Nurgle – Nurglings
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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

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


This warscroll can be used in following warscroll battalions:
 • Nurgle’s Menagerie
 • Tallyband of Nurgle


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


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.

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.
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.
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.
© Vyacheslav Maltsev 2013-2021