Nurgle – Morbidex Twiceborn
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Morbidex Twiceborn

Morbidex Twiceborn is the chosen mortal champion of the Nurglings. Twisted by the daemon mites’ unnatural touch, he has come to resemble them physically, and has gained much of their unnatural resilience. His disgusting maggoth, Tripletongue, is equally hard to hurt, dragging screaming victims into its maw and devouring them even as Morbidex hacks others apart with his huge scythe.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slabrous Tongues
Slabrous Tongues6"33+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fleshreaper Scythe
Fleshreaper Scythe2"53+3+-12
Monstrous Claws
Monstrous Claws3"4+2+-11
DAMAGE
Wounds SufferedMoveSlabrous TonguesMonstrous Claws
0-210"2+5
3-48"2+4
5-76"3+4
8-96"4+4
10-114"5+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Morbidex Twiceborn is a named character that is a single model. He is armed with the deadly Fleshreaper Scythe and rides the belligerent maggoth Tripletongue, which snatches its victims up with its Slabrous Tongues or gores them with its Monstrous Claws.

ABILITIES

Lord of Nurglings: At the start of your hero phase, you can pick 1 friendly Nurglings unit within 7" of Morbidex Twiceborn and add 1 model to it.

Malicious Mites: Add 1 to wound rolls for friendly Nurglings units while they are within 7" of Morbidex Twiceborn.

Nurgle’s Rot: At the start of your hero phase, roll a dice for each unit (friend or foe) within 3" of any units with this ability. On the roll of a 6, that unit suffers D3 mortal wounds. Units with the NURGLE keyword are unaffected by this ability.

Repugnant Regrowth: Roll a dice in your hero phase. On a 4+ heal 1 wound that has been allocated to Morbidex Twiceborn. On a 6+ heal D3 wounds instead.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, MONSTER, HERO, MORBIDEX TWICEBORN
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
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.
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

The ROTBRINGER keyword is used in following Nurgle warscrolls:

None
Leader
Leader, Behemoth

The MONSTER keyword is used in following Nurgle warscrolls:

Leader, Behemoth
• Rotigus
© Vyacheslav Maltsev 2013-2021