Nurgle – Warscrolls

None


5"
7
5+
10
WARSCROLL

Beasts of Nurgle

As stupid as they are enthusiastic, Beasts of Nurgle bound into battle with burbling bellows of joy. Huge, slug-like abominations with fanged maws and diseased tentacles, their flabby bodies exude a paralytic slime that renders their victims helpless. The Beasts of Nurgle gleefully rip and crush their luckless playmates until their joy proves lethal, before bounding off in search of new victims.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Claws and Tentacles
Claws and Tentacles1"D64+3+-1
Slobbering Tongue
Slobbering Tongue2"13+3+-D3
PITCHED BATTLE PROFILE

Unit Size: 1 - 6      Points: 70
Battlefield Role: None

DESCRIPTION

A unit of Beasts of Nurgle has any number of models. Beasts of Nurgle unintentionally rend and crush their victims their Claws and Tentacles, and poison them with their Slobbering Tongues.

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.

Acidic Slime Trail: Roll a dice for each enemy unit that is within 3" of this unit immediately before this unit makes a retreat move. On a 4+ that enemy unit suffers D3 mortal wounds.

Attention Seekers: This unit can charge in the same turn in which it ran or retreated.

Locus of Virulence: Add 1 to the Damage characteristics of this unit’s weapons while it is within 7" of a friendly NURGLE DAEMON HERO.

KEYWORDS
CHAOS, DAEMON, NURGLE, BEASTS OF NURGLE


5"
4
6+
10
WARSCROLL

Nurglings

Nurglings are diseased daemon mites, miniature facsimiles of their noisome god that pour across the battlefield in a stinking tide and bury the foe beneath wave after wave of bloated little bodies. Tumbling from the innards of larger daemons or spilling up from sewers and fissures, the diminutive daemons overcome their victims with sheer weight of numbers and infectious foulness.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tiny Razor-sharp Teeth
Tiny Razor-sharp Teeth1"55+5+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 80
Battlefield Role: None

DESCRIPTION

A unit of Nurglings has 3 or more models. Nurglings attack with their Tiny Razorsharp Teeth.

ABILITIES

Disease-ridden Demise: At the end of the combat phase, roll a dice for each enemy unit that was allocated any wounds caused by a unit of Nurglings in that combat phase. On a 2+ that unit suffers 1 mortal wound.

Endless Swarm: At the end of the battleshock phase, heal any wounds that have been allocated to this unit.

Hidden Infestations: Instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up as a hidden infestation of Nurglings. If you do so, at the end of your first movement phase, set up the unit anywhere on the battlefield so that it is in cover and more than 9" from any enemy models.

KEYWORDS
CHAOS, DAEMON, NURGLE, NURGLINGS


8"
5
5+
10
WARSCROLL

Plague Drones

Amongst the swiftest and most dangerous of Nurgle’s followers, Plague Drones are high-ranking Plaguebearers who ride to war astride huge and malevolent Rot Flies. These daemonic airborne mounts attack the foe with stingers, proboscises, foul mouthparts and chitinous limbs, while their riders hurl death’s heads into the enemy lines that explode in showers of infectious filth.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Death’s Head
Death’s Head14"14+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plaguesword
Plaguesword1"14+3+-1
Prehensile Proboscis
Prehensile Proboscis1"33+4+-1
Foul Mouthparts
Foul Mouthparts1"23+3+-1
Venomous Sting
Venomous Sting1"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 190
Battlefield Role: None

DESCRIPTION

A unit of Plague Drones has 3 or more models. The Rot Flies stab the enemy with Venomous Stings, and either lash at the foe with a Prehensile Proboscis or bite with Foul Mouthparts. Their Plaguebearer riders swing Plagueswords and throw virulent Death’s Heads.

FLY: Plague Drones can fly.

PLAGUEBRINGER: The leader of this unit is a Plaguebringer. Add 1 to the Attacks characteristic of a Plaguebringer’s Plaguesword.

ICON BEARER: Models in this unit can be Icon Bearers. If the unmodified roll is a 1 when making a battleshock test for a unit that includes any Icon Bearers, no models from the unit flee. Instead, 1 Plague Drone model is added to the unit.

BELL TOLLERS: Models in this unit can be Bell Tollers. Re-roll battleshock rolls of 1 for enemy units while they are within 6" of any Bell Tollers.

ABILITIES

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

Locus of Contagion: Add 1 to the Attacks characteristics of this unit’s weapons while it is within 7" of a friendly NURGLE DAEMON HERO.

KEYWORDS
CHAOS, DAEMON, PLAGUEBEARER, NURGLE, PLAGUE DRONES


8"
7
4+
8
WARSCROLL

Pusgoyle Blightlords

Elite Rotbringers mounted atop bloated Rot Flies, the Pusgoyle Blightlords thrum ahead of the armies of Nurgle to sow panic and death. Their dolorous tocsins smash through the enemy ranks as they thrum overhead, while their whistling scythes reap heads from necks like crops ripe for the harvest.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blighted Weapon
Blighted Weapon1"33+3+-1
Dolorous Tocsin
Dolorous Tocsin1"14+3+-22
Foul Mouthparts
Foul Mouthparts1"23+3+-1
Venomous Sting
Venomous Sting1"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 2 - 12      Points: 190
Battlefield Role: None
Notes: Battleline in Nurgle army if general is a Lord of Afflictions

DESCRIPTION

A unit of Pusgoyle Blightlords has any number of models. The Rot Flies stab the enemy with Venomous Stings, and bite with Foul Mouthparts. Their Blightlord riders attack using a variety of filth-encrusted Blighted Weapons. Up to half of the models in this unit can be armed with a weighty bell known as a Dolorous Tocsin in addition to their other weapons.

FLY: Pusgoyle Blightlords can fly.

ABILITIES

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

Virulent Discharge: In your hero phase, roll a dice for each unit (friend or foe) that is 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 the unit instead.

Blighted Weapons: If the unmodified hit roll for an attack made with this unit’s Blighted Weapons is 6, that attack scores D6 hits on the target instead of 1. Make a wound and save roll for each hit.

KEYWORDS
CHAOS, MORTAL, DAEMON, NURGLE, ROTBRINGER, PUSGOYLE BLIGHTLORDS


4"
4
4+
8
WARSCROLL

Putrid Blightkings

Hulking warriors of Nurgle, the Putrid Blightkings carve their way through the enemy with slime-encrusted axes, hammers and flails. Their rotting bodies can absorb tremendous amounts of punishment, allowing the Blightkings to drive relentlessly through the foe’s battle line and shatter it apart, before hacking down the survivors with contemptuous ease.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blighted Weapon
Blighted Weapon1"33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 140/500
Battlefield Role: None
Notes: Battleline in Nurgle army

DESCRIPTION

A unit of Putrid Blightkings has 5 or more models, armed with a variety of filth-encrusted Blighted Weapons.

BLIGHTLORD: The leader of this unit is a Blightlord. A Blightlord has a Wounds characteristic of 5.

ICON BEARERS: Models in this unit may be Icon Bearers. Add 1 to this unit’s Bravery characteristic while it includes any Icon Bearers.

SONOROUS TOCSIN: Models in this unit may carry a Sonorous Tocsin. Add 1 to this unit’s run and charge rolls whilst it includes any models carrying a Sonorous Tocsin.

ABILITIES

Virulent Discharge: In your hero phase, roll a dice for each unit (friend or foe) that is 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 the unit instead.

Blighted Weapons: If the unmodified hit roll for an attack made with this unit’s Blighted Weapons is 6, that attack scores D6 hits on the target instead of 1. Make a wound and save roll for each hit.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, PUTRID BLIGHTKINGS


Battleline


4"
1
5+
10
WARSCROLL

Plaguebearers

Plaguebearers trudge to battle amidst the drone of flies’ wings and endless counting. These corpse-like daemons tally the diseases unleashed by Nurgle upon the Mortal Realms, and as they do so they stab and hack at their enemies with filth-ridden plagueswords. Relentless and resilient in equal measure, Plaguebearers overwhelm their victims as surely as a terminal sickness.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plaguesword
Plaguesword1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 10 - 30      Points: 110/300
Battlefield Role: Battleline

DESCRIPTION

A unit of Plaguebearers has 10 or more models. They are armed with vile Plagueswords.

PLAGUERIDDEN: The leader of this unit is a Plagueridden. Add 1 to the Attacks characteristic of a Plagueridden’s Plaguesword.

ICON BEARER: Models in this unit can be Icon Bearers. If the unmodified roll is a 1 when making a battleshock test for a unit that includes any Icon Bearers, no models from the unit flee. Instead, D6 Plaguebearer models are added to the unit.

PIPERS: Models in this unit can be Pipers. Re-roll battleshock rolls of 1 for enemy units while they are within 6" of any Pipers.

ABILITIES

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

Cloud of Flies: Subtract 1 from the hit rolls of attacks that target this unit in the shooting phase. If this unit contains 20 or more models, subtract 2 from the hit rolls of attacks that target this unit in the shooting phase, and 1 from the hit rolls of attacks that target this unit in the combat phase instead.

Locus of Fecundity: Re-roll save rolls of 1 for this unit while it is within 7" of a friendly NURGLE DAEMON HERO.

KEYWORDS
CHAOS, DAEMON, PLAGUEBEARER, NURGLE, PLAGUEBEARERS


Leader


4"
7
4+
10
WARSCROLL

Epidemius, Tallyman of Nurgle

Sat high upon his mouldering palanquin, borne aloft by a suppurating mound of subservient Nurglings, Epidemius casts his single eye across the battlefield with jaded contempt. His bone quill scratches upon cured-flesh parchment, enumerating the endless tally of Nurgle’s diseases, and as the count rises ever higher so the Plague God’s minions become ever more empowered.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Balesword
Balesword1"33+3+-1D3
Tiny Razor-sharp Teeth
Tiny Razor-sharp Teeth1"55+5+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Epidemius is a named character that is a single model. He is armed with a malignant Balesword and is carried into battle atop his palanquin by a horde of Nurglings, which attack nearby enemies with their Tiny Razor-sharp Teeth.

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.

Nurgle’s Tallyman: Keep a tally of the number of enemy models that have been slain by friendly NURGLE units during the battle. At the start of your hero phase, consult the following table to see what benefits are bestowed upon friendly NURGLE units:

Models SlainEffect
0-6No effect.
7-13Re-roll wound rolls of 1.
14-20Re-roll hit rolls of 1.
21+Receive 1 extra contagion point in each of your hero phases.

These bonuses are cumulative and last for the rest of the battle, but end if Epidemius is slain.

KEYWORDS
CHAOS, DAEMON, PLAGUEBEARER, NURGLE, HERO, EPIDEMIUS, TALLYMAN OF NURGLE


4"
6
5+
7
WARSCROLL

Festus the Leechlord

Festus is a heartless maniac, a former plague doctor transformed into a twisted alchemist of disease by the forbidden lore of Nurgle. He leads armies of daemons and rotbringers into battle with infectious ebullience, relishing the chance to try out each new delightful brew upon his unwilling foes and spread bizarre and unnatural plagues swiftly through their ranks.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plague Staff
Plague Staff1"24+3+-D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Festus the Leechlord is a named character that is a single model. He carries a toxin-laced Plague Staff to battle, and can force doses of his pestilent potions down the throats of his enemies.

ABILITIES

Healing Elixirs: At the start of your hero phase, you can heal 1 wound that has been allocated to Festus the Leechlord.

Delightful Brews, Splendid Restoratives: At the start of your hero phase, you can pick a unit (friend or foe) within 1" of Festus the Leechlord. If you pick a friendly unit, roll a dice. On a 2+ heal D3 wounds that have been allocated to that unit. If you pick an enemy unit, roll a dice. On a 2+ that unit suffers D3 mortal wounds.

MAGIC

Festus the Leechlord is a WIZARD. He can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Curse of the Leper spells.

Curse of the Leper: Curse of the Leper has a casting value of 7. If successfully cast, select a unit within 14" of the caster that is visible to them. Subtract 1 from save rolls for that unit for the rest of the battle. This spell cannot be cast on the same enemy unit more than once during a battle.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, HERO, WIZARD, FESTUS THE LEECHLORD


4"
7
3+
9
WARSCROLL

Gutrot Spume

An arrogant plague lord who destroys all in his path, Gutrot Spume hacks his enemies apart with his corroded axe while entangling, crushing and strangling them with the nest of slimy tentacles that sprouts from his bloated torso. Spume’s ego is such that he will never back down from a fight, no matter how terrifying his foe, while his might is such that he rarely loses such duels.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rot-pocked Axe
Rot-pocked Axe2"43+2+-12
Flailing Tentacles
Flailing Tentacles1"D32+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Gutrot Spume is a named character that is a single model. He is armed with a Rot-pocked Axe and grasps at his foe with a mass of Flailing Tentacles.

ABILITIES

Clutching Pseudopods: At the start of the combat phase, you can pick an enemy model within 1" of Gutrot Spume. Choose a weapon carried by that model and roll a dice. On a 4+ that weapon cannot be used by that model in that combat phase.

Towering Arrogance: Re-roll hit rolls of 1 for Gutrot Spume if the target is a HERO. In addition, if Gutrot Spume is within 3" of an enemy HERO in the combat phase, he cannot target units that are not HEROES.

Master of the Slime Fleet: Instead of setting up Gutrot Spume on the battlefield, you can place him and up to one unit of Putrid Blightkings to one side, and say that they are aboard his flagship. If you do so, at the end of your first movement phase, set up Gutrot Spume and the unit of Putrid Blightkings within 6" of each other, wholly within 6" of the edge of the battlefield and more than 9" from any enemy models.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, HERO, GUTROT SPUME


7"
7
4+
8
WARSCROLL

Harbinger of Decay

Slumped like sacks of flyblown offal in their mouldering saddles, Harbingers of Decay advance into battle atop vile steeds that look more dead than alive. Theirs is the gaze of Nurgle himself, and the mortal worshippers of the Plague God fight all the harder when it falls upon them. Theirs is also the touch of Nurgle, for the slightest cut from their rotswords infects a victim with virulent disease.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plague Scythe
Plague Scythe1"33+3+-1D3
Daemonic Mount’s Flyblown Bite
Daemonic Mount’s Flyblown Bite1"D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader

DESCRIPTION

A Harbinger of Decay is a single model. He wields a Plague Scythe and carries a Rotsword and Soulbound Shield. His emaciated Daemonic Mount spreads diseases with its Flyblown Bite.

ABILITIES

Soulbound Shield: Roll a dice each time you allocate a wound or mortal wound to this model as the result of a spell. On a 4+ the wound is negated.

Rotsword: Once per battle, at the start of your hero phase, pick an enemy HERO within 1" of this model and roll a dice. On a 2+ that HERO suffers D3 mortal wounds. On a 4+ that HERO suffers D3 mortal wounds, and each other enemy unit within 7" of that HERO suffers 1 mortal wound.

COMMAND ABILITIES

Morbid Vigour: You can use this command ability in your hero phase. If you do, then until your next hero phase roll a dice each time you allocate a wound or mortal wound to a friendly NURGLE MORTAL unit while they are within 7" of this model. On a 5+ the wound is negated. The same unit cannot benefit from this command ability more than once in the same phase.

KEYWORDS
CHAOS, MORTAL, DAEMON, NURGLE, ROTBRINGER, HERO, HARBINGER OF DECAY


5"
8
3+
10
WARSCROLL

Horticulous Slimux

Horticulous Slimux rides into battle perched upon the shell of his lumbering daemonic steed, Mulch. As Nurgle’s head gardener, he has the power to seed the Garden of Nurgle into the fabric of reality, churning the ground with his Gruntleplough to summon it forth. Surrounded by packs of Beasts of Nurgle and wielding his lethal lopping shears, Horticulous is a being to be greatly feared.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Lopping Shears
Lopping Shears1"33+3+-1D3
Mulch’s Slime-encrusted Jaws
Mulch’s Slime-encrusted Jaws1"D33+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Horticulous Slimux is a named character that is a single model. He is armed with a huge pair of Lopping Shears that he uses to snip his enemies in half, and rides upon the back of a molluscoid daemon-beast called Mulch that snaps at the foe with its Slime-encrusted Jaws.

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.

Acidic Slime Trail: Roll a dice for each enemy unit that is within 3" of this model immediately before this model makes a retreat move. On a 4+ that enemy unit suffers D3 mortal wounds.

Beast Handler: Re-roll failed charge rolls and hit rolls of 1 for friendly Beasts of Nurgle units while they are within 7" of Horticulous Slimux.

In Death There is Life: At the start of your hero phase, if any models (friend or foe) were slain in the last turn, you can heal 1 wound allocated to a friendly NURGLE DAEMON unit within 7" of Horticulous Slimux.

Cultivating the Garden of Nurgle: Once during the battle, at the start of your hero phase, you can set up a Feculent Gnarlmaw within 3" of Horticulous Slimux and more than 1" away from any other model or terrain feature.

KEYWORDS
CHAOS, DAEMON, PLAGUEBEARER, NURGLE, HERO, HORTICULOUS SLIMUX


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


4"
7
4+
9
WARSCROLL

Lord of Blights

The Lord of Blights is a lumbering destroyer who bludgeons his way through the enemy ranks with bubotic hammer and vermid shield. A creator as well as a destroyer, the Lord of Blights cultivates fine crops of death’s heads that he hands out to his warriors, enabling them to fling volleys of diseased projectiles. The best of these he keeps, plucking them from his gallowrack to hurl at the foe.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Thrice-ripenedDeath’s Head
Thrice-ripenedDeath’s Head14"13+3+-3D3
Munificent Bounty Death’s Head
Munificent Bounty Death’s Head14"14+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bubotic Hammer
Bubotic Hammer1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Lord of Blights is a single model. He hurls Thrice-ripened Death’s Heads at the enemy and hands out lesser Munificent Bounty Death’s Heads for his minions to use. In combat he smashes the foe to the ground with his Bubotic Hammer, while fending off their return blows with his Vermid Shield.

ABILITIES

Munificent Bounty: At the start of your shooting phase, you can pick 1 friendly Putrid Blightkings unit that is within 3" of this model. That unit can shoot in that shooting phase using the Munificent Bounty Death’s Head missile weapon shown above.

Vermid Shield: In the combat phase, re-roll save rolls of 1 for this model.

COMMAND ABILITIES

Plague of Flies: You can use this command ability in your hero phase. If you do, pick a friendly NURGLE unit within 21" of it. Until your next hero phase, subtract 1 from the hit rolls of attacks that target that unit in the shooting phase. If the unit contains 20 or more models, subtract 2 from the hit rolls of attacks that target that unit in the shooting phase, and 1 from the hit rolls of attacks that target that unit in the combat phase instead. The same unit cannot benefit from this command ability more than once in the same phase.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, HERO, LORD OF BLIGHTS


4"
7
4+
9
WARSCROLL

Lord of Plagues

Infested with myriad diseases, the Lord of Plagues storms into the midst of the enemy army with his rusted axe swinging in measured arcs. This revolting warlord urges his followers on to ever greater acts of carnage, reducing the foe to filth-ridden corpse mulch that will serve to fertilise the Mortal Realms for Nurgle’s fecund bounty.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plague-ridden Great Blade
Plague-ridden Great Blade1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Lord of Plagues is a single model. He wields a Plague-ridden Great Blade.

ABILITIES

Wanton Slaughter: Re-roll hit rolls of 1 for friendly Putrid Blightkings units while they are within 7" of this model.

Rotten Corpse Mulch: Roll a dice after this model makes its attacks in the combat phase, and add the number of wounds inflicted by this model (and which were not saved or negated) to the dice roll. If the total is 7+ you immediately receive 1 contagion point.

Plague-ridden Great Weapon: If the unmodified hit roll for an attack made with a melee weapon by this model is 6, that attack scores D6 hits on the target instead of 1. Make a wound and save roll for each hit.

COMMAND ABILITIES

Grandfather’s Gift: You can use this command ability in your hero phase. If you do, pick an enemy unit within 21" of it and roll 7 dice. That unit suffers 1 mortal wound for each roll of 6+.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, HERO, LORD OF PLAGUES


4"
5
4+
10
WARSCROLL

Poxbringer, Herald of Nurgle

These powerful daemonic heroes lead their brother Plaguebearers into battle, and ensure that the orders of the Great Unclean Ones are followed to the letter. They are potent warriors, whose baleswords can kill with a single cut, whose rotted bodies are all but impervious to harm, and whose diseased magics can tear the heart from the foe or bolster their own disgusting foot soldiers.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Balesword
Balesword1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

A Poxbringer is a single model. It wields a repulsive Balesword that weeps vile toxins.

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.

In Death There is Life: At the start of your hero phase, if any models (friend or foe) were slain in the last turn, you can heal 1 wound allocated to a friendly NURGLE DAEMON unit within 7" of this model.

MAGIC

A Poxbringer is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Eruptive Infestation spells.

Eruptive Infestation: Eruptive Infestation has a casting value of 6. If successfully cast, pick an enemy unit that is within 7" of a friendly Plaguebearers unit and visible to the caster. That unit suffers D3 mortal wounds.

KEYWORDS
CHAOS, DAEMON, WIZARD, PLAGUEBEARER, NURGLE, HERO, POXBRINGER, HERALD OF NURGLE


4"
5
4+
10
WARSCROLL

Sloppity Bilepiper, Herald of Nurgle

Sloppity Bilepipers caper through the ranks of the Plague Legions as they advance. Infected with a plague of mirth, they prance and quip, entertaining Nurgle’s daemons even as they cause the enemy to literally die laughing. With a rasp on their gutpipes they can inspire their allies with unnatural glee, while a single blow from their marotter is enough to reduce most foes to a grinning corpse.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Marotter
Marotter1"44+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader

DESCRIPTION

A Sloppity Bilepiper is a single model. It is armed with a Marotter.

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.

Disease of Mirth: Add 1 to the Bravery characteristic of friendly NURGLE DAEMON units while they are within 7" of any Sloppity Bilepipers. In addition, subtract 1 from the Bravery characteristics of enemy units while they are within 7" of any Sloppity Bilepipers.

Jolly Gutpipes: Re-roll failed charge rolls and hit rolls of 1 for friendly Nurglings and GREAT UNCLEAN ONE units while they are within 7" of any Sloppity Bilepipers.

KEYWORDS
CHAOS, DAEMON, PLAGUEBEARER, NURGLE, HERO, SLOPPITY BILEPIPER, HERALD OF NURGLE


4"
6
5+
7
WARSCROLL

Sorcerer

The Sorcerers of Nurgle bring low their enemies with flesh-eating plagues and withering hexes, while shielding their allies with roaring clouds of flies or bloating their bodies with rancid fat to make them all but immune to harm. Some can even vomit streams of unnatural foulness that choke and drown the foe, channelling the foulness of their god to sweep away those who would defy his will.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rotwood Staff
Rotwood Staff2"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

A Sorcerer is a single model armed with a Rotwood Staff.

ABILITIES

Blessed with Vitality: Roll a dice each time this model successfully casts a spell and it is not unbound. On a 4+ you can heal 1 wound that has been allocated to this model.

MAGIC

A Sorcerer is a WIZARD. He can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Stream of Corruption spells.

Stream of Corruption: Stream of Corruption has a casting value of 6. If successfully cast, pick an enemy unit that is within 7" of the caster and visible to them. That unit suffers 3 mortal wounds.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, HERO, WIZARD, SORCERER


4"
5
4+
10
WARSCROLL

Spoilpox Scrivener, Herald of Nurgle

The Spoilpox Scrivener keeps watch over the efforts of his fellow Plaguebearers, menacing them with the threat of spiteful punishments for the slightest transgression. Should the enemy stray too close, the Scrivener irritably bites their limbs and heads off with his distended maw, or else sprays them with diseased filth as he unleashes a huge and disgusting sneeze.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Disgusting Sneeze
Disgusting Sneeze6"D63+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Distended Maw
Distended Maw2"23+4+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader

DESCRIPTION

A Spoilpox Scrivener is a single model. It sprays corrosive filth over the enemy with its Disgusting Sneezes, and bites any foe that strays too close with its horrible Distended Maw.

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.

Keep Counting, I’m Watching You: Re-roll dice rolls of 1 when making charge rolls for friendly Plaguebearers units while they are within 7" of this model. In addition, re-roll hit rolls of 1 for friendly Plaguebearers units while they are within 7" of this model.

KEYWORDS
CHAOS, DAEMON, PLAGUEBEARER, NURGLE, HERO, SPOILPOX SCRIVENER, HERALD OF NURGLE


4"
7
4+
8
WARSCROLL

Fecula Flyblown

A bloated and spectacularly foul-smelling Sorcerer of formidable power, Fecula Flyblown has sworn to spread the sickening gifts of the Plague God Nurgle as far and wide as possible.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rotwood Staff
Rotwood Staff2"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Leader
Notes: Unique. Fecula Flyblown and The Wurmspat must be taken as a set for a total of 180 points. Although taken as a set, each is a separate unit.

DESCRIPTION

Fecula Flyblown is a named character that is a single model. She is armed with a Rotwood Staff.

ABILITIES

Blessed with Vitality: Grandfather Nurgle lavishes entropic gifts upon his chosen servants, granting them a supernatural resilience.
Roll a dice each time this model successfully casts a spell and it is not unbound. On a 4+, you can heal 1 wound allocated to this model.

Retchling: Accompanying Fecula into battle is her loyal Retchling. This plague-ridden familiar is a powerful locus of plague sorcery.
Once per battle, in your hero phase, you can choose for this model to channel the power of its familiar. If you do so, this model can attempt to cast 1 additional spell that phase.

MAGIC

Fecula Flyblown is a Wizard. She can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Stream of Corruption spells.

Stream of Corruption: Uttering glottal curses, the Sorcerer unleashes a torrent of bile and brackish filth upon their enemies.
Stream of Corruption has a casting value of 6. If successfully cast, pick 1 enemy unit within 7" of the caster and visible to them. That unit suffers 3 mortal wounds.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, BLESSED SONS, HERO, WIZARD, SORCERER, FECULA FLYBLOWN


4"
4
4+
8
WARSCROLL

The Wurmspat

The Blightkings Sepsimus and Ghulgoch have sworn themselves to the service of Fecula Flyblown, and form a shield of flabby putrescence and rusted weapons between the Sorcerer and any threats to her person.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blighted Weapon
Blighted Weapon1"33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Leader
Notes: Unique. Fecula Flyblown and The Wurmspat must be taken as a set for a total of 180 points. Although taken as a set, each is a separate unit.

DESCRIPTION

The Wurmspat is a unit that has 2 models. Sepsimus and Ghulgoch are each armed with a Blighted Weapon.

ABILITIES

Virulent Discharge: When split open by blades or arrows, the swollen flab of a Blightking spurts gobbets of rancid slime that curdle the flesh and armour of.those they splatter across.
In your hero phase, roll a dice for each unit that is 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 the unit instead.

Blighted Weapons: Rusted blades infected with virulent plagues unleash deadly contagions upon the flesh of the enemy.
If the unmodified hit roll for an attack made with this unit’s Blighted Weapons is 6, that attack scores D6 hits on the target instead of 1. Make a wound and save roll for each hit.

Festering Bodyguards: Fecula journeyed to Beastgrave with her two favoured bodyguards, who protect her from any who would see her work for the Grandfather undone.
Roll a dice before you allocate a wound or mortal wound to a friendly FECULA FLYBLOWN while she is within 3" of this unit. On a 4+, that wound or mortal wound is allocated to this unit instead of FECULA FLYBLOWN.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, BLESSED SONS, PUTRID BLIGHTKINGS, THE WURMSPAT


Leader, Behemoth


12
4+
9
WARSCROLL

Bloab Rotspawned

A living swarm of daemon-flies and maggots crammed into a hollowed-out sack of leathery flesh, Bloab Rotspawned is nonetheless one of Nurgle’s mightiest Sorcerers. Mounted upon the back of his slime-spitting maggoth, Bilespurter, he unleashes one unnatural plague after another upon the foe, while the whirling flystorm that surrounds him blinds and chokes his victims.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bilespurter’s Vile Bile
Bilespurter’s Vile Bile12"D34+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harvestman’s Scythe
Harvestman’s Scythe2"33+3+-12
Bilespurter’s Monstrous Claws
Bilespurter’s Monstrous Claws3"4+2+-11
DAMAGE
Wounds SufferedMoveVile BileMonstrous Claws
0-210"2+5
3-48"3+4
5-76"3+4
8-96"4+4
10+4"4+3
PITCHED BATTLE PROFILE

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

DESCRIPTION

Bloab Rotspawned is a named character that is a single model armed with an enormous Harvestman’s Scythe. He rides the maggoth Bilespurter, which douses its victims with sprays of Vile Bile or tears them limb from limb with its Monstrous Claws.

ABILITIES

Daemon-flies: At the start of your hero phase, roll a dice for each enemy unit within 7" of Bloab Rotspawned. On a 4+ subtract 1 from hit rolls for that unit until your next hero phase.

Windspeaker Bells: Subtract 1 from the casting rolls of enemy WIZARDS while they are within 14" of Bloab Rotspawned.

MAGIC

Bloab Rotspawned is a WIZARD. He can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Miasma of Pestilence spells.

Miasma of Pestilence: Miasma of Pestilence has a casting value of 6. If successfully cast, pick an enemy unit within 14" of the caster that is visible to them. Until your next hero phase, roll a dice at the end of each phase in which any wounds or mortal wounds were allocated to that unit and not negated. On a 2+ that unit suffers D3 mortal wounds.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, MONSTER, HERO, WIZARD, BLOAB ROTSPAWNED


5"
16
4+
10
WARSCROLL

Great Unclean One

The mightiest of Nurgle’s daemons, the Great Unclean Ones are immensely resilient and frighteningly strong. Able to barge down fortress gates and crush monstrous beasts with their sheer bulk, Great Unclean Ones exude disease and decay as they smash their way through the foe. Meanwhile, their grasp of high strategy and their magical talents make them formidable generals.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Noxious Bile
Noxious Bile7"D63+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plague Flail
Plague Flail2"33+-12
Massive Bilesword
Massive Bilesword2"4+3+-23
Bileblade
Bileblade2"33+3+-11
Doomsday Bell
Doomsday Bell2"44+3+-11
Host of Nurglings
Host of Nurglings1"35+5+-1
DAMAGE
Wounds SufferedNoxious BilePlague FlailMassive Bilesword
0-32+2+3
4-63+3+3
7-93+3+2
10-124+4+2
13+5+4+1
PITCHED BATTLE PROFILE

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

DESCRIPTION

A Great Unclean One is a single model. It carries a large Plague Flail or Bileblade in one hand, and a Massive Bilesword or Doomsday Bell in the other, and can vomit forth streams of Noxious Bile. A Host of Nurglings caper about the Great Unclean One’s feet, attacking with their razor-sharp teeth.

ABILITIES

Blubber and Bile: Roll a dice each time you allocate a wound or mortal wound to this model. 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 this model.

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

Putrid Offering: If this model has a Bileblade and attempts to cast or unbind a spell, you can say that it is using the Bileblade to hook out a portion of its own rotting guts as an offering to Nurgle. If you do so, this model immediately suffers 1 mortal wound (which cannot be negated), but you can then add 1 to the casting or unbinding roll.

Reverberating Summons: If a NURGLE unit begins its movement phase within 7" of any models with a Doomsday Bell, add 3 to its Move characteristic until the end of the phase.

MAGIC

A Great Unclean One is a WIZARD. It can attempt to cast two spells in your hero phase, and attempt to unbind two spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Plague Wind spells.

Plague Wind: Plague Wind has a casting value of 7. If successfully cast, pick a point on the battlefield within 14" of the caster and draw an imaginary straight line between it and the closest part of the caster. Each unit (friend or foe) crossed by the centre of the line suffers D3 mortal wounds. Units with the NURGLE keyword are instead invigorated by the Plague Wind; if it passes over them, heal D3 wounds that have been allocated to the unit.

COMMAND ABILITIES

Grandfather’s Joy: You can use this command ability in your hero phase. If you do, pick a friendly NURGLE DAEMON unit within 21" of this model. Add 1 to the Attacks characteristic of all melee weapons used by that unit until your next hero phase. You cannot pick the same unit to benefit from this command ability more than once per hero phase.

KEYWORDS
CHAOS, DAEMON, NURGLE, MONSTER, HERO, WIZARD, GREAT UNCLEAN ONE


12
3+
9
WARSCROLL

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


12
3+
9
WARSCROLL

Orghotts Daemonspew

A driven and merciless warlord, Orghotts Daemonspew is half human and half daemon in nature. He rides to battle astride the gangling pox maggoth Whippermaw, wielding his twinned Rotaxes to devastating effect while his steed’s envenomed tongue lashes out to throttle and ensnare. Even should the foe injure Orghotts it is they who truly suffer, as corrosive ichor jets from the wound.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Whippermaw’s Grasping Tongue
Whippermaw’s Grasping Tongue6"13+-1D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Rotaxes
The Rotaxes2"53+3+-11
Whippermaw’s Monstrous Claws
Whippermaw’s Monstrous Claws3"4+2+-11
DAMAGE
Wounds SufferedMoveGrasping TongueMonstrous Claws
0-210"2+5
3-48"3+4
5-76"4+4
8-96"5+4
10+4"6+3
PITCHED BATTLE PROFILE

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

DESCRIPTION

Orghotts Daemonspew is a named character that is a single model armed with his trusty Rotaxes. He rides his maggoth steed, Whippermaw, which seeks out victims with its Grasping Tongue to drag them into its fang-lined maw, or crushes them with its Monstrous Claws.

ABILITIES

Acid Ichor: Roll a dice each time you allocate a wound to this model in the combat phase (and it is not negated). On a 4+ the attacking unit suffers 1 mortal wound after all of its attacks have been made.

Fury of the Halfblood: Add D3 to the Attacks characteristic of Orghotts Daemonspew’s Rotaxes if he made a charge move in the same turn.

The Rotaxes: At the end of the combat phase, roll a dice for each enemy model that was allocated any wounds caused by the Rotaxes in that combat phase and was not slain. On a 4+ that model suffers 1 mortal wound.

COMMAND ABILITIES

Fester and Rot: You can use this command ability in your hero phase. If you do, pick a friendly NURGLE unit within 14" of Orghotts Daemonspew. Re-roll failed wound rolls for that unit until your next hero phase.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, MONSTER, HERO, ORGHOTTS DAEMONSPEW


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


18
4+
9
WARSCROLL

The Glottkin

Plague-cursed triplets of immense age and power, the Glottkin are Nurgle’s greatest mortal champions. Otto the warrior lord and Ethrac the plague sorcerer ride to war upon the lumpen shoulders of their monstrous brother, Ghurk, and together their unnatural power is great enough to drive vast armies into battle and crush all who stand against them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pestilent Torrent
Pestilent Torrent12"13+4+-2
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ghurk’s Flailing Tentacle
Ghurk’s Flailing Tentacle3"4+2+-22
Ghurk’s Lamprey Maw
Ghurk’s Lamprey Maw2"13+2+-1D3
Otto’s Poison-slick Scythe
Otto’s Poison-slick Scythe2"33+3+-1D3
DAMAGE
Wounds SufferedMovePestilent TorrentGhurk’s Flailing Tentacle
0-38"2D66
4-67"D65
7-96"D34
10-125"23
13+4"12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 380
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

The Glottkin are a single model. Ghurk Glott is a heaving mass of flesh, attacking with a Flailing Tentacle and scooping hapless victims into his Lamprey Maw. His brothers Ethrac and Otto ride upon his festering, boil-encrusted shoulders; Ethrac casts foul spells while Otto attacks with his Poison-slick Scythe and unleashes a Pestilent Torrent of corrosive filth from his swollen gut.

ABILITIES

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

Blessings of Nurgle: At the start of your hero phase, you can heal D3 wounds that have been allocated to this model.

Horrific Opponent: At the start of the combat phase, roll 2D6 for each enemy unit within 7" of this model. If the roll is greater than that unit’s Bravery characteristic, subtract 1 from hit rolls for that unit in that combat phase.

MAGIC

Ethrac Glott is a WIZARD. He can attempt to cast two spells in your hero phase, and attempt to unbind one spell in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Fleshy Abundance spells.

Fleshy Abundance: Fleshy Abundance has a casting value of 7. If successfully cast, pick a friendly unit within 14" of the caster that is visible to them. Add 1 to the Wounds characteristic of all models in that unit until your next hero phase. At the start of your next hero phase, the unit’s Wounds characteristic is reduced to its original value. Note that this can result in a model that has been allocated wounds being slain.

COMMAND ABILITIES

Lords of Nurgle: You can use this command ability in your hero phase. If you do, then until your next hero phase add 1 to the Attacks characteristic of any melee weapons used by friendly NURGLE units while they are within 14" of this model. You cannot use this command ability more than once per hero phase.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, MONSTER, HERO, WIZARD, THE GLOTTKIN


16
4+
10
WARSCROLL

Exalted Greater Daemon of Nurgle

Riddled with pestilence and disease, an Exalted Greater Daemon of Nurgle is a foul manifestation of Nurgle’s will. With each lumbering step and burbled word it spreads more of its diseased blessings to those who stand before it.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Noxious Bile
Noxious Bile7"D63+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Bilesword
Massive Bilesword2"3+3+-23
DAMAGE
Wounds SufferedMoveNoxious BileMassive Bilesword
0-47"2+4
5-86"3+4
9-115"3+3
12-134"4+3
14+3"5+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 400
Battlefield Role: Leader, Behemoth

DESCRIPTION

An Exalted Greater Daemon of Nurgle is a single model armed with a Massive Bilesword and Noxious Bile.

ABILITIES

Blubber and Bile: The dubious reward for piercing the blubbery hide of an Exalted Greater Daemon of Nurgle is to be showered by acidic bile and putrid toxins.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated. In addition, on a 6, if the attacking unit is within 3" of this model, it suffers 1 mortal wound.

Corpulent Mass: An Exalted Greater Daemon of Nurgle is blessed with the Plaguefather’s gift of fecundity, enabling its body to swiftly regrow damaged flesh and tissue.
In your hero phase, you can heal up to D3 wounds allocated to this model.

Mountain of Loathsome Flesh: Such is the size and girth of an Exalted Greater Daemon of Nurgle that it can simply run over its foes, crushing or asphyxiating them beneath its monstrous bulk as it does so.
Roll 1 dice for each enemy unit that is within 1" of this model after this model completes a charge move. On a 4+, that enemy unit suffers D3 mortal wounds.

MAGIC

An Exalted Greater Daemon of Nurgle is a WIZARD. It can attempt to cast two spells in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Plague Wind spells.

Plague Wind: The Exalted Greater Daemon of Nurgle summons a whirlwind of maggots and filth, basking in its feculence for a moment before sending it forth.
Plague Wind has a casting value of 7. If successfully cast, pick a point on the battlefield within 14" of the caster and draw an imaginary straight line 1mm wide between that point and the closest part of the caster. Each unit crossed by that line suffers D3 mortal wounds. If this line passes over any NURGLE units, heal up to D3 wounds allocated to that unit instead.

COMMAND ABILITIES

Grandfather’s Exalted Joy: At the Great Unclean One’s command, Nurgle’s children are inspired to fight with even greater exuberance.
You can use this command ability in your hero phase. If you do so, pick 1 friendly NURGLE DAEMON unit wholly within 28" of a friendly model with this command ability. Add 1 to the Attacks characteristic of that unit’s melee weapons until your next hero phase.

KEYWORDS
CHAOS, DAEMON, NURGLE, GREAT UNCLEAN ONE, MONSTER, HERO, WIZARD, EXALTED GREATER DAEMON OF NURGLE


Warscroll Battalion


Warscroll Battalion

Affliction Cyst

The air fills with the thunderous drone of membranous wings as the warriors of the Affliction Cyst ride their bloated Rot Flies into battle. Enemies scatter in panic as Pusgoyle Blightlords plunge down from on high, their dark shadows heralding disease and death.
ORGANISATION
An Affliction Cyst consists of the following units:
 • 1 Lord of Afflictions
 • 3-6 units of Pusgoyle Blightlords
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

The Droning Sky: Instead of setting up a unit from this battalion on the battlefield, you can place it to one side and say that it is set up hovering in the skies. You can do this with as many units from the battalion as you wish. At the end of your first movement phase, set up each of these units more than 9" from any enemy models.

Diseased Onslaught: If the Lord of Afflictions from this battalion uses his Spearhead of Contagion command ability, it affects all units from this battalion that are within 14" of him, instead of only one unit.


Warscroll Battalion

Blight Cyst

To stand against the Blight Cyst is to be beset by virulent foulness at every turn. Hails of filth-filled death’s heads rain down upon the enemy and swarms of biting flies envelop them in a blinding, choking mass, before the pox-ridden servants of Nurgle hack their way through the diseased survivors.
ORGANISATION
A Blight Cyst consists of the following units:
 • 1 Lord of Blights
 • 3-6 units of Putrid Blightkings
 • 0-1 Sorcerer
 • 0-1 Harbinger of Decay
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Endless Bounty: The Munificent Bounty ability of this battalion’s Lord of Blights affects all units from this battalion that are within 3" of him at the start of your shooting phase, instead of only one unit.

Supremely Blighted Weapons: The Blighted Weapons used by the Putrid Blightkings in this battalion have a Rend characteristic of ‘-1’.

Blights on the Landscape: In the combat phase, enemy units do not receive any benefits for being in cover against attacks made by this battalion.


Warscroll Battalion

Nurgle’s Menagerie

From the festering depths of Nurgle’s realm, his filthsome pretties spill forth. Loping on bloated limbs or ploughing through the air on buzzing wings, these abominations obey the croaked commands of Horticulous Slimux, burying their victims in an avalanche of rancid flesh and lethal ebullience.
ORGANISATION
Nurgle’s Menagerie consists of the following units:
 • 1 Horticulous Slimux
 • 3 units of Beasts of Nurgle
 • Up to 3 units chosen in any combination from the following list:
  - Plague Drones
  - Beasts of Nurgle
  - Nurglings
PITCHED BATTLE PROFILE

Unit Size: -      Points: 180
Battlefield Role: Warscroll Battalion

ABILITIES

Assistant Gardeners: Horticulous Slimux can use his Cultivating the Garden of Nurgle ability in each of your hero phases instead of only once per battle. In addition, when he does so, the Feculent Gnarlmaw can be set up within 3" of any unit from this battalion instead of being set up within 3" of Horticulous Slimux.

Utterly Revolting Horde: Subtract 1 from the Bravery characteristic of enemy units while they are within 14" of 7 or more models from this battalion.


Warscroll Battalion

Plague Cyst

The warriors of a Plague Cyst are as direct and aggressive as their lord. They view their enemies as little more than living sacks of meat and fluids, waiting to be split open and strewn as plague-fertiliser across the battlefields of the Mortal Realms.
ORGANISATION
A Plague Cyst consists of the following units:
 • 1 Lord of Plagues
 • 3-6 units of Putrid Blightkings
 • 0-1 Sorcerer
 • 0-1 Harbinger of Decay
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Master of Slaughter: Re-roll all failed hit rolls for units from this battalion that are affected by the Wanton Slaughter ability of this battalion’s Lord of Plagues, instead of only re-rolling hit rolls of 1.

Horribly Contagious: In your hero phase, roll a dice for each enemy unit within 3" of any units from this battalion. On a 6+ the unit being rolled for suffers D3 mortal wounds.


Warscroll Battalion

Tallyband of Nurgle

The Tallyband is disease and pestilence personified, a trudging, lumbering, squirming mass of rancid daemonflesh that rolls across the battlefield like the inexorable approach of death itself. Unnatural plague energies thicken the air, conjuring new daemons into being even as the advance continues.
ORGANISATION
A Tallyband of Nurgle consists of the following units:
 • 0-1 GREAT UNCLEAN ONE
 • 1-3 HEROES chosen from the following list:
- Poxbringer, Herald of Nurgle
- Sloppity Bilepiper, Herald of Nurgle
- Spoilpox Scrivener, Herald of Nurgle
 • 4-7 units chosen in any combination from the following list:
- Plaguebearers
- Plague Drones
 • 0-3 units chosen in any combination from the following list:
- Beasts of Nurgle
- Nurglings
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

ABILITIES

Droning Masses: At the start of your hero phase, each unit in this battalion heals 1 wound that has been allocated to it. For units of Plaguebearers, return D3 slain models to each unit instead.

Disease and Pestilence Personified: If the number of Plaguebearers units plus the number of Plague Drones units in this battalion at the start of the battle is seven, you receive 1 extra contagion point in each of your hero phases.


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.


Warscroll Battalion

The Munificent Wanderers

The Munificent Wanderers have been greatly blessed by Nurgle and, following their god’s generous example, wish only to share their bountiful foulness with all they meet. As they shamble into battle, their unnatural flesh and rusted blades teem with parasites and plagues that they distribute vigorously. Every claw slash, every bite of rotted fangs, every liquid spray and sword thrust bestows the gifts of Nurgle upon their unfortunate foes.
ORGANISATION
The Munificent Wanderers must contain the following:
 • 1 Great Unclean One (Thrombolhox the Giving)
 • 2 Tallybands of Nurgle
The Munificent Wanderers may also contain:
 • 0-5 additional Tallybands of Nurgle
 • Any number of additional NURGLE DAEMON units
PITCHED BATTLE PROFILE

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

ABILITIES

Infested with Foul Gifts: In the Rampant Disease stage of the Cycle of Corruption, enemy units that are affected by the Rampant Disease that are within 14" of a unit from this battalion suffer D6 mortal wounds instead of D3 mortal wounds. In addition, if Thrombolhox the Giving is on the battlefield in the Rampant Disease stage of the Cycle of Corruption, then D6 enemy units are affected by the Rampant Disease instead of D3 units.


Warscroll Battalion

Thricefold Befoulment

The ground shakes beneath the tread of this revolting trio as they lumber to war. The Great Unclean Ones of the Thricefold Befoulment are the living embodiment of Nurgle’s tri-lobed sigil writ vast in rotting flesh and pulsating power, and nothing pure or untainted can stand before their might.
ORGANISATION
A Thricefold Befoulment consists of the following units:
 • 3 GREAT UNCLEAN ONES
PITCHED BATTLE PROFILE

Unit Size: -      Points: 60
Battlefield Role: Warscroll Battalion

ABILITIES

Hungry for the Plague God’s Praise: Re-roll hit rolls of 1 for models from this battalion while they are within 14" of another model from this battalion. In addition, re-roll wound rolls of 1 for models from this battalion while they are within 14" of two other models from this battalion.

Plague Storm of Nurgle: If a model from this battalion successfully casts the Plague Wind spell when it is within 7" of another model from this battalion, then the number of mortal wounds inflicted by the spell is increased from D3 to 2D3. If the caster is within 7" of two other models from this battalion, then the number of mortal wounds inflicted by the spell is increased to 3D3 instead.


Scenery


Scenery

Feculent Gnarlmaw

Wherever the servants of Nurgle gather in large numbers and the blessed rot begins to set in, Feculent Gnarlmaws push their way up through the blighted soil. These disgusting trees ring with the sorrowful tolling of entropic chimes, belch clouds of daemonic spores, and shed rot-wet blossom to carpet the maggot-churned earth beneath their boughs.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 0
Battlefield Role: Scenery

DESCRIPTION

A Feculent Gnarlmaw is a terrain feature consisting of 1 Feculent Gnarlmaw scenery model.

Scenery Rules

Entropic Chimes: In their charge phase, NURGLE units that are within 7" of any Feculent Gnarlmaws can attempt to charge even if they ran in the same turn.

Sickness Blossoms: At the start of the hero phase, roll a dice for each unit within 3" of any Feculent Gnarlmaws. On a 4+ the unit suffers 1 mortal wound. Units with the NURGLE keyword are unaffected by this ability.

KEYWORDS
SCENERY, FECULENT GNARLMAW
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.
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.
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.
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.
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.
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.

The PLAGUEBEARER keyword is used in following Nurgle warscrolls:

None
Battleline
Leader
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.
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.
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 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
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
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.
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 PUTRID BLIGHTKINGS keyword is used in following Nurgle warscrolls:

None
Leader
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.
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.
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.
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.
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.
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.
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.
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.
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 WIZARD keyword is used in following Nurgle warscrolls:

Leader
Leader, Behemoth
• 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.
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.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The NURGLE and MORTAL keywords are used in following Nurgle warscrolls:

None
Leader
Leader, Behemoth
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.
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.
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.
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.
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.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
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.
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.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
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.
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 HERALD OF NURGLE keyword is used in following Nurgle warscrolls:

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

Leader, Behemoth
• Rotigus
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.
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.
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 SORCERER keyword is used in following Nurgle warscrolls:

Leader
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.
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.
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.
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.
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.
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 BLESSED SONS keyword is used in following Nurgle warscrolls:

Leader
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.
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 FECULA FLYBLOWN keyword is used in following Nurgle warscrolls:

Leader
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.
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.
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
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.
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.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

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

Leader, Behemoth
• 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.
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.
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.
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.
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.
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.
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.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.
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.
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.
Slain Models
Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play.
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.
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.
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.
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.
© Vyacheslav Maltsev 2013-2021