Nurgle – Rotigus
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5"
16
4+
10
WARSCROLL

Rotigus

Brandishing his gnarlrod to the skies, Rotigus Rainfather calls down the inundating Deluge of Nurgle. From the fanged maws that split his flesh he vomits thundering streams of brackish filth, drowning the enemy in his plentiful gifts even as he mires the battlefield in cloying mud and diseased, stinking floods of slime.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gnarlrod
Gnarlrod3"53+-12
Fanged Maw
Fanged Maw1"D33+-22
Host of Nurglings
Host of Nurglings1"35+5+-1
DAMAGE
Wounds SufferedGnarlrodFanged MawDeluge of Nurgle
0-32+2+4+
4-63+2+5+
7-93+3+5+
10-124+3+6+
13+4+4+6+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 320
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Rotigus is a named character that is a single model. He carries a Gnarlrod that can be used to strike at enemies that are nearby. A Host of Nurglings caper about his feet, attacking with their razor-sharp teeth, while the Fanged Maw in his belly snaps and bites at the foe.

ABILITIES

Blubber and Bile: Roll a dice each time you allocate a wound or mortal wound to Rotigus. On a 5+ the wound is negated. In addition, if the roll is 6+ and it is the combat phase, the attacking unit suffers 1 mortal wound after all of its attacks have been made.

Corpulent Mass: In your hero phase, you can heal D3 wounds that have been allocated to Rotigus.

Mountain of Loathsome Flesh: Roll a dice for each enemy unit that is within 1" of Rotigus after he completes a charge move. On a 4+ the enemy unit suffers D3 mortal wounds.

Streams of Brackish Filth: In your hero phase, roll a dice for each enemy unit that is within 6" of Rotigus. On a 4+ the enemy unit suffers D3 mortal wounds. Enemy units that can fly suffer D3 mortal wounds on a 6+ instead of a 4+.

MAGIC

Rotigus is a WIZARD. He can attempt to cast two spells in your hero phase, and attempt to unbind two spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Deluge of Nurgle spells.

Deluge of Nurgle: Deluge of Nurgle has a casting value of 7. If successfully cast, roll 7 dice. For each roll that equals or beats the Deluge of Nurgle value shown on the damage table above, you can pick an enemy unit that is visible to the caster. That unit suffers D3 mortal wounds. If more than one roll inflicts mortal wounds, you must pick a different enemy unit to suffer each set of mortal wounds.

KEYWORDS
CHAOS, DAEMON, NURGLE, MONSTER, HERO, WIZARD, GREAT UNCLEAN ONE, ROTIGUS
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.
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.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
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.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.

The MONSTER keyword is used in following Nurgle warscrolls:

Leader, Behemoth
• Rotigus

The WIZARD keyword is used in following Nurgle warscrolls:

Leader
Leader, Behemoth
• Rotigus

The GREAT UNCLEAN ONE keyword is used in following Nurgle warscrolls:

Leader, Behemoth
• Rotigus
© Vyacheslav Maltsev 2013-2021