Daemon - Nurgle's Rotters

We made some changes from the rules in the Blood Bowl Compendium. We added the Nurglings and allowed the team to have 1/2 the number of any other Chaos team.

Credits for the Nurgle's Rotters team go out to:
James C. Jamieson for the Nurgle's Rotters base rules published in Compendium 1 pages 57-60.
David Kay for the Beastman and Warrior Chaos team players (Ungor, Bestigor, Marauders) published in Compendium 2 pages 34-36.
Tom Anders for the addition of the Nurglings to the team and the rules for stats being reduced to zero.
Stuart Wood for the Chaos team stadium rules published in the Blood Bowl Compendium I page 28.
and finally Jervis Johnson for the Original Chaos team concept and the Chaos Sorcerer rules published in Blood Bowl Compendium I page 76. (We added the Stream of Corruption ability)

Note: all material from the Blood Bowl Compendium I is copyrighted by Games Workshop Ltd. in 1997, Blood Bowl Compendium II is copyrighted by Games Workshop Ltd in 1999, and Blood Bowl Compendium III is copyrighted by Games Workshop Ltd in 2000.

Team Background:
Nurgle's Rotters were a Chaos team made famous by the fact that all of its players were afflicted by a horrible and extremely infectious disease known as Nurgle's Rot. The team won many games by default as it was not uncommon for opponents to simply refuse to take the field against them. Those teams desperate enough to do so were invariably changed by the experience. The Rot affects its victim, slowly, deteriorating both body and spirit. As a result afflicted players either kill themselves, go mad, or else sign up with the only team loathsome enough to have them: The Rotters themselves. Unfortunately (well, unfortunate for the Rotters anyway) the team did not survive the collapse of the NAF in '88. Without a regular supply of victims to recruit they, quite literally, went to pieces. However, Spike! Magazine recently identified a outbreak of a advanced and irreparable decomposition disease amongst some Blood Bowl players. This caused Chaos fans everywhere to scream in delight, "The Rotters are back!"

Players:
Because you never know who in the realm of Chaos will contact the rot while following Nurgle, the Nurgle's Rotters team may take players from any of the Chaos team rosters.

#PositionCostMASTAG AVSkillsTraits Skills Available
0-6 Chaos Marauder 60,000 6 3 3 8None NoneGeneral, Passing, Strength, Physical
0-6 Chaos Beastmen 60,000 6 3 3 8 None Horns General, Strength, Physical
0-2 Chaos Warriors 100,000 5 4 3 9 NoneNone General, Strength, Physical
0-2 Ungor 40,000 6 2 3 8DodgeNone General, Agility, Physical
0-1 Bestigor 110,000 6 4 3 8Double BlitzHorns General, Strength, Physical
0-4 Nurgling 30,000 5 1 3 5 DodgeFoul Appearance (Level 2), Titchy, Right Stuff, Daemonic Aura Agility, Physical

Big Guys:
#PositionCostMASTAG AVSkillsTraits Skills Available
0-1 Minotaur 110,000 5 5 2 8Mighty Blow, Thick SkullBIG GUY, Frenzy, Horns, Throw TeamMate, Wild Animal, Always Hungry Strength, Physical
0-1 Ogre 120,000 5 5 2 9Mighty Blow, Thick SkullBIG GUY, Throw TeamMate, Bonehead Strength

Rerolls:
70,000

Big Guys:
The Rotters team may have one Big Guy player. Big Guy players may not use Team rerolls.

New skills/traits:
Titchy - The player is incredibly tiny (even smaller than a Halfling or Goblin.) To represent this he makes all dodge rolls with a +2 modifier and may ignore any enemy tackle zones on the square he is moving to as long as he is not armed with a secret weapon. Titchy player must increase the range by two categories when they make a pass and opposing coaches may add +2 to the injury roll for a Titchy player. Titchy player do not exert a -1 penalty when dodging into their tackle zone. In addition, it is very hard for the ref to keep track of how many Titchy players are on the pitch at any one time. To represent this a coach may roll a D6 before each drive. On a 2-5, they may set up one extra Titchy player (ie a 12th player) when he sets up for the drive. On a 6, they may set up 2 extra players (ie up to a 12th and 13th) for this drive. A 1 means no extra titchy players.

Advance:
Physical: Physical abilities are rather different from normal skills, in that they are things that a player is born with, rather than learned abilities like skills. This means that in most cases players may never be given a physical ability as a new skill, even if the Star Players roll was a double. However, on doubles, Chaos players may receive these skills as a "gift" from the gods they worship. They Chaos player may thus take any skill they want or a skill from the Physical Mutation list on a doubles roll for the Star Player roll.

Team Rules:
Every member of the Nurgle's Rotters team is infected with the disease Nurgle's Rot. Nurgle's Rot is passed on by physical contact. Victims can catch it by being in combat with disciples of Nurgle, being caught in a Stream of Corruption, or by becoming a Champion of Nurgle. The Rot usually takes several months to kill its victim, it progress from match to match, starting with the first match following contraction of the disease. The victim is grotesquely altered as he slowly turns in a Plague Bearer, then his appearance and profile continue to change until he is finally assimilated into the Realm of Chaos as a pool of protoplasm. A Champion of Nurgle who contracts the Rot becomes a carrier of the disease but does not suffer any debilitating side-effects. However he can pass it one to members of his own (or opponent's) teams. If he is slain or retired then the status of Champion will be conferred upon another team member (this can be any player on the team including a player 'recruited' from another team). If the new champion already has the Rot, its progress is permanently halted at the stage it has reached.

A new Nurgle's Rotters team must declare one of its nondaemon players as a Champion (Daemons include Nurglings). Upon being made Champion, the player gains the skill Foul Appearance (unless he already had Foul Appearance of level 2 or higher), as described in the Death Zone supplement or the Skills section of this web site. This skill is a measure of the progress of the Rot. The Nurgle daemon players (Nurglings) all start with Foul Appearance level 2, while all other purchased players start with Foul Appearance at Level 0 (zero), indicating that they have not yet been touched by the disease. Beastmen, Bestigor, and Minotaurs lose their Horns skill initially but gain them as the rot progresses.

After each match, before allocating Star Player Points, roll a D6 for each player on the team who did not miss the game due to injury (other than the Champion). If the number rolled is less than or equal to the Foul Appearance level, his Rot has progressed further and the Foul Appearance skill is increased by one level. A roll of 1 always indicates that the Rot has progressed (increased) one level. The following table shows the effect of the Rot as it progresses.

Foul Appearance Table

LevelEffects on Player
0Skin discolours. No effects on player's stats
1Pustules break out all over body. -1 AV.
2Skin Rots. Additional -1 AV.
3Player sprouts a horn if he doesn't have one.
Gains Horns skill.
4Eyes grow together. -2 AG.
5Feet grow claws. -2 MA & gains Claw skill.
6Muscles turn to goo. Plays one further game with -2 ST.

Nurgle Rotter's stats can be decreased by more than 2.

Reminder: Even though Nurgle daemons (Nurglings) come preinfected with the Rot at Level 2, they do not suffer from the -2 AV normally received with Level 2 rot.

No characteristic may go below zero. If a characteristic is reduced to zero refer to the below rules for zero based stats. At Foul Appearance level 0, the player receives none of the effects described for the Foul Appearance skill as described in the Death Zone supplement or the Skills section of this web site AND at level 1, the pass/catch modifiers kick in BUT NOT the need to roll to block. Upon reaching level 6, the player plays one last match after which he melts into a pool of goo (dies). This makes him somewhat redundant on the Blood Bowl field.

Opposing players wishing to block a player afflicted with the Rot must first roll greater than or equal to the player's Foul Appearance level on a D6. Failure indicates that the blocking player is so nauseated by his opponent's state of corruption that he refuses to go anywhere near him.

If an opposition player is Killed while blocking or being blocked/fouled by a Nurgle's Rotter player or killed from being knocked down by a Stream of Corruption and is not healed by the END OF THE MATCH, the player is infected with Nurgle's Rot and is resurrected by the power of this Chaos laced disease. The player is added to your team and gains Foul Appearance level 2, and immediately loses two points of AV. The victim is shunned by his former teammates and has no choice but to join the Rotters if he wishes to continue player Blood Bowl (for what is left of his now rather short life).

If an opposition player is infected with the Rot, he is deleted from his original roster and joins your team if you want him. You may make way for him/it by 'cutting' a current team member, if you have no available spaces on your roster. For Team Rating purposes, he costs his list price (or purchase price for star players) (but he retains all of his accumulated skills, star player points, and original skill access. He also gains access to Physical traits on doubles now. Note: if you cut or retire a current team member at any point, you may not take an Assistant Coach (as retired players lose all hope and favor with Nurgle and are immediately consumed by the Rot.)

If for any reason a Nurgle's Rot victim player has the Regeneration ability, he may actually be able to stop the progress of the disease. If a player with Regeneration fails his Rot roll make an immediate Regeneration roll. A successful Regeneration roll means that the Rot DID NOT progress, however a failed roll means that it did. This means that a player with Level 1 Rot would only have a 1 in 12 chance of getting worse, if he had Regeneration.

To make record keeping easy, keep a portion of the Skills section of the roster free, or better still, draw a line down so that you have a fifth box after AV, and call this the FA level box. Simply write your roster in pencil and make the necessary additions/deletions as appropriate.

Last Notes: Remember Foul Appearance of Level 0 (zero) is a condition which has not yet started to express itself. Any player in this state can be blocked as normal and cannot exert the -1 modifier (on passing and catching) associated with Foul Appearance. The passing/catching modifier does not increases beyond a -1 modifier for Foul Appearance levels 1 to 6. If you ever have to purchase additional base team players, remember all non Nurgle daemon players start at Foul Appearance level 0, while all Nurgle daemons (Nurglings) players start at Foul Appearance level 2.

Abilities reduced to Zero due to Rot
Occasionally a Nurgle Rotter player may have a stat reduced to zero (Examples: Treeman movement, Halfling strength, Black Orc agility). No stat may be reduced below zero, but special rules come into play when a stat is reduced to zero.

Movement reduced to zero:
This means that the player may not move except through Go For It squares. The player can throw blocks on adjacent opponents but cannot follow-up unless he declares a blitz and roll for Go For It first.

Strength reduced to zero:
Player's blocks are always three dice against him.

Agility reduced to zero:
No special rules.

Allies:
Are you kinding? No player in his right mind would come play for the Rotters! Its a death sentence. So the Rotters may not have allies from any team nor will any Rotter player ally with another team. The Rotters acquire 'converts' (rather than allies) which could include any Race. If you injure it, then there is a chance that it could play on your team! (for a short while). Note: Nurgle's Rot can infect ANY type of opposition team player (even ones like the Undead, Ethereal, Golem, Elementals). The Rot is powerful stuff that does not follow the rules of normal diseases. The Rot can keep Undead and Ethereal players animated without a Necromancer, Direct the actions of Golems without an Master Artificer, Keep an Elemental on a field without an Elementalist, and even pump simulated Master Chef chemicals into a Hairyfoot's blood to keep him on the team with his abilities.

Apothecary:
Rotter teams cannot have an Apothecary.

On Pitch Spellcaster:
Nurgle's Rotter Spellcasters start with the spell Stream of Corruption.
Successful Result: The Spellcaster spews forth a gout of Nurgle infected filth in a straight line direction for 6 squares. The Stream hits all squares in this straight line. The streams also hits any squares adjacent to the direct line squares that are not also adjacent to the Spellcaster. The Spellcaster must make a D6 roll for each player (from either team) whose square is hit by the Stream adding 1 to the dice roll if they are in the direct line of fire (ie not a square adajent to the Stream). In addition, add 1 to dice roll for each opposing tackle zone on the player. On a 1-3, the player dodges the spray of flith and nothing happens. On a roll of 4+, the player is knocked down (roll for armour and injury as normal).
Failure Result: The Spellcaster is deluged by filth and will miss the rest of the half as he recovers from asphyxiation. This will result in a turnover.
Range: Direct line of 6 squares and all squares adjacent to them but not adjacent to the caster.
Succeeds on: 3+

Secret Weapons:
The Nurgle's Rotters team may not purchase secret weapons. HOWEVER, if they infect use any secret weapon that comes with an opponent infected with the Rot (ie. The team can have as many secret weapon players as they can infect.) (There is a great story about Ivan Bouldercrusher, the only DeathRoller driver ever on a Nurgle's Rotters team. He racked up 80+ casualties before the Rot took him completely ... but that is for another day.)

------------------------------------------------------ This ends the MBBL2 League rules for this team ----------------------------------------------

Stadium rules:
The Chaos coach may roll roll a D6 at the beginning of the match. On a score of 5 or 6, the Chaos Gods are watching over the game and will favor the home side. All Fan Factor rolls made by the home team receive a +3 bonus for the entire game. If both teams are Chaos, the modifier only applies to the Home Side (after all, it is their Stadium!)

Wizard: Note: the MBBL2 does not allow Wizards
Chaos teams have a Chaos Sorcerer for 150,000. Chaos Sorcerers use Dark Magic to cast their spells. Dark Magic is the most powerful and destructive of all types of magic, but it is almost as dangerous for the user as it is for the victim that it is used against! A Nurgle Chaos Sorcerer may cast one of two spells per a game.
1) A bolt of destructive warp energy aimed at an enemy player once per match. The Wizard lurks in the crowd, firing the Warp Bolt at the appropriate moment. The spell can be cast at any time, interrupting the opponents move if required. Roll a dice when the spell is cast. On a roll of 2-6, the victim is hit and knocked over by the Warp Bolt. Such is the power of the Warp Bolt that it automatically penetrates the victim's armour, so roll on the injury table immediately to see what injuries where inflicted. On a roll of 1, something has gone dreadfully wrong with the spell. Roll the dice again. On a roll of 1-3, the Chaos Sorcerer is destroyed by his own spell, cross him off the team roster. On a roll of 4-6, the Sorcerer is horribly injured but survives. However, he may not be used in the next match while he recovers from his injuries.
2) A surge of warp energy may be directed into any player on the team to make him a true instrument of Nurgle. For the rest of the drive, one player you choose gains the skill Stream of Corruption. Roll a dice when the spell is cast. On a roll of 1, something has gone dreadfully wrong with the spell. Roll the dice again. On a roll of 1 or 2, the Chaos Sorcerer is destroyed by his own spell, cross him off the team roster. On a 3 or 4, the player cannot contain the warp energy and is killed instantly. On a roll of 5-6, the Sorcerer is horribly injured but survives. However, he may not be used in the next match while he recovers from his injuries.

Star Players:Note: the MBBL2 does not allow star players
Like Allies, no Star Player would even consider joining the Rotters team voluntarily. However, the Rotters team can have as many Star Players as they can manage to infect with the Rot (ie the Rotters team may have more than the league limit of 4 star players if they manage to infect them).

Suggested miniatures:
Notes: If you want to include a Great Unclean One on your team I HIGHLY recommend that you call the UK and get an old edition Great Unclean One. The old edition fig is about one third the size of the current Great Unclean One model in the 1999/2000 Annual and unlike the current model, the old model will fit on one square of the Blood Bowl pitch.

PositionCompanyMiniature NamePart NumberPrice# in Blister/Box
Great Unclean OneGames Workshop-UKGreat Unclean One073214/39 (Belly 1), 073214/32 (Back), 073214/40 (Shoulders 1), 073214/31 (Legs with Nurglings), 073214/35 (Right Arm 2), 073214/36 (Left Arm 2), 073214/37 (Head 4), 073214/38 (Horns 5)$5, $4, $4, $???, $???, $???, $???, $???1
BeastmenGames Workshop-USBeastmen 1, 2, 3, or 4099901106, 099901107, 099901104, 099901105$3.251
Chaos WarriorGames Workshop-USChaos Warrior 1, 2, or 3099901101, 099901102, 099901103$3.751
Chaos WarriorGames Workshop-UKChampion of Nurgle with Pistol and Sword073167/2$81
Chaos WarriorGames Workshop-USChaos Warrior with Claw & Foul Appearance099903101$3.251
NurglingsGames Workshop-USNurglings 1, 2, 3, or 4020102206, 020102207, 020102208, 020102209$1.251
Plague BearerGames Workshop-USPlague Bearer 1 or 2020101601, 020101602$4.751
Norsca OgreGames Workshop-USGolgfag's Ogre 1021401214, 021401215, 021401216, 021401217Total: $13.501
Norsca OgreGames Workshop-USGolgfag's Ogre 2021401212, 021401218, 021401220, 021401221Total: $13.501
MarauderGames Workshop-USBearman 1, 2, 3, or 4021400701, 021400702, 021400703, 021400704$3.251
MarauderGames Workshop-USMarauders with various weapons020106201, 020106202, 020106203, 020106204, 020106205, 020105701, 020105702, 020105703, 020105707$3.251
UngorGames Workshop-USUngor Skirmisher 1, 2, 3, 4, 5, or 9020105501, 020105502, 020105503, 020105504, 020105505, 020105509$2.251
BestigorGames Workshop-USBestigor 1, 2, or 3020105301, 020105302, 020105303$3.251
Minotaur LordGames Workshop - USChaos Minotaur Lord8525BTotal: $20.491
Minotaur LordRAFMMinotaur King3712$5.951
ApothecaryGames Workshop-UKChaos Sorcerer Hutk-nke Plague Priest073292/16$81
Chaos SorcererGames Workshop-UKChaos Sorcerer Mutander Bubonicus073292/18$81

Contact Information for the above companies:
Games Workshop - US
Phone: (800) 394-GAME (4263)
Internet: www.games-workshop.com
Games Workshop - UK
Phone: 011-441-1591-40000
RAFM
Internet: http://www.rafm.com/Jsc2/JSC.htm

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Daemon-Nurgle's Rotters Team vistor number: