Nurgle – The Blessed Sons
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Warscroll Battalion

The Blessed Sons

Long and droning are the prideful chants of the Blessed Sons as they enumerate the glories they have won in Nurgle’s name. Even as they butcher their foes, they gloat and chortle, goading their enemies in their arrogance and pouring scorn upon their cleanliness and unsavoury good health. For all their hoarse braggadocio, the Blessed Sons are ferociously dangerous warriors, worthy bearers of Nurgle’s rancid gifts.
ORGANISATION
The Blessed Sons must contain the following:
 • 1 Plague Cyst that includes a Sorcerer, Harbinger of Decay and at least 4 units of Putrid Blightkings
The Blessed Sons may also contain:
 • 0-6 additional warscroll battalions chosen from the following list:
- Plague Cyst
- Blight Cyst
- Affliction Cyst
 • Any number of additional ROTBRINGER units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 40
Battlefield Role: Warscroll Battalion

ABILITIES

Swollen with Pride: Units in this battalion do not have to take battleshock tests while they have 7 or more models.

Blessed Blightplate: Re-roll save rolls of 1 for models in this battalion.

The ROTBRINGER keyword is used in following Nurgle warscrolls:

None
Leader
Leader, Behemoth
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having 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.
© Vyacheslav Maltsev 2013-2021