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===Nurgle=== *'''Primaris: Nurgle's Rot:''' Like with Tzeentch Primaris, it's full of random and FUN. Every enemy unit within 6", except Nurgle-aligned units, take D6+1 number of hits with 4+ poisoned and AP5. Depending on your rolls and number of nearby squads it could kill dozens of Guardsmen or Orks, or deal a single wound on space marine, which would be armor saved. Remember that if you're within range of just one enemy model from, say, 2 different squads, both of them are hit with that D6+1! *'''1: Weapon Virus:''' Curse that adds "Gets Hot" to all weapons in targeted unit. Awesome on vehicles and flyers that have weapons that pour out a lot of shots. Guardsmen, Shoota Boyz, Cultist and Kroot blobs would hate your guts. MEQ's and TEQ's wouldn't even be bothered by this, however the one time they roll that 1 for their armour save... **Consider casting this on enemy vehicles with blast weapons. Rolling a 1 stops blast/template weapons from firing. Also, knights armed with gatling guns will shit their oversized metallic pants. *'''2: Fleshy Abundance:''' WC1 Blessing targeting a friendly model within 14". They immediately regain D3 wounds. Useful for regaining wounds lost to Perils. Also wonderful on a Daemon Prince leading a '''Favoured of Chaos''' formation, since he has a huge flashing neon arrow pointing at him. With a steady stream of this power, he can tank untold amounts of hurt. *'''3: Blades of Putrifaction:''' WC1 Blessing. Close combat weapons gain Poisoned, and if they already have the poison rule they become Poisoned (2+). **This power is amazing on a wide variety of units. Even Cultists with this power up can become a threat to enemy units, simply by drowning their opponent in weight of armor save, while higher-strength units can benefit from re-rolling to wound. You know what also increases strength? Curse of the leper. Sadly it does little versus Gargantuan Creatures and nothing versus vehicles. ***Not so fast! The aforementioned blob of Cultists with this power on can still wound GCs on 6+, which with their massive amount of bodies and thus attacks, could well be enough. *'''4: Gift of Contagion:''' The longest range curse in the game with a whopping 48" range. Roll a d3; on a 1 the target gets -1 A and Shrouded, on a 2 -1 S and cannot run, on a 3 -1 S and T. Note that this power explicitly states that it can stack on itself, despite the normal rules for multiple Witchfires/Maledictions not stacking. Basically, all of these make the enemy unit worse in melee, so cast, then charge. *'''5: Plague Wind:''' Double warp-charge poisoned AP2 spell, now in form of large blast, rather than flamer template. It could kill more things than Breath, but it can harmlessly scatter away, and even on one of your own squads (if not with the same Mark). The only real problem with it is that Daemons get it for one warp charge. *'''6: Curse of the Leper:''' Unlike the other powers, Curse can either be cast as a Blessing or Malediction. If cast on a Friendly unit, they gain +1S and +1T; on an enemy, -1S and -1 T. Whether it's S5 T6 Obliterators, or lowering the Strength of a unit of Genestealer Hybrids before you charge them with a Walker, this is an incredibly flexible power. What makes it even scarier is that it can stack with Enfeeble or other Toughness-lowering effects. Ally in a Daemon Prince with Grotti the Nurgling for added hilarity, and you could conceivably one-shot said Riptide with a Lascannon! '''Summary''': Originally merely "passable", Traitor Legions has arguably made this one of the best support disciplines in the game. With 2 Blessings, 2 Maledictions, and a power that function as either a Blessing or Malediction, you don't take Nurgle to blast your opponent to smithereens (though Plague Wind can do a respectable job softening up the opposition) so much as to selectively influence positional advantages in-game. Combined with the fact that the Mark of Nurgle also lets a Sorcerer take a Palanquin, and you can get a potent all-around caster for a surprisingly reasonable cost.
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