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HomeHome / Total War: WARHAMMER III / Poxmakers of Nurgle / Units / Ku'gath Plaguefather
Ku'gath Plaguefather Poxmakers of NurglePoxmakers of Nurgle Lords

Ku'gath Plaguefather

The Foetid Brewmaster tests his countless, horrific contagions by launching fusillades of infected Nurglings into the enemy's midst.

Whilst other Great Unclean Ones work to spread the plagues already extant, Ku'gath, the Plaguefather, is fascinated by the breeding of new and virulent life. Ku'gath aims to one day breed a contagion that can infect the Gods themselves. The Plaguefather rides upon a massive palanquin bedecked with alchemical paraphernalia: vials full of seething powder, flasks of indescribable liquid and hessian sacks stuffed to bursting with Nurglings. This great bulk is held aloft by a carpet of straining Nurglings, and Ku'gath is attended on by countless others, all bred from the Plaguefather's pox vats.

Ku'gath Plaguefather

Unit Name

Ku'gath Plaguefather

Main Unit Key

wh3_main_nur_cha_ku_gath_plaguefather_0

Land Unit Key

wh3_main_nur_cha_ku_gath_plaguefather_0

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

War Beast

Class

Command

Custom Battle Cost

2300

Recruitment Cost

2000

Upkeep Cost

575

Number of Units

1

Hit Points

14832

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu9b_wh3_nurgle_kugath

├ Man Entity

wh3_main_nur_kugath_palanquin_rider

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

14824

Mass

4500

└ Man Mass

4500.0000

Armour

70

├ Armour

wh2_main_body_70

├ Shield

none

Missile Block Chance

0

Leadership

85

Speed

28

└ Man Speed

28

Melee Attack

50

Melee Defence

55

Weapon Strength

550

├ Melee Weapon

wh3_main_ku_gath_plaguefather

Base Weapon Damage

165

Armour-Piercing Weapon Damage

385

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

12

Ammunition

35

Range

400

Missile Strength

232

├ Missile Weapon

wh3_main_nur_kugath_infested_nurgling

├ Projectile

wh3_main_nur_kugath_infested_nurgling

Base Missile Damage

45

Armour-Piercing Missile Damage

105

Base Explosive Damage

45.0000

Armour-Piercing Explosive Damage

60.0000

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

11

Accuracy

10

Reload Skill

0

Abilities

  • Nurgling Tide
    A sickening wave of smiling, giggling Nurglings spills out everywhere, tumbling towards the foe only to explode, sending putrid pus and foetid rot in all directions.
  • Plaguefather's Oration
    Words of purpose and encouragement from Ku'gath himself stir his warriors to continue spreading disease in Nurgle's blessed name.
    Melee Defence +24
    Leadership +16
  • Virulent Contagion
    Sulphurous, acerbic disease is no respecter of rank, nobility or prowess in battle; all shall fall afore Nurgle's filthy infections.
    Melee Defence -40
  • Nurgling Infestation
    By his presence alone, Ku'gath can ensure that the Nurglings around him are restored to optimal bloated fiendishness.
  • Pestilent Decay
    Death comes to us all in the end. None can resist the Urfather's gift of vile decomposition forever…
  • Cloud of Flies
    Through His endless pestilent blessings, the Plague Lord's followers thrive and surge forward when others would simply wither and die.
    Melee Defence +9
  • Daemonic Instability
    As the Daemon's courage falters, their mortal form crumbles and fades from this reality.
  • Banished!
    Once the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.
  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%
  • Slime Trail
    Attacking the Fly Lord's most faithful servants is made all the more difficult by the magical slime that slows enemy warriors and restricts their strikes.
    Speed x 90%
    Melee Attack -5
  • Arcane Conduit
    A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Daemonic
    This unit is Daemonic (has physical resistance, does not rout, is immune to terror, takes damage when Leadership is low)
  • Encourage
    This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Fire Whilst Moving
    This unit can fire while on the move.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Causes Terror
    This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves.
  • Armour-Piercing
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.