Maggotkin of Nurgle

Nurgle is the Chaos God of plagues, whose power waxes strong when disease and despair ravage the Mortal Realms. Though he is a source of fear and revulsion to his enemies, Nurgle is a perversely paternal god, generous with his foul gifts and proud of his worshippers’ every disgusting achievement.

This page contains all of the rules you need to field your Maggotkin of Nurgle miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionLast update
  Maggotkin of Nurgle
  Maggotkin of NurgleBattletome3February 2024
  Slaves to Darkness
  Slaves to DarknessBattletome3February 2024
  Battlescroll: Nullstone Cache
  Battlescroll: Nullstone CacheRulebook3February 2024
  Regiments of Renown
  Regiments of RenownWarscroll3February 2024
  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023
  Warcry: The Heart of Ghur (Rotmire Creed)
  Warcry: The Heart of Ghur (Rotmire Creed)Warscroll3April 2023
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Warhammer Legends: Tamurkhan's Horde
  Warhammer Legends: Tamurkhan's HordeExpansion3August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  Broken Realms: Teclis
  Broken Realms: TeclisExpansion2August 2021

Designers’ Commentary

Battletome: Maggotkin of Nurgle

Q:Do the Rotbringer Sorcerers in a Rot Coven count as 1 unit or 3 units when picking units to be included in a core battalion?
A:
3 units – each Rotbringer Sorcerer is a separate unit.
Q:Can you clarify the abbreviation of ‘CP’ in the Corrupted Regrowth and The Burgeoning stages of the Cycle of Corruption – do you receive command points or contagion points?
A:
You receive contagion points.
Q:Can I set up a Feculent Gnarlmaw that I have summoned using contagion points partially or wholly outside of my territory?
A:
Yes.
Q:Can I use the Hosts of Chaos allegiance abilities in Wrath of the Everchosen to pick a subfaction for my Maggotkin of Nurgle army?
A:
No. The allegiance abilities found in the most recent publication of Battletome: Maggotkin of Nurgle replace the Hosts of Chaos allegiance abilities in Wrath of the Everchosen.
Q:If I have 3 Feculent Gnarlmaws on the battlefield, do I receive 3 contagion points for each Feculent Gnarlmaw (for a total of 9 points)?
A:
No, you receive 1 contagion point for each Feculent Gnarlmaw on the battlefield, for a total of 3 points.
Q:When using EpidemiusTallyman of Nurgle ability, can you record a maximum of 7 diseases over the course of the entire battle, or can you record additional new diseases after reaching the maximum number and subsequently using some re-rolls?
A:
Epidemius can record a maximum of 7 diseases over the course of the entire battle.
Q:When making disease rolls at the start of the battleshock phase, if Gotrek Gurnisson would suffer more than 1 mortal wound as a result of those rolls, would the number of wounds allocated to him be reduced to 1 by his Avatar of Grimnir ability?
A:
Yes, it would.
Q:Can a unit still remove disease points instead of healing if it is at full health?
A:
Yes.
Q:If an ability allows a unit to heal all wounds allocated to it (such as Bastian CarthalosMantle of the First Storm), can it be used to remove disease points instead of healing wounds?
A:
Yes. In this case, the commanding player could choose to heal all wounds allocated to the unit or remove all disease points allocated to the unit.
Q:Can the Glottkin’s Blightkrieg command ability be used to allow a unit that is within 3" of an enemy unit to attempt a charge?
A:
No.
Q:If there are no enemy units on the battlefield, can I complete the ‘Spread Rampant Disease’ grand strategy?
A:
No.

Allies

CHAOSALLIES
Maggotkin of NurgleBlades of Khorne, Hedonites of Slaanesh, Slaves to Darkness (excluding TZEENTCH units and units that can or must be given a Mark of Chaos)

ALLEGIANCE ABILITIES

This section describes the allegiance abilities available to a Maggotkin of Nurgle army. The rules for using allegiance abilities can be found in section 27.0 of the core rules.


Battle Traits

Abilities available to every unit in a Maggotkin of Nurgle army.

Plague Legions and Contagiums

The different Maggotkin hosts each have their own distinct methods of waging war.

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All MAGGOTKIN OF NURGLE units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Diseased

Each of the Maggotkin is a walking vector of disease, a willing incubator for maladies that ravage the body and spirit with horrific virulence.

At the end of the movement phase and at the end of the combat phase, give 1 disease point to each enemy unit that is within 3" of any friendly MAGGOTKIN OF NURGLE units. A unit can have a maximum of 7 disease points at any one time (it cannot be given any more until the number of disease points it has is reduced to less than 7).

At the start of the battleshock phase, for each disease point that an enemy unit has, you must make 1 dice roll (called a disease roll). For each 4+, that enemy unit suffers 1 mortal wound. At the end of the battleshock phase, reduce the number of disease points each enemy unit has to 1.

Designer’s Note: Once a unit is ‘infected’, it will carry over 1 disease point into the next turn unless all disease points it has are healed, as described next.

DISEASED WEAPONS
If the unmodified hit roll for an attack made with a missile weapon or melee weapon by a friendly MAGGOTKIN OF NURGLE model is 6, that attack inflicts 1 disease point on the target unit in addition to any damage it inflicts.

HEALING DISEASE POINTS
When a player uses an ability that allows them to heal any wounds that have been allocated to a unit, for each wound that they are allowed to heal, they can instead remove 1 disease point from the unit.

Legions of Chaos

When an army dedicated to one of the Chaos Gods marches to war, it is often accompanied by hordes of Slaves to Darkness, snarling herds of beast-kin and other corrupted beings with similar goals.

A Maggotkin of Nurgle army can include coalition units (see below) as follows:
  • 2 in every 4 units in the army can be a coalition unit from the Slaves to Darkness faction that has the MARK OF CHAOS keyword. Those units gain the NURGLE keyword.
  • 1 in every 4 units in the army can be a coalition unit from the Skaven faction that has the CLANS PESTILENS keyword.
  • 1 in every 4 units in the army can be a coalition unit from the Beasts of Chaos faction that does not have the TZEENTCH keyword. Those units gain the NURGLE keyword.

COALITION UNITS
Coalition units are ignored when determining if the units in the army are from a single faction. Coalition units cannot be generals.

Designer’s Note: Coalition units are not allied units, so the limitations that apply to allied units do not apply to them. This means that coalition units can be given one of your army’s enhancements, as long as they have the correct keywords or are of the correct unit type needed to receive it.

Disgustingly Resilient

To slay one of the Maggotkin is a fearsome challenge; their bodies are all but immune to pain and their organs practically worthless compared to the corrupt energies which animate them.

Friendly MAGGOTKIN OF NURGLE models have a ward of 5+. In addition, at the start of your hero phase, you can heal 1 wound allocated to each friendly MAGGOTKIN OF NURGLE model.

LOCUS OF FECUNDITY
The following friendly units are each a Locus of Fecundity: GREAT UNCLEAN ONE, HORTICULOUS SLIMUX, THE GLOTTKIN, FESTUS THE LEECHLORD. The Disgustingly Resilient battle trait heals D3 wounds allocated to a model instead of 1 if that model’s unit is within 14" of any Loci of Fecundity.

Summon Daemons of Nurgle

Areas of the Mortal Realms that are overrun by Nurgle’s minions become weak points in reality through which his daemons can be drawn from the Realm of Chaos.

You can summon NURGLE DAEMON units and Feculent Gnarlmaws to the battlefield if you have enough contagion points (referred to as ‘CPs’ in the following rules). At the start of your hero phase, you receive 3 CPs if there are any friendly MAGGOTKIN OF NURGLE units wholly within your territory, and 3 CPs if there are any friendly MAGGOTKIN OF NURGLE units wholly within your opponent’s territory. If you receive CPs for a territory and there are no enemy models in that territory, you receive 1 extra CP.

If you have any CPs at the end of your movement phase, you can summon 1 unit or terrain feature from the list below to the battlefield and add it to your army. Each unit or terrain feature you summon costs the number of CPs shown on the list, and you can only summon it if you have enough CPs to do so. Units must be set up more than 9" from all enemy units and wholly within 7 of a friendly MAGGOTKIN OF NURGLE HERO or wholly within 7" of a Feculent Gnarlmaw in your army. Feculent Gnarlmaws must be set up more than 7" from all other Feculent Gnarlmaws and more than 3" from all models, objectives, other terrain features, endless spells and invocations.


Cycle of Corruption

Nurgle’s power and blessings follow a never-ending cycle of fecundity and decay.

At the start of the first battle round, before determining who has the first turn, 1 player who can use this battle trait rolls a dice. The effect for the stage on the Cycle of Corruption chart below that corresponds to the roll applies in that battle round. At the start of each subsequent battle round, the Cycle of Corruption advances to the next stage and the effect for that stage applies in that battle round. If more than 1 player can use this battle trait, the current stage of the Cycle of Corruption applies to each of those players.

D6STAGE OF CORRUPTION
1

Unnatural Vitality

All MAGGOTKIN OF NURGLE HEROES have a ward of 4+.

2

Fecund Vigour

All units are treated as being within 14" of a Locus of Fecundity.

3

The Burgeoning

At the start of your hero phase, roll a number of dice equal to the number of the current battle round. For each 4+, you receive 1 extra CP.

4

Plague of Misery

HEROES that do not have the NURGLE keyword cannot carry out heroic actions or issue the Rally or Inspiring Presence commands.

5

Nauseous Revulsion

Subtract 1 from charge rolls for enemy units that do not have the NURGLE keyword. Enemy units that do not have the NURGLE keyword cannot finish a pile-in move closer to a friendly NURGLE unit than they were at the start of the move.

6

Rampant Disease

Add 1 to disease rolls that you make.

Corrupted Regrowth

At the start of your hero phase, you receive 1 extra CP for each Feculent Gnarlmaw in your army that is on the battlefield.


Command Traits

Abilities available to the general of a Maggotkin of Nurgle army if it is a HERO.

Lords of the Rotbringers

MAGGOTKIN OF NURGLE MORTAL HERO only.

Grandfather’s Blessing

This mighty Nurglite is able to bend the cycle of decay to their will.

Once per battle, at the start of the battle round after the Cycle of Corruption has advanced, if this general has not been slain, you can move the Cycle of Corruption 1 stage forwards. If more than 1 player could move the current stage of the Cycle of Corruption using this command trait, then none of them can.

Infernal Conduit

This champion of Nurgle is so suffused with the power of their patron that their mere presence is enough to draw forth daemons from the Garden.

If this general is on the battlefield at the start of your hero phase, roll a dice. On a 1, nothing happens. On a 2-5, you receive 1 contagion point. On a 6, you receive D3 contagion points.

Living Plague

This general harbours a disease that causes their foes to break out in boils filled with a sweet-smelling pus that attracts Nurgle’s daemons like flies to a corpse flower.

At the start of your hero phase, roll a dice for each enemy unit within 7" of this general. On a 2+, give that unit 1 disease point and you receive 1 contagion point.

Avalanche of Rotten Flesh

When this general lumbers into combat, foes are crushed beneath their rancid bulk.

After this general makes a charge move, you can pick 1 enemy unit within 1" of them and roll a number of dice equal to the charge roll for that charge move. For each 6, that enemy unit suffers 1 mortal wound and give that enemy unit 1 disease point.

Bloated with Corruption

This general’s swollen body is turgid with foul secretions. Should their flesh be pierced, these rank fluids will squirt out to drench those nearby.

If an unmodified Disgustingly Resilient ward roll for this general is 6, you can pick 1 enemy unit within 3" of this general and give it 1 disease point.

Overpowering Stench

This general exudes an odour so wretched that even Nurgle’s daemons cannot adequately describe it. Enemies recoil, choking on their own vomit, at its slightest whiff, and are rendered speechless as their senses are overwhelmed.

Enemy units within 7" of this general cannot issue commands, and enemy units wholly within 7" of this general cannot receive commands.


Avatars of Corruption

MAGGOTKIN OF NURGLE DAEMON HERO only.

Gift of Febrile Frenzy

This general can invigorate their usually sluggish minions by releasing a fever upon them that drives them into a wild delirium.

Once per battle, at the start of the combat phase, you can say that this general will release a sickening fever. If you do so, until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly MAGGOTKIN OF NURGLE units while they are wholly within 7" of this general.

Nurgling Infestation

Nurgle’s daemon mites are drawn to this general, confounding the attacks of foes who try to strike them and fighting all the harder in their presence.

Subtract 1 from hit rolls for attacks that target this general. In addition, add 1 to hit rolls for attacks made by friendly NURGLING SWARMS that are wholly within 7" of this general.

Pestilent Breath

This general has breath so foul that it can stun a full-grown Rhinox.

At the start of your shooting phase, pick 1 enemy unit within 7" of your general. Roll 1 dice for each model in that unit that is within 7" of this general. For each 5+, that unit suffers 1 mortal wound.

Artefacts of Power

Artefacts available to HEROES in a Maggotkin of Nurgle army.

Artefacts of Contagion

MAGGOTKIN OF NURGLE MORTAL HERO only.

The Eye of Nurgle

This ancient bronze amulet has a tri-lobed keyhole, through which Nurgle himself occasionally peeks with one vast, rheumy eye. Should a foe be unlucky enough to stand before the bearer at such a time, they are instantly overwhelmed by the Plague God’s noxious gifts.

Once per battle, at the start of your hero phase, if there are any enemy units within 14" of the bearer that have any disease points, you can roll 2D6. If the roll is 7, the closest enemy model to the bearer that is in a unit that has any disease points is slain.

The Foetid Shroud

This mildewed cloak clings to its wearer’s body as though drenched in fever-sweat. Enemies find themselves entangled in its clammy folds, their blows reduced to a fumbling struggle to escape the shroud’s sopping grasp.

At the start of the combat phase, you can pick 1 enemy HERO that is not a MONSTER and is within 3" of the bearer. Subtract 1 from hit rolls for attacks made by that HERO in that phase, and add 1 to hit rolls for attacks that target that HERO in that phase.

The Shield of Growths

This revolting shield is fashioned from diseased troggoth flesh grown around a frame of rusted iron. The more damage it takes, the more it regrows, bulging outward into a ponderous bulwark of rotting blubber and skin.

You can re-roll save rolls for attacks that target the bearer if the save roll is equal to or less than the number of wounds allocated to the bearer.

Flesh Peeler

When this cursed bell is tolled, it emits waves of necrotic energy that slough flesh from bone and rot living victims into heaps of slime in moments.

In your hero phase, roll a dice for each enemy unit that is within 7" of the bearer. On a 4+, give that unit 1 disease point.

The Splithorn Helm

This rusted helm was scrimshawed from a shed chunk of a Great Unclean One’s antler. Daemonic energies still linger around it, blessing its wearer with supernatural resilience.

The bearer has a Disgustingly Resilient ward of 4+.

The Fecund Flask

It is said that an ocean of infectious waters was trammelled in this grimy glass bottle. Its bearer can drink deep of its endless flow, allowing the blessings of Nurgle to restore their vitality - though not always in the way the drinker may have hoped.

Once per battle, at the start of your hero phase, you can say the bearer will drink from the Fecund Flask. If you do so, roll a dice. On a 2+, heal all wounds allocated to the bearer. On a 1, the bearer is slain. If the bearer is slain by this artefact, before they are removed from play, you can add 1 BEASTS OF NURGLE unit that has 1 model to your army and set it up within 1" of the bearer. The BEASTS OF NURGLE unit can only be set up within 3" of an enemy unit if the bearer was within 3" of that enemy unit when they were slain.

Muttergrub

A daemonic familiar prised from the Rotwood joists of Nurgle’s Manse, this bloated maggot curls itself within its master’s ear and mumbles the secrets of Nurgle’s magic to them.

The bearer can attempt to cast the Gift of Disease spell in your hero phase in the same manner as a WIZARD. If the bearer is a WIZARD, they know the Gift of Disease spell in addition to the spell you can normally pick for them from the Lore of Malignance, and you can add 1 to the casting roll when they attempt to cast Gift of Disease.

Rustfang

Rustfang is a cursed battle-axe whose blade crawls with a thick layer of sentient corrosion. The slightest touch of this blade spreads its ferric blight, chewing away the foe’s armour in moments.

Once per battle, at the start of the combat phase, you can pick 1 enemy HERO within 3" of the bearer. Subtract 1 from save rolls for attacks that target that HERO for the rest of the battle.


Daemonic Boons of Nurgle

MAGGOTKIN OF NURGLE DAEMON HERO only.

The Bountiful Swarm

A cloud of cheerfully buzzing flies surrounds this daemon at all times, their bodies the lurid green of infected pus. Those they sting find Nurgle’s gifts flowing into them in an uncontrolled flood, causing their bodies to swell with mutation and disease until they devolve into something hideous, or simply burst like overripe fruit.

Once per battle, at the start of your hero phase, pick 1 enemy model within 3" of the bearer and then roll a dice. If the roll is greater than that model’s Wounds characteristic, it is slain. If that model is slain and had a Wounds characteristic of 4 or more, before it is removed from play, you can add 1 BEASTS OF NURGLE unit that has 1 model to your army and set it up within 1" of the slain model. The BEASTS OF NURGLE unit can only be set up within 3" of an enemy unit if the model was within 3" of that enemy unit when it was slain.

The Endless Gift

Whenever this daemon is injured by its foes, bilious flab and scuttling parasites spill from the wounds. These heap into layers of new growth before crusting over and solidifying into unnatural flesh, leaving the daemon healed as though it had never been harmed at all.

The bearer is always treated as being within 14" of a Locus of Fecundity.

Noxious Nexus

This daemon is a festering carrier of thousands of Nurgle’s most virulent plagues. Simply to stand near them risks a myriad of horrible fates, each more revolting and agonising than the last.

If an enemy unit is within 3" of the bearer at the end of the movement phase or combat phase, give 2 disease points to that unit instead of 1 for being within 3" of any friendly MAGGOTKIN OF NURGLE units.

Nurgle’s Nail

Rumour has it that this plaguesword was fashioned from a splinter of one of Nurgle’s own toenails. The foulness that drizzles from its blade is so infectious that it rots reality itself, and can reduce its victims to blackened sludge in seconds.

Pick one of the bearer’s melee weapons. Attacks made with that weapon inflict 1 disease point on the target unit on an unmodified hit roll of 5 or 6.

Tome of a Thousand Poxes

This rotting book is so bloated that it requires a trio of chattering Nurglings to carry it into battle. Its groaning pages are thick with foul secrets of sorcerous plague lore that can reduce strongholds to tumbled ruins and armies to heaps of flyblown corpses.

The bearer can attempt to cast the Gift of Disease spell in your hero phase in the same manner as a WIZARD. If the bearer is a WIZARD, they know the Gift of Disease spell in addition to the spell you can normally pick for them from the Lore of Virulence, and you can add 1 to the casting roll when they attempt to cast Gift of Disease.

The Witherstave

Carved from the heartwood of a tormented Treelord, the Witherstave thrums with a soured mockery of the Sylvaneth spirit song. Those that hear it feel a terrible weakness shiver their limbs as a jarring dirge of despair clouds their minds.

Add 1 to disease rolls for enemy units that are within 7" of the bearer.

Spell Lores

Spells available to WIZARDS in a Maggotkin of Nurgle army.

Lore of Malignance

MAGGOTKIN OF NURGLE MORTAL WIZARD (including Unique units) only.

Magnificent Buboes

With a gracious sweep of their hand, the Sorcerer bestows upon their victim one of Nurgle’s prettiest afflictions - a clutch of debilitating pustules and boils.

Magnificent Buboes is a spell that has a casting value of 7 and a range of 21". If successfully cast, pick 1 enemy HERO within range and visible to the caster. Until your next hero phase, subtract 1 from hit rolls for attacks made by that HERO and subtract 1 from chanting, casting, dispelling and unbinding rolls for that HERO.

Plague Squall

Singing an extravagant prayer to Grandfather Nurgle, the Sorcerer causes the skies to split open like the swollen belly of an old corpse, raining a glorious shower of boiling filth upon their foes.

Plague Squall is a spell that has a casting value of 6. If successfully cast, roll 7 dice. For each 6, you can pick 1 different enemy unit that is visible to the caster and give that unit 1 disease point.

Cloying Quagmire

The Sorcerer thrusts their hands into the soil, causing the ground to putrefy into a sucking, grasping quagmire.

Cloying Quagmire is a spell that has a casting value of 5 and a range of 14". If successfully cast, pick 1 enemy unit within range and visible to the caster. Roll a dice. If the roll is equal to or higher than that unit’s Save characteristic, until your next hero phase, halve that unit’s Move characteristic and subtract 2 from run rolls and charge rolls for that unit.

Blades of Putrefaction

The wizard blesses weapons so that they ooze with the choicest of Nurgle’s foul contagions.

Blades of Putrefaction is a spell that has a casting value of 7 and a range of 14". If successfully cast, pick 1 friendly MAGGOTKIN OF NURGLE unit within range and visible to the caster. Until your next hero phase, each attack made with a missile weapon or melee weapon by that unit inflicts 1 disease point on the target unit on an unmodified hit roll of 5 or 6.

Gift of Disease

With a gesture, the wizard smothers their enemies in a foul fog buzzing with daemon-flies and suffused with enfeebling airborne diseases.

Gift of Disease is a spell that has a casting value of 6 and a range of 21". If successfully cast, pick 1 enemy unit within range and visible to the caster. Give that unit and each other enemy unit within 7" of that unit 1 disease point.

Rancid Visitations

As the wizard reaches out, their enemies are seized by a terrible affliction that blackens their flesh and rots their organs to mulch.

Rancid Visitations is a spell that has a casting value of 6 and a range of 7". If successfully cast, pick 1 enemy unit within range and visible to the caster and roll 1 dice for each model in that unit that is within range. For each 2+, that unit suffers 1 mortal wound.


Lore of Virulence

MAGGOTKIN OF NURGLE DAEMON WIZARD (including Unique units) only.

Favoured Poxes

Calling upon Nurgle to grant his blessings, the daemon concentrates their attentions on an enemy, inflicting wave after wave of debilitating sickness upon them.

Favoured Poxes is a spell that has a casting value of 7 and a range of 14". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until the caster moves, attacks, makes a casting, unbinding or dispelling attempt, or is slain, subtract 1 from hit and wound rolls for attacks made by that unit and subtract 1 from save rolls for attacks that target that unit.

Fleshy Abundance

The daemon generously bestows a growth spurt of the most repulsive kind upon a group of allies, causing their bodies to bloat with great wobbling mounds of grey-green fat.

Fleshy Abundance is a spell that has a casting value of 7 and a range of 14". If successfully cast, pick 1 friendly MAGGOTKIN OF NURGLE DAEMON unit within range and visible to the caster. Add 1 to the Wounds characteristic of that unit until your next hero phase.

Designer’s Note: This can result in a model that is affected by this spell being slain if the wounds allocated to that model equal or exceed its Wounds characteristic once the effect of the spell ends.

Stream of Corruption

Uttering glottal curses, the daemon unleashes a torrent of bile and brackish filth upon their enemies.

Stream of Corruption is a spell that has a casting value of 6 and a range of 7". If successfully cast, pick 1 enemy unit within range and visible to the caster. Roll 1 dice for each model in that unit that is within range of the caster. For each 5+, that unit suffers 1 mortal wound.

Before attempting to cast this spell, you can say that the caster will project the stream across a greater distance. If you do so, the spell has a range of 14" but only inflicts 1 mortal wound for each roll of 6 instead of each roll of 5+.

Plague Legions and Contagiums

Abilities for the six most famous Plague Legions and Contagiums. These rules can be used by units in a Maggotkin of Nurgle army that have been given the appropriate subfaction keyword by the Plague Legions and Contagiums battle trait.

The Munificent Wanderers

One of Nurgle’s most prolific Plague Legions, the Munificent Wanderers are responsible for sowing sickness and decay across vast swathes of the Eight Realms. This task they carry out with relentless good humour, for they believe that all who receive Nurgle’s generous gifts are truly blessed.

Infested With Wonders: The Munificent Wanderers invite the most horrific and repulsive diseases into their flesh, and they cannot wait to share them.
If an enemy unit is within 3" of a friendly MUNIFICENT WANDERERS PLAGUEBEARER HOST that has 10 or more models at the end of the movement phase or combat phase, it receives 2 disease points instead of 1 for being within 3" of any friendly MAGGOTKIN OF NURGLE units.

Befouling Host

The Befouling Host are the most intractable of all Plague Legions. Like a mortal clinging to life, they are grimly accepting of suffering even for Nurgle’s children. Their sheer ability to endure has seen them entrusted with protecting their Grandfather’s beloved Garden.

Festerbark Pox: The unique disease borne by the Befouling Host turns organs to wood and acts as a beacon to Feculent Gnarlmaws.
A Befouling Host army that has a DAEMON general can include 2 Feculent Gnarlmaws instead of 1. Set up the second Feculent Gnarlmaw wholly within your territory, more than 7" from all other Feculent Gnarlmaws and more than 3" from all objectives and other terrain features.

Droning Guard

The Droning Guard are a Plague Legion that excels in airborne attacks. Thrumming swarms of Plague Drones form the vanguard of their assaults, choking the skies with winged horrors and a stifling miasma that clots the very air to bring the foe to their knees.

Cloying Stench: The coming of the Plague Legion known as the Droning Guard is heralded by an immense storm of buzzing flies and a stench powerful enough to sicken the most redoubtable of warriors.
Subtract 1 from hit rolls for attacks that target friendly PLAGUE DRONES units in the first battle round and in the battle round in which they were set up.

Blessed Sons

The Blessed Sons regard themselves as the greatest of Nurgle’s mortal warriors, and they have good reason to make such a claim. No other Rotbringer army has battled so far and wide across the Mortal Realms or inflicted so many grievous defeats on the enemies of the Plague God.

Nurgle’s Embrace: The bloated forms of these Nurglites are ever at bursting point, ready to shower attackers with contagious fluids.
If a friendly BLESSED SONS MORTAL model is slain within 1" of an enemy unit, before removing that model from play, pick 1 enemy unit within 1" of that model and roll a number of dice equal to the Wounds characteristic of that model. For each 6, give that enemy unit 1 disease point.

Drowned Men

Stinking, piratical raiders who fall upon their foes with ferocious brutality, the Drowned Men are feared across the realms. They are masters of aerial and naval warfare, and the sight of their filth-encrusted sails upon the horizon is enough to strike dread into the most formidable warriors.

Lords of Sea and Sky: The skies above the Plague Fleets of the Drowned Men are darkened by a pestilent cloud of Pusgoyle Blightlords.
After deployment but before the first battle round begins, you can move each friendly DROWNED MEN LORD OF AFFLICTIONS and PUSGOYLE BLIGHTLORDS unit up to 8". If both players can move units before the first battle round begins, they must roll off and the winner chooses who moves their units first.

Filthbringers

No Contagium seeks Nurgle’s magical secrets as eagerly as the Filthbringers. Through studying their god’s deepest mysteries, these Rotbringers seek literal transformation into an unstoppable disease - to achieve apotheosis as the purest form of corruption.

Rot Covens: Filthbringer Cysts are often led by covens of sorcerers that have a command of pestilent magic few can match.
You can include Rot Covens in your army. At the start of the hero phase, you can pick 1 WIZARD from each Rot Coven in your army. Add 1 to casting, unbinding and dispelling rolls for that WIZARD in that phase. Add 2 instead of 1 if that WIZARD is within 3" of 1 other WIZARD from the same Rot Coven. Add 3 instead of 1 if that WIZARD is within 3" of 2 other WIZARDS from the same Rot Coven.

Tamurkhan’s Horde

Below you will find all of the rules you need to use a Tamurkhan’s Horde army. All of the units from this compendium are from the Tamurkhan’s Horde faction.

Tamurkhan’s Horde is a vast conglomeration of mortal and daemonic warriors, servants all to Nurgle, and bound to the will of Tamurkhan the Maggot Lord. Such is Tamurkhan’s loyalty that the god of disease saw fit to plant a piece of his soul within the Realm of Chaos, allowing him to be regrown and resurrected after the destruction of the World-that-Was. This favoured champion has repaid his patron by rampaging across the Mortal Realms, delivering rot and ruin to the unfaithful.

In order to use a Tamurkhan’s Horde army, you will need a Maggotkin of Nurgle army and one or more TAMURKHAN’S HORDE units from this compendium. In addition, you must have your opponent’s permission to use a Tamurkhan’s Horde army. If they give you permission, all units in your army that do not already have the TAMURKHAN’S HORDE keyword gain it, with the exception of Unique units. If you are using a Tamurkhan’s Horde army, you must take the enhancements below for your army and you can use the allegiance abilities in Battletome: Maggotkin of Nurgle.

Designer’s Note: A Maggotkin of Nurgle army cannot include any of the units in this compendium without it becoming a Tamurkhan’s Horde army.

COMMAND TRAIT
A TAMURKHAN’S HORDE general must have this command trait instead of one from the Maggotkin of Nurgle allegiance abilities:

Unrelenting Conqueror: This warrior drives his minions ever onward, so determined is he to spread terror across all of the Mortal Realms.
Add 1 to run rolls for friendly TAMURKHAN’S HORDE units while they are wholly within 14" of this general.

ARTEFACT OF POWER
The first TAMURKHAN’S HORDE HERO to receive an artefact of power must be given the Daemon Flask:

Daemon Flask: When the daemonic entity within this flask is unleashed, its screams shatter stone and cause the ground to split asunder.
Once per battle, at the start of your hero phase, you can say that the bearer will shatter the Daemon Flask. If you do so, roll a dice for each enemy unit within 12" of the bearer. You can re-roll the dice if the enemy unit is a War Machine or is within 3" of a terrain feature. On a 4+, that enemy unit suffers 1 mortal wound. On a 6, that enemy unit suffers D3 mortal wounds instead.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Maggotkin of Nurgle army.

Discovering Hidden Patches of the Garden

When you make an exploration roll, on a 61-66, you can pick a territory from the Maggotkin of Nurgle Faction Territories table. These territories represent hidden or isolated places into which the foul flora of Nurgle’s Garden has already encroached, and so they work differently to other territories in a Path to Glory campaign. Firstly, you do not have to spend any glory points to control them; you can do so automatically. Secondly, these territories cannot be upgraded.

Your aim as a champion of the Plague God in a Path to Glory campaign is to expand the borders of the Garden of Nurgle into the Mortal Realms.

Seeding the Garden of Nurgle

In addition to discovering hidden patches of Nurgle’s Garden as described above, you can seed a territory you control and convert it into a new patch. In order to seed a territory, you must complete either the Gardener of Nurgle quest or the Spread Corruption quest. In addition, If you fight a Path to Glory battle using the Encroaching Corruption battleplan, the result may allow you to seed a territory or allow your opponent to revert one of your territories to its original form (the victory conditions for the battleplan will explain this in more detail).

Seed: If you choose to seed a territory, at the end of step 6 of the aftermath sequence, pick 1 territory you control. Remove the territory you picked from your roster and replace it with its corrupted version from the Maggotkin of Nurgle Faction Territories table.

Revert: If your opponent is allowed to revert a territory, in step 6 of the aftermath sequence, you are not allowed to make an exploration roll. Instead, your opponent can pick 1 Maggotkin of Nurgle faction territory on your roster. If they do so, you must remove that territory from your roster and replace it with the territory that corresponds to its original form.

Should the Grandfather smile upon you, you may discover hidden pockets of the Mortal Realms where his Garden has already begun to encroach upon reality. The Maggotkin of Nurgle Faction Territories table lists a number of such territories along with their original forms, which correspond to several territories from the Core Book.

Daemon Units

NURGLE DAEMON units that do not have the HERO keyword are not recorded on your order of battle. Instead, when you pick your army for a battle, you can include up to 3 NURGLE DAEMON units that do not have the HERO keyword for each GREAT UNCLEAN ONE or THE GLOTTKIN you include in your army, and you can include 1 NURGLE DAEMON unit that does not have the HERO keyword for each other NURGLE DAEMON HERO or NURGLE MORTAL HERO you include in the army.

The lesser daemons of Nurgle are called forth from the Realm of Chaos to the Mortal Realms as they are needed.

Legions of Chaos

You can add any number of coalition units to your order of battle. However, when you pick an army for a battle, the limits from Legions of Chaos section apply to the number of coalition units you can include in your army.

Blighted Landscape

If you are fighting a battle using one of the Path to Glory battleplans from the Core Book and you are the defender, you must use the following Blighted Landscape rules. You are considered to be the defender if you are one of the following: ambusher, custodian, guardian, ritualist.

Designer’s Note: If you and your opponent are both using Path to Glory armies, you can agree to use these rules for any other battleplan in which you are fighting a defensive battle in your own lands.

Hidden Corruption: Every inch of the battlefield is riddled with corruption caused by the presence of Nurgle’s minions.
In your hero phase, you can pick up to D3 different units that are within 3" of a terrain feature and roll a dice for each of those units. On a 4+, the unit being rolled for is given 1 disease point if it is an enemy unit, or you receive 1 contagion point if it is a friendly unit.

Aid Me, Grandfather!: Nurgle looks fondly upon those of his minions who are willing to risk their lives to defend the Garden.
Once during the battle, when a friendly NURGLE HERO is slain, before their model is removed from play, you can say that they will beseech Nurgle for help. If you do so, roll a dice. On a 6, the HERO is not slain, all wounds allocated to it are healed, and any wounds that currently remain to be allocated to it are negated. On a 3-5, the Hero is slain. On 1-2, you can add 1 BEASTS OF NURGLE unit that has 1 model to your army and set it up within 1" of the HERO; then the HERO is then slain.

Tearing Down the Garden: When a battle is fought in one of the heartlands of Nurgle’s domains, there is a risk that a victorious foe will take the opportunity to cleanse the landscape of the god’s influence.
If your opponent wins the battle, they must roll a dice. Add 2 to the roll if they won a major victory. On a 6+, your opponent can revert 1 of your territories.

If a HERO is slain and replaced with a Beast of Nurgle in a Maggotkin of Nurgle Path to Glory army, then that HERO is removed from the army’s order of battle in step 2 of the aftermath sequence and replaced with a BEASTS OF NURGLE unit that has 1 model. In any other Path to Glory army, an injury roll is made as normal for the HERO in step 2 of the aftermath sequence. This is an exception to the rule that DAEMON units that do not have the HERO keyword are not recorded on your order of battle.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

Spread Corruption

As a Maggotkin army fights its way across the realms, the lands themselves sicken and become infected with all manner of repugnant life.
At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if you won a major victory.

Once you have gained 3 quest points, you complete this quest. When you complete this quest, pick 1 territory you control that can be seeded and follow the instructions for seeding it.

QUEST

Gardener of Nurgle

It is the goal of every Maggotkin warlord to expand the borders of Nurgle’s Garden far into the Mortal Realms.
At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if you won a minor victory, or add 3 quest points if you won a major victory.

Once you have gained 3 or more quest points, you can fight Path to Glory battles using the ‘Seeds of Corruption’ battleplan. If you win a minor victory or major victory in that battleplan, you complete this quest. The rewards of completing this quest are listed in the battleplan.

QUEST

Feculent Devotions

Those Nurglites who prove their skill at cultivating the Garden are able to summon the Grandfather’s finest daemonic warriors.
At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log for each Feculent Gnarlmaw you set up during the battle (not before the battle began). Once you have gained 3 or more quest points, you complete this quest.

When you complete this quest, in the next battle you fight against another Path to Glory army, before deployment, you can give each friendly PLAGUEBEARER HOST and PLAGUE DRONES unit 1 veteran ability that can only be used in that battle.

Veteran Abilities

Each time a MAGGOTKIN OF NURGLE unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

MAGGOTKIN OF NURGLE VETERAN ABILITIES
Driven by Devotion: These warriors live to display their devotion to Nurgle in spectacular acts of disease propagation, often waiting until the enemy are nicely clumped up before sharing their god’s gifts.
This unit can use this veteran ability once per battle at the start of the combat phase. When it does so, you receive 1 contagion point for each enemy model slain by an attack made by this unit in that phase.
Unnatural Regeneration: Wounds inflicted upon the wobbling flesh of these warriors quickly fill with gunk and seal over - one might as well try to carve a rune in a bowl of rancid gruel as cause any lasting damage to them.
This unit can use this veteran ability once per battle, at the end of any phase in which any models in this unit were slain. When it does so, roll a dice for each model in this unit that was slain in that phase. For each 4+, you can return 1 slain model to this unit.
Boon of Virulence: Nurgle has bestowed his foetid blessings thricefold upon the weapons carried by these favoured warriors, such that they positively hum with lethal maladies.
This unit can use this veteran ability once per battle at the start of the combat phase. When it does so, until the end of that phase, each attack made with a melee weapon by this unit inflicts 1 disease point on the target unit on an unmodified hit roll of 5 or 6.
Revolting Resilience: These battle-scarred warriors are covered in cushioning cankers, ablative rolls of flab and crusts of keratinised skin - all nestling a mildew-black soul long since resigned to the ills of the realms.
This unit can use this veteran ability once per battle, before you make a Disgustingly Resilient ward roll for this unit. When it does so, add 1 to Disgustingly Resilient ward rolls for this unit until the end of that phase.
Blessed with Fecundity: Just as pollen clings to bees, these warriors are weighted down by clusters of spore-puffing fungi and carrion-scented blooms. Wherever they tread, sickening flora sprouts in great profundity and mycelial tendrils worm their way into the bones of the realms.
This unit can use this veteran ability once per battle at the start of any phase. When it does so, it is treated as a Locus of Fecundity until the end of that phase.
Cycles within Cycles: There are those Nurglites who have dwelt long upon time’s relationship with the great cycle of decay. Though undoubtedly driven mad by their moribund musings, they seem to have Nurgle’s ear to some degree in such matters.
This unit can use this veteran ability once per battle, after the Cycle of Corruption moves to a new stage. If it does so, you can move the Cycle of Corruption 1 stage forwards.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42.

ORIGINAL FORM
The name in brackets after the name of each territory in this table is the original form of the territory. This is important if your opponent chooses to revert the territory.

MAGGOTKIN OF NURGLE FACTION TERRITORIES (D66)
61 CRAWLING SWAMP (WILD LANDS)
The lands of this region are covered with pestilential swampland and marshes that are home to all kinds of creatures in Nurgle’s menagerie.
Increase your MONSTERS limit by 2. In addition, in step 7 of the aftermath sequence, roll a dice. On a 6, you can add 1 BEASTS OF NURGLE unit to your order of battle without having to spend any glory points, or you can reinforce 1 eligible BEASTS OF NURGLE unit on your order of battle without having to spend any glory points.

Designer’s Note: This is an exception to the rule that DAEMON units that do not have the HERO keyword are not recorded on your order of battle.

62 MEADOWS OF ARCANE CORRUPTION (ARCANE WAYPOINT)
The ley lines that criss-cross this territory are now used as conduits for Nurgle’s corruption, turning the once pleasant lands into harbours of corruption that can endow a mortal supplicant with a fraction of the Grandfather’s power.
Increase your WIZARDS limit by 2. In addition, in step 7 of the aftermath sequence, roll a dice. On a 6, you can add 1 NURGLE MORTAL WIZARD unit to your order of battle without having to spend any glory points.

63 BEFOULED CITY (SMALL SETTLEMENT)
This outpost has been infiltrated by plague cults dedicated to Lord Nurgle, and now serves as a refuge for his teeming minions.
Increase your Reinforced Units limit by 2. In addition, in step 7 of the aftermath sequence, roll a dice. On a 6, you can reinforce 1 eligible NURGLE unit on your order of battle without having to spend any glory points.

64 FORTRESS OF CORRODED IRON AND BLUBBER (BORDERLANDS)
The Dreadholds that once protected the borders of this region have been captured in Nurgle’s name. Their walls are now slick with ooze and their battlements shot through with sentient corrosion.
In step 3 of the aftermath sequence, roll 3 dice. For each 5+, you can either give 1 unit on your order of battle that was not included in your army in that battle 1 renown point, or you can add 1 quest point to the progress section of a Feculent Devotions quest.

65 FECULENT FOREST (WELLSPRING)
The natural resources of this region have provided fertile ground for huge forests of Feculent Gnarlmaws.
In each aftermath sequence, you can pick up to D3 different units to benefit from this territory. When making a recuperating roll for a unit you picked, it is treated as not having taken part in the battle. Instead of picking any units to benefit from this territory, you can add 1 quest point to the progress section of a Gardener of Nurgle quest.

66 FILTH PIT (REALMSTONE RESERVE)
Nurgle’s minions go to especial pains to taint realmstone deposits, for in doing so they can spread Nurgle’s gifts far and wide using the blood and bones of the lands themselves.
You receive 3 extra glory points in step 1 of the aftermath sequence. Instead of receiving 3 glory points, you can add 1 quest point to the progress section of a Spread Corruption quest.

Battleplan

Seeds of Corruption

Nurgle wishes to see rot and contagion bloom across the Mortal Realms, drowning the bastions of his enemies in a tide of putrid filth. Gathering for an offensive, a force of his Maggotkin prepare to spread the god’s generous blessings far and wide. Located in enemy territory are three cessnodes: locations that are ripe to be corrupted by the Grandfather’s gifts, and from which can spring forth the first Feculent Gnarlmaws that will form the basis of a new patch of Nurgle’s Garden.

QUEST BATTLEPLAN
This battleplan is used with the Path to Glory battlepack in the Core Book. You can use this battleplan if one player is using a Maggotkin of Nurgle army, has embarked on the Gardener of Nurgle quest and has earned 3 or more quest points.

THE ARMIES
The player embarked on the Gardener of Nurgle quest is the gardener and their opponent is the defender.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge. The position of each of the 3 cessnodes is shown on the map. You may wish to mark their locations on the battlefield with suitable markers.

FACTION TERRAIN
The defender can set up a faction terrain feature. The gardener cannot set up a faction terrain feature before the start of the battle.

DEPLOYMENT
The defender sets up their army first, wholly within their territory and more than 9" from enemy territory. Then, the gardener sets up their army wholly within their territory.

FIRST TURN
The gardener takes the first turn in the first battle round.

BRINGING ON THE ROT
The gardener can change a cessnode to a rotnode by setting up a Feculent Gnarlmaw within 1" of the centre of the cessnode.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
At the end of the battle, if 3 cessnodes have been changed to rotnodes, the gardener wins a major victory. If fewer than 2 cessnodes have been changed to rotnodes, the defender wins a major victory.

If neither player wins a major victory, each player adds up the points values of all enemy units that have been destroyed. If one player’s total is higher than their opponent’s total, they win a minor victory. Any other result is a draw.

PATH TO GLORY REWARDS AND PENALTIES
If the gardener wins the battle, they complete the Gardener of Nurgle quest and can seed a territory. If the defender wins the battle, the gardener must reduce the number of quest points on the quest log for the Gardener of Nurgle quest to 2.

BONUS RENOWN
Each of the gardener’s units that is within 3" of a rot node at the end of the battle gains 1 renown point. Each of the defender’s units that is within 3" of a cessnode at the end of the battle gains 1 renown point.


Battleplan

Encroaching Corruption

Throughout the Mortal Realms, immense armies of flyblown warriors march into battle, crying out praise to the Plague God. Dreadholds are captured in Nurgle’s name, their walls slick with ooze, their battlements shot through with sentient corrosion. Slinking plague-cults infiltrate the Cities of Sigmar, gathering in deep sewer chambers to perform unclean rites and taint waterways with filth. Vast and noble beasts are brought low by the weapons of sickness and entropy. However, not all of the Plague God’s plans succeed, and sometimes his enemies are able to reclaim swathes of the territory he has won in the Mortal Realms. Yet Nurgle is never defeated for long, for disease and decay are as inevitable as time and tide.

PATH TO GLORY BATTLEPLAN
This battleplan is used with the Path to Glory battlepack in the Core Book. You can use this battleplan if one player is using a Maggotkin of Nurgle army and both players are on a Path to Glory campaign.

THE ARMIES
One player is the corruptor and their opponent is the defender. The corruptor must use a Maggotkin of Nurgle army that includes at least 1 of the following:

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge.

FACTION TERRAIN
Each player can set up 1 faction terrain feature.

DEPLOYMENT
The players alternate setting up units one at a time, starting with the defender. Each player must set up their units wholly within their territory and more than 9" from their opponent’s territory.

The players continue to set up units until both armies have been set up. If one player finishes setting up their army first, their opponent must set up the rest of the units in their army, one after another.

BURN OUT THE ROT!
In order to stop the encroachment of Nurgle’s Garden, it is necessary to tear out corrupted growth at the root and purge it with cleansing flame. Naturally, setting fire to nearby flora that is possessed of a malign sentience poses its own risks!
Burn Out the Rot! is a command ability that can be used by the defender at the end of the combat phase. The unit that receives the command must be within 3" of a Feculent Gnarlmaw and more than 3" from all enemy units. When a unit receives the command, the defender rolls a dice. On a 2+, they can pick a Feculent Gnarlmaw within 3" of that unit. That Feculent Gnarlmaw is removed from the battlefield and the unit that received this command suffers D3 mortal wounds.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
The corruptor wins a major victory if they have at least 1 of the following units or terrain features wholly within the defender’s territory and at least 1 of the following units or terrain features wholly within their territory:
The corruptor wins a minor victory if they have at least 1 of the above units or terrain features wholly within the defender’s territory.

The defender wins a minor victory if there are none of the above units or terrain features in the corruptor’s army wholly within their territory.

The defender wins a major victory if there are none of the above units or terrain features wholly within their territory and none of the above units or terrain features wholly within the corruptor’s territory.

PATH TO GLORY REWARDS AND PENALTIES
If the corruptor wins a major victory, they can seed a territory. If the defender wins a major victory, they can revert one of the corruptor’s territories.

BONUS RENOWN
Each unit that is wholly within enemy territory at the end of the battle gains 1 renown point.

MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies from the list below and record it on your army roster.

THE GRANDFATHER’S WILL
Maggotkin of Nurgle army only.

Corrupt Arcane Nexus: When the battle ends, you complete this grand strategy if a friendly MAGGOTKIN OF NURGLE WIZARD is within 3" of the centre of the battlefield and no enemy units are within 6" of the centre of the battlefield.
Tend the Garden: When the battle ends, you complete this grand strategy if there are no enemy units within 3" of any Feculent Gnarlmaws in your army and there is a Feculent Gnarlmaw in your army wholly within your opponent’s territory.
Spread Rampant Disease: When the battle ends, you complete this grand strategy if every enemy unit on the battlefield has at least 1 disease point.
Blessed Desecration: You can pick this grand strategy only if the model picked to be your general has the MORTAL keyword. If you do so, after deployment, pick 1 terrain feature that is wholly within enemy territory. If no terrain features are wholly within enemy territory, you can pick any terrain feature. When the battle ends, you complete this grand strategy if you control that terrain feature.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

METHODS OF CULTIVATION
Maggotkin of Nurgle army only.

Feed the Maggots: You complete this tactic if at least 7 enemy models are slain by disease rolls during this turn.
Nurture the Gnarlmaw: Pick 1 Feculent Gnarlmaw in your army that is within 12" of any enemy units. You complete this tactic if that Feculent Gnarlmaw is more than 12" from all enemy units at the end of this turn.
Gifts of Nurgle: You complete this tactic if 3 or more friendly MAGGOTKIN OF NURGLE units are within 3" of the same enemy unit at the end of this turn.
Glory to the Grandfather!: You complete this tactic at the end of this turn if more enemy units than friendly units are destroyed during this turn.
The Droning: You complete this tactic if there is a different friendly unit with a Rot Fly mount in each quarter of the battlefield at the end of this turn.
Sudden Domination: You complete this tactic if you summon a GREAT UNCLEAN ONE to the battlefield during this turn and it is within 3" of an objective that you control in your opponent’s territory at the end of this turn.
Don’t Squabble, Children: Pick an objective wholly outside your territory. You complete this battle tactic at the end of the turn if you control that objective and any friendly MAGGOTKIN OF NURGLE MORTAL units and any friendly NURGLE DAEMON units contest that objective.

Core Battalions

You can include any of the following core battalions in a Maggotkin of Nurgle army if the battlepack you are using says that you can use core battalions.

THRICEFOLD BEFOULMENT
ROTBRINGER CYST


UNIT ICONS
(Mandatory/Optional)
Daemon Commander: GREAT UNCLEAN ONE
Rotbringer Leader: MORTAL MAGGOTKIN OF NURGLE Leader with a Wounds characteristic of less than 10
Rotbringer Troops: MORTAL MAGGOTKIN OF NURGLE unit that is not Leader, Artillery or Behemoth
BATTALION ABILITY ICONS
Unified: One-drop Deployment (see 26.2.1).
Expert: Once per battle, 1 unit from this battalion can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent.
Magnificent: When you pick enhancements for your army (see 27.3), you can pick 1 extra enhancement.
Slayers: Once per battle, 1 unit from this battalion can receive the All-out Attack or Unleash Hell command without the command being issued and without a command point being spent.
Strategists: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
Swift: Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent.
1.5.4 Re-rolls
Some rules refer to re-rolls. To make a re-roll, roll the dice used for the roll again. You cannot re-roll a dice roll more than once. If a rule allows you to re-roll an xD6 roll, you must re-roll all of the dice used for the roll.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

Spread Rampant Disease

When the battle ends, you complete this grand strategy if every enemy unit on the battlefield has at least 1 disease point.

Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

The CLANS PESTILENS keyword is used in the following Skaven warscrolls:

Leader, Behemoth
Leader
None
Artillery
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

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

Leader, Behemoth
• Rotigus
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

The MAGGOTKIN OF NURGLE, MORTAL and HERO keywords are used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
Leader
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.

The MAGGOTKIN OF NURGLE, DAEMON and HERO keywords are used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
• Rotigus
Leader
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

Gift of Disease

With a gesture, the wizard smothers their enemies in a foul fog buzzing with daemon-flies and suffused with enfeebling airborne diseases.

Gift of Disease is a spell that has a casting value of 6 and a range of 21". If successfully cast, pick 1 enemy unit within range and visible to the caster. Give that unit and each other enemy unit within 7" of that unit 1 disease point.

The MAGGOTKIN OF NURGLE, MORTAL and WIZARD keywords are used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
Leader
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.

The MAGGOTKIN OF NURGLE, DAEMON and WIZARD keywords are used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
• Rotigus
Leader
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

The MAGGOTKIN OF NURGLE and DAEMON keywords are used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
• Rotigus
Leader
Battleline
None

The PUSGOYLE BLIGHTLORDS keyword is used in the following Maggotkin of Nurgle warscrolls:

None
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.

The TAMURKHAN’S HORDE keyword is used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
Leader
Battleline
None

The TAMURKHAN’S HORDE and HERO keywords are used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
Leader

The NURGLE, DAEMON and HERO keywords are used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
• Rotigus
Leader

The NURGLE, MORTAL and HERO keywords are used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
Leader
25.3.2 Reinforced Units
A reinforced unit has twice as many models as its minimum unit size. If you can include reinforced units in your army, you can reinforce units with the Battleline battlefield role twice. A unit that is reinforced twice has 3 times as many models as its minimum unit size and counts as 2 units towards the number of reinforced units you can include in your army. If the description for a unit says that it is a single model, it cannot be reinforced.

The NURGLE, MORTAL and WIZARD keywords are used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
Leader

The MAGGOTKIN OF NURGLE and WIZARD keywords are used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
• Rotigus
Leader
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.

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