Nurgle – Lord of Afflictions
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8"
8
4+
10
WARSCROLL

Lord of Afflictions

The Lord of Afflictions hovers into battle atop a Rot Fly steed, spearheading the attack of Nurgle’s armies. Those foes not crushed or thrown aside by his dolorous tocsin – the enormous wrecking bell strung beneath his steed – are doomed by a stab from his threepronged festerspike, or else reduced to pools of rancid slurry by the waves of disease that emanate from his incubatch.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Festerspike
Festerspike2"33+3+-1D3
Foul Mouthparts
Foul Mouthparts1"23+3+-1
Venomous Sting
Venomous Sting1"14+3+-1D3
Dolorous Tocsin
Dolorous Tocsin1"14+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 190
Battlefield Role: Leader

DESCRIPTION

A Lord of Afflictions is a single model who carries a Festerspike and rides a Rot Fly that attacks with its Foul Mouthparts, Venomous Sting and the Dolorous Tocsin tethered to its abdomen. Some Lords of Afflictions go into battle with an Incubatch grasped in one hand.

FLY: A Lord of Afflictions can fly.

ABILITIES

Disgustingly Resilient: Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+ the wound is negated.

Rotten Regeneration: At the start of your hero phase, you can heal 1 wound that has been allocated to this model.

Plague Vector: Re-roll hit rolls of 1 for friendly ROTBRINGER units while they are within 7" of this model.

Incubatch: In your hero phase, roll a dice for each unit (friend or foe) within 3" of this model. On a 2+, that unit suffers 1 mortal wound. NURGLE units suffer 1 mortal wound on a 6+ instead.

Virulent Discharge: In your hero phase, roll a dice for each unit (friend or foe) within 3" of any friendly units with this ability. On a 6+ that unit suffers D3 mortal wounds. If the unit has the NURGLE keyword, heal D3 wounds allocated to it instead.

COMMAND ABILITIES

Spearhead of Contagion: If this model is your general, you can use this ability in your hero phase. If you do, pick a friendly Pusgoyle Blightlords unit within 14" of this model. Add 8" to that unit’s Move characteristic until your next hero phase. The same unit cannot benefit from this command ability more than once in the same phase.

KEYWORDS
CHAOS, MORTAL, DAEMON, NURGLE, ROTBRINGER, HERO, LORD OF AFFLICTIONS
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The ROTBRINGER keyword is used in following Nurgle warscrolls:

None
Leader
Leader, Behemoth
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.

The MORTAL keyword is used in following Nurgle warscrolls:

None
Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021