

Mob (Beast Of Nurgle): Whenver a BEAST OF NURGLE operative reaches its third phase, remove that operative from the killzone and set up this operative in its place in a location where it can be placed (use a 60mm base for reference).

Plague Drone Of Nurgle: This operative has the following rules for the battle:

  • This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. It becomes Expended after each activation, and it must be Readied after each counteraction (except after the last enemy operative to activate).

  • This operative can perform up two Shoot and two Fight actions during each of its activations during the turning point.

  • Whenever this operative incapacitates an enemy operative using its Rot Proboscis, place one of your Living Soup Markers within control range of that enemy operative.

  • Whenever this operative performs an action during which it moves. Until the end of the action, this operative can move through enemy operatives, move within control range of them, and during the Charge action can leave their control range (it must still end the move following all requirements for that move). It Cannot move more than its Move stat if it’s the Charge action.

  • Whenever this operative is performing the Charge, Fall Back or Reposition action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed.

  • Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative. Attack dice that would inflict 3 or more damage on this operative inflict 1 less damage.

  • Ignore any changes to this operative's stats from being injured.

  • This operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.

CHAOS, DAEMON, NURGLE, BOSS, ROT FLY; 60

Equipment

Ploys

FATALITY! or "YOU DIED"
Firefight Ploy

Use this firefight ploy when an enemy operative is incapacitated. You earned your fight and won, but that is not enough for the crowd, give them a spectacle worthy of your presence and embarace the brutality of the grim dark future. Mock your opponent's pitiful existance and shout "FATALITY" (or "YOU DIED") in its face or place a marker for any of those phrases within control range of that operative. This ploy costs 0 CP.

And The Crowd Goes Wild
Firefight Ploy

Use this firefight ploy when 3 or more enemy operative are incapacitated. you can remove a light terrain piece and replace it with a heavy terrain piece, or vice versa. If setting up the terrain is not possible, select another to replace or this ploy cannot be used. This ploy costs 0 CP.

MORTAL KOMBAT!
Strategy Ploy

For the first turning point. You cannot help but have the urge to use a gong and shout these 2 words; "MORTAL KOMBAT",as if it is a part of bygone ritual or rite of battle.This ploy costs 0 CP.

Eyes In The Warp
Strategy Ploy

You can set up a random operative (from any faction or team) on the centerline of the killzone in a location it can be placed, then you and your opponent each roll a 1D6. Whoever has the higher result, that operative is a friendly to its operatives until the end of the battle. If the result is a tie, that operative is hostile to both of you and your opponent until the end of the battle.

Tac Ops

Sweep & Clear
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Dominate
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.

Rout
Seek And Destroy

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.